Feedback
#20 posted by NightFright on 2016/11/18 10:43:36
These levels have excellent "retro" feeling, with nicely hidden secrets. A nice surprise!
Some levels don't use any music at all (mapped to non-existing track01). Was this intended?
Difficulty level is quite considerable even on easy (at least for me), I dunno if you had implemented difficulty levels in general.
BTW, you can also run this by putting all maps into a folder, e.g. named "gotshun", and run it with -game gotshun -hipnotic parameters. You don't have to put everything into the hipnotic folder, you can keep it separate.
@NightFright
#21 posted by damage_inc on 2016/11/18 17:01:44
Yeah, I didn't understand about the special "-hipnotic/-rogue/-quoth" switch until after I posted the release :( There is a thread about multiple gamedir's etc recently that is ongoing.
If I had I would have placed the maps in a .pak file and then included the command line you suggested in the readme, for sake of simplicity/cleanliness.
Grrr... I really wish I had thought about the music, I didn't. I could have easily remedied that by editing the .bsp's... stoopid stoopid stoopid :-P
As far as differing difficulty levels, I think they are in. I am just a friend of the author, which is gotshun. He was busy with RL� and his next level so I was the grunt worker bee for retrieval, assembly and release.
Thanks for the feedback
Question: Can You "replace" A File On Quaketastic?
#22 posted by damage_inc on 2016/11/18 17:21:07
If so I could update the .zip archive with a few "needed" changes.
#23 posted by Mike Woodham on 2016/11/18 21:12:09
Got through the first 4 or 5 maps but ran into one that would not load. Bypassed that one but the next one had doors that would not open and presumably they were triggered by non-spawning monsters.
But I enjoyed what I did play. I wonder why the maps have so much z-fighting?
#24 posted by ericw on 2016/11/18 23:30:24
Afaik, Software quake doesn't have z-fighting, so the maps were probably only tested on software
Started Playing In Quoth
#25 posted by Drew on 2016/11/18 23:40:36
so far very nice, great job on these.
Love this era of quake mapping
Played A Few Levels
#26 posted by kaffikopp on 2016/11/20 02:26:37
Quite like it so far. Small-ish condensed maps with some nice secrets and brutal traps that don't feel unfair. Decently challenging on skill 3 at times, which is nice. Feels like it could have been a classic Quake/addon episode, in a good way.
Link to vod of playthrough here. I'll probably stream more in the future if anyone cares.
Stream Time
#27 posted by ionous on 2016/11/20 10:58:59
Going to be playing through this in about fifteen minutes:
https://www.twitch.tv/ionous
Ep.2 Secret Level Exit
#28 posted by NightFright on 2016/11/22 16:11:16
The secret level of ep.2 (e2sl.bsp) exits into e2uf.bsp which doesn't exist. That's pretty bad.
Maybe you should rerelease this with
- Proper e2sl exit
- Fixed music tracks
- Fixed typos in messages (e.g. "eleswhere")
So Sorry
#29 posted by Gotshun on 2016/11/22 20:21:09
But if at all possible Nightfright, These were my very first maps I ever made....so how about a break! If the typos bother you that badly, be my guest and fix them.
I never did finish the episodes due to life getting in the way.
I don't mind critical comments, but the nit picky BULLSHIT is a little to much.....Don't ya thinK? HMMMM!! But at least you enjoyed playing them???????
I'll try to be more pleasing to you in the future...Jesus.....I fell like I'm talking to my wife!!!
See ya on the flip side!
Pete(Gotshun)D.
#30 posted by negke on 2016/11/22 20:29:41
Didn't play it myself, but watched ionous' stream of the first episode. The levels seem pretty good overall. And surprisingly many! A few minor issues, and quite cramped overall (as was common in many custom levels back then), no big deal. Several elements reminiscent of other levels, for example Hell's Artrium or The Black Cathedral.
Drew: It's for Scourge of Armagon. Playing in Quoth, you'll miss a lot of things or even break stuff!
@NightFright
#31 posted by Baker on 2016/11/22 20:37:21
The tools already exist for you to fix *some* of that behavior.
Type "copy ents" in the console (copies the entity data to the clipboard) and then paste to your text editor. If map was "mymap", save as maps/mymap.ent
Near the top of text is "sound" "1". This is the CD track. Change it to your liking. Search the text for "eleswhere" and fix.
Almost all engines support external .ent files these days.
You can edit the sound track and maybe even fix the bad message, since I don't believe gotshun did any QuakeC since he's using SOA.
I Wouldn't Mind At All...
#32 posted by damage_inc on 2016/11/22 22:36:33
... fixing this up a bit and rereleasing it.
I asked earlier if there was a way to replace a file on Quaketastic but never got an answer! I didn't want multiples due to confusion.
I have EntED to adjust entities in the .bsp, no external entity files needed.
I'd need to know which music track to assign to which map, that currently doesn't have music.
As far as message spelling correction, maybe I'd fix that maybe not :-P I'd have to see how fast it took me to look thru the exported .ents files!
As stated, episode 2 has no conclusion. But I could make it go back to the start map, with an included message, like I did with e2ue.
For those interested let me know your thoughts and idea's.
- damage_
Into The Corner
#33 posted by NightFright on 2016/11/22 22:51:10
I hope you didn't misunderstand me when I pointed out those small glitches. These are great maps, make no mistake. Even more so considering they were the first ones made by the author. I am kind of a perfectionist and sometimes slightly frustrated when some things are in the way of what could be a polished release.
#34 posted by Mugwump on 2016/11/23 03:05:52
Type "copy ents" in the console (copies the entity data to the clipboard) and then paste to your text editor. If map was "mymap", save as maps/mymap.ent
In Darkplaces the command is sv_saveentfile. It saves the .ent directly, you don't even need the text editor step.
I didn't want multiples due to confusion.
Adding a version number in the zip name would prevent such confusion.
I'd need to know which music track to assign to which map, that currently doesn't have music.
Preferably tracks that are not used in each map's corresponding episode. Or just use id's original order: https://www.quaddicted.com/quake/episodes_maps
Ep.2 Secret Level Access
#35 posted by NightFright on 2016/11/23 10:07:13
Can it be that there is no way to access e2sl1 through any of the ep.2 maps?
It's So Secret...
#36 posted by damage_inc on 2016/11/23 17:56:28
There's not even a trigger_changelevel for it :-P
Again......Sorry!!
#37 posted by Gotshun on 2016/11/23 20:06:56
But like I stated, I didn't have time to finish making
the episodes. Anyone who wants to edit ANY OF THE MAP FILES HAS MY COMPLETE AND TOTAL PERMISSION TO FIX THEM ANY WAY YOU LIKE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Just give credit where credit is due!!
Thanks again guys for the feed back and support.
Pete(Gotshun(D.
@mugwump
#38 posted by Baker on 2016/11/24 01:01:20
In Darkplaces the command is sv_saveentfile. It saves the .ent directly, you don't even need the text editor step.
I just tried that in DarkPlaces.
Nothing happened. No file written.
Nothing in quake/id1/maps. Nothing new in the entire quake/id1 folder at all.
Using October 11 2016 build, I'm on Windows 7.
#39 posted by Mugwump on 2016/11/24 01:50:24
That's odd. I don't have this build but it still works fine in the September 22 one. Bug?
Revised Release
#40 posted by NightFright on 2016/11/24 08:39:23
I managed to compile a version with (hopefully) all the needed changes.
Gotshun's Lost Levels "Reloaded" (zip, 11.1 MB)
Changes:
- Maps compiled in pak0.pak
- Colored light (.lit) included in pak1.pak
- Maps reVISed to support transparent water
- Placed e2sl1 as regular level into episode (after e2ud)
- Minor stuff: Fixed spelling mistakes, removed dots after level names, added missing "You found a secret" messages
Just for the record: I did NOT do this because I think the levels sucked before. In fact, the opposite is the case. These are cool maps, and by polishing them a bit like this they truly shine.
You Didn't Reassign The Music?
#41 posted by Mugwump on 2016/11/24 09:00:30
I Did
#42 posted by NightFright on 2016/11/24 09:57:39
Forgot to mention that in the changelog. All music is remapped, based on the Hipnotic/SoA soundtrack.
Cool!
#43 posted by Mugwump on 2016/11/24 10:09:22
ALL the music for all levels or just for the levels that called a non-existing track01?
New Music Track Mapping
#44 posted by NightFright on 2016/11/24 10:22:32
Here is the track mapping I used (new tracks in brackets):
q1map1 - track01 (track06)
e1ua - track01 (track05)
e1ub - track01 (track03)
e1sl1 - track01 (track08)
e1uc - track01 (track02)
e1ud - track04 (unchanged)
e1ue - track04 (track05)
e1uf - track01 (track02)
e1ug - track07 (unchanged)
finale - track07 (track06)
e2ua - track01 (track05)
e2ub - track02 (unchanged)
e2uc - track03 (unchanged)
e2ud - track04 (unchanged)
e2sl1 - track01 (track07)
e2ue - track01 (track06)
I avoided using track09 since this is supposed to be used only on the level stats screen (at least imho). Also changed tracks if they stayed identical in consecutive levels.
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