Thank You All For Your Feedback
#21 posted by Lunaran on 2005/06/27 16:19:31
Lemme do these in order.
It was a comment on the fact that people don't read the readme...
At least I assume so ...
Nongrindentityspire is correct. Ten points.
When are you releasing the DoW map?
I think I'll upload it tonight. I made some changes, changed them back, made some others, changed those back, so it's more or less as it was the first time I finished it a month and a half ago.
killer gameplay; humorous crate placement.
Hee. :) Did you find it by accident or were you spelunking?
There appears to be a trigger problem in Easy skill; two doors (targetname dbsget) that cannot be opened due to a DSG excluded from that skill. Or am I missing something?
Well, it actually closes a door instead of opening it. On easy a certain shambler doesn't appear when you hit a nearby button, so I didn't need to close the bars to corral the player back to the main room the "right" way. This worked out well because the DBS is in a different place (earlier) on Easy anyway.
How did you find that out anyway? Does AguireQuake print that stuff in the console? Fifteen points.
Your compilers are awesome by the way. (Hint brushes! ;D)
Lun, in your description at your site, you neglected to mention that there is actually a forth "Devastation" map.
Shit. Twenty points.
P.S. I found a bug, don't hate me:
Shit. Fifty points.
hated the final boss (in the beta anyway). getting all the lightning rods down is like trying to do a rubiks cube...
Once you get the trick it doesn't take much longer than regular Cthon. Shocking him takes five button presses instead of three, for a total of 15 (more if you stuff it up), but that's about a standard increase in difficulty for a custom map from the original encounter, I thought.
Also, get rid of beta2 and play the real one.
there's nothing I'd rather do than play this map but it gives me some stupid "no free edicts" error when I try to launch it. Help!
Oof. What engine are you using? Try downloading a different one (I'm ever plugging FitzQuake) and see if it goes away.
Impressive Stuff
#22 posted by aguirRe on 2005/06/27 16:35:32
Magnificent visuals, fun gameplay and good balance all throughout. New enemies were all good, the chopper being similar to the CoE AxeMan. The new ME variants were also better than the original. The big setpiece area around the SK bridge was the highlight of the map. I only found two secrets but noticed at least one more, thus increasing replayability.
Just like Insomnia, amazing interconnectivity and still not too confusing during play. Exceptions being the major goals SK/GK, which were both found before their purpose were known. Also, the exit location wasn't too obvious, reminiscent of Colony.
But unlike Insomnia, the Chthon fight was too complex and created an unnecessary gameplay pause before continuing. It took me about an hour just to figure out how to use the buttons and then it was still difficult to execute it under heavy fire. The bad part of the Myst concept put into Q1 and unfortunately a considerable detraction. Oh well, next time it'll be a bit easier ...
From the technical aspect, I hope you made use of the Light -gate 1 option, at least during fast builds; it cuts about 84% off the processing time in this map with no visual difference. How long did vis take?
No Free Edicts
#23 posted by VoreLord on 2005/06/27 16:41:13
I got the same problem, I tried a couple of other engines, same problem. I like it too look much like glquake (without waterwarp), and with not much in the way of added eye candy, any suggestions?
Fitzquake is out of the question for me as the the lack of modelinterpolation makes my eyes bleed, and that low sound quality makes my ears bleed :(
As For The
#24 posted by aguirRe on 2005/06/27 16:49:40
alleged Easy trigger issue, I see now that it probably doesn't cause any problem, my mistake.
Does AguireQuake print that stuff in the console?
Heh, aguirReQuake prints a lot of warnings but not this one. It's my Light tool that normally prints this. As you actually used it, how come you didn't notice these warnings? Old version or maybe disabled warnings?
And I'm glad you like my tools. Best way to show it is to make more maps like this ... :)
Works
#25 posted by Mikko on 2005/06/27 16:56:13
It works now with the latest version of Fitz (I originally tried to run it with 075 version of Fitz).
Anyways great map - great visuals, nice curvy architecture, good texturing, good new monsters, good gameplay - until the end where I simply couldn't stand it any longer (Chthon) and pulled down the console with 'quit'. I just couldn't get the buttons right.
VoreLord
#26 posted by aguirRe on 2005/06/27 16:57:14
Any engine with 800+ edict limit should suffice, e.g. DarkPlaces, FitzQuake 0.80, JoeQuake or any of my engines. My Nehahra engine has model interpolation if that's important.
Spelunking By Accident
#27 posted by BlackDog on 2005/06/27 17:11:46
At least I got a chuckle before I died.
I'm Not That Smart
#28 posted by ionous on 2005/06/27 17:46:51
Very nice map, well made, fun....
until the Chthon fight. I spent an hour trying to figure out how the electrodes worked. I still have no idea.
Chthon Fight
#29 posted by Blitz on 2005/06/27 18:02:31
I found it to be frustrating even in god mode
Hmm
#30 posted by bambuz on 2005/06/27 18:12:26
**spoiler alert**
the chthon (or whatever he is and is spelled) fight has the problem that the machine doesn't work "right", but you have to exploit some bug-like operation mode with the right timing when pushing the buttons. Btw, it takes 4 pushes for one electrocution according to my counts.
I Retract That
#31 posted by bambuz on 2005/06/27 18:13:55
yes, 5 pushes.
Yaeyw00tHARDASFUCK.
#32 posted by biff_debris. on 2005/06/27 18:24:21
Lun awesome job, you -- specially on those caves (my fave part). I got lost (I always seem to do that with your maps ;D), but found the keys and killed off the bad red men. I still haven't beaten SnotChton -- apparently theres a short in the electrode system in that room. Someone should tell the management.
Gah
#33 posted by . on 2005/06/27 19:50:20
Quite good job, I like the scale and the connectivity. Generally fairly challenging, and interesting brushwork on the huge building stuff.
I'm usually not a fan of custom monsters, they're typically executed poorly - in this case, I didn't like the colorizations - the colored enforcers with the standard-color grunts clashed.
What I did like was the idea of the red grunt, with it's attack - the fire and the rocket launcher.
I still haven't passed it - the boss fight is an unfair puzzle, because I'm running and jumping in circles dodging projectiles, and hiding, while trying to understand the whole configuration.
Also, funnay little secret in the slime.
AguirRe
#34 posted by VoreLord on 2005/06/27 21:06:16
Thanks, I did try Darkplaces, and although it works fine, to much ginning around to get it how I like (getting rid of all the extra stuff), I found that Q2K4 doesn't get the edict problem, and it looks pretty much like glquake, it's not ideal, but what is. I will also try you nehahra engine and see. But I'm out of time at the moment, it's going to have to wait until tonight now. Thanks again.
Great Map
#35 posted by Ankh on 2005/06/28 01:30:32
It is a very nice and beautiful map. I enjoyed playing it. Liked the architecture very much, and the placement of light textures all over the level. I'm not a fan of new monsters but they fitted well in this map. Gameplay was also good.
Am I right that to reach some secret you have to perform trickjumping? For example the green armor at the beginning of the base complex, up on the rock. I have found 3 secrets during normal play.
Chton fight made me despair for the first time and I quit from console. I found the solution on second try. If you play the level on hard you have no chance to figure it out on first try. For those who are still searching. Don't touch the armor and juggle with the buttons while Chton is "sleeping".
I had lack of ammo during play on hard but maybe I took wrong sequence of progression. I always had to fight with those red enforcers usind shotguns. Which doesn't seem to be very efficient. For me it doesn't matter normally if I use nailgun or shotgun so I don't care about having balanced amounts of shells and nails. On your map it seemed to me that balancing ammo was very important. I have no idea if it is god or not. I also found the grenade launcher a little bit late so it didn't help me fighting those enforcers. But maybe this was intentional.
I must also say the map has a strange name.
PS.
One of the first fiends in the rocks at the start really scared me. I knew there must be something beneath the rock but couldn't see anything so I jumped down...
I have recorded a demo while playing the level for first time - unfortunately I died after about 100 enemies - was too lazy to go back for health...
Hmm
#36 posted by nonentity on 2005/06/28 04:45:17
Not that I want to be a petant (hell, who am I kidding? ;), but;
Fired up computer when i woke up and saw this released
Where did you get the cybernetic interface on your net connection?
And I still haven't had a chance to play this (damn lack of net connection), but for all the people complaining about a 'thinking puzzle' for the boss fight...
Remove idiots out of the way!
THINKING HURTSSSSS
#37 posted by . on 2005/06/28 04:53:05
This is Quake. No thinking. Keep thinking to a minimum. Tiny thoughts.
The Slaying Of Rangoonshinaa
#38 posted by czg on 2005/06/28 05:02:11
So how are you supposed to do him then?
The way I did it was:
-Lower any two widgets.
-Raise same two widgets.
-While widgets are still moving, sprint over to one of other buttons and lower two, except one is still rising so it will not move back down, and you end up with only one being down.
-Go back to first button you hit and lower the two last widgets.
-�ElectrO!
To me this seems more like a speedrunning puzzle than a thinking puzzle.
BUT OMG MAYBE I'M A IDIOT
Yeah
#39 posted by Vondur on 2005/06/28 05:11:16
it's Raagoonshinnaah actually
anyway, the electrodes work very weird... it was very confusing (nearly frustrating) to understand under the shower of slime balls how do they work, but i managed to survive (for the second try) and kill the bastard. seems like while they move u can enable another electrode to start moving. this is the key. but still it's very complex to get the idea being bombarded with evil balls.... lun you're cruel man!
Czg
#40 posted by bambuz on 2005/06/28 05:28:08
it's easier if you use the electrocution button for raising the widgets (instead of pushing the same button you lowered them with) since now you don't have to dash across the whole room but only make a shorter trip.
I tried it many many times until finally succeeding. It sucks that you can't get out of the slime btw. :/
Aguire
#41 posted by Lunaran on 2005/06/28 05:28:45
Fullvis took 45 minutes. I had it at 20 before I ran out of bmodels and had to turn all my bitty light fixtures back into solid worldspawn. The bsp tree didn't like that. :(
It's my Light tool that normally prints this. As you actually used it, how come you didn't notice these warnings?
You recompiled the map?
Yeah, your light.exe printed those warnings, but as I said, I knew what they were and knew they weren't consequential to the gameplay so I disregarded them. And no, I didn't know about -gate 1. The final extra4 light took about an hour thirty but I also played quake for a few minutes before deciding it was a bad idea :)
<-- Raagoonshinnaah
#42 posted by Lunaran on 2005/06/28 05:34:30
czg is correct. Another way to do it is to lower two widgets, and instead of standing around waiting to raise them, hit the fire button, then do the rest the same way. That way you can hit the far button, hit the electro button, then hit one of the near ones on your way to the far one again and it all works out in sequence just running in two circles.
Okay, I admit apparently the puzzle at the end was far crueler than I anticipated. I made the armor pickup trigger Chthon so that you wouldn't have to wake him up until you were ready, and thus had plenty of time to run around, notice the red-light/green-light on each widget, and get a sequence down.
It might perhaps have been a better idea to have the rune big and obvious as you walk in, so as to be reminiscent of the first Cthon, so as to better communicate to the player "go figure the shit out first."
Map and learn I guess. Glad you guys at least enjoyed the rest. :)
Lun
#43 posted by aguirRe on 2005/06/28 06:23:21
I always analyze new maps to see how they're built and then I saw the warnings. If you want a quicker Light (with same quality), just run:
light -fast -extra4 -gate 1 -tyrlite95 lunsp1.
On my system this takes about 8 mins.
VoreLord
#44 posted by aguirRe on 2005/06/28 06:33:44
I forgot to mention that DP (last full release) has some quirks that sometimes affect gameplay. In this map, the early fiend ambush is gone (because the fiend is missing) and skill setting doesn't seem to work from command line (always Medium).
Puzzlefight
#45 posted by cyBeAr on 2005/06/28 06:54:34
Lun: When you enter the room it's kind of obvious that it it's going to be a chthon style fight. Because of that you excpect it to work as usual and won't even consider waiting with picking up the ra to figure the mechanism before waking him up. This unexpected behaviour and fairly complex solution makes it virtually impossible to get it right on the first try wich is EVIL.
The map in general is excellent though.
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