It Was
#26 posted by rj on 2010/04/08 13:37:54
36, not 28. although i had a section in 28
and percept was a glorified speedmap at that...
#27 posted by Trinca on 2010/04/08 14:49:54
with is Quality in buiding maps i thought there was some full SP maps!
Is Lizart map is pure class
Oh I Didnt Know That
#28 posted by nitin on 2010/04/09 01:02:48
there was that fab base map that he did as xen which I love.
#29 posted by Spirit on 2011/09/06 23:13:23
deus ex human revolution spoilers in the other comments on that page
some nice thoughts on game boss design
www.metafilter.com/107183/Deus-Ex-HR-the-bosses#3908140
#30 posted by Trinca on 2011/09/07 14:29:22
2� part Spirit please!
Fuuuuuuuuuuuuuunc
#31 posted by Spirit on 2011/09/07 15:11:37
http://www.metafilter.com/107183/Deus-Ex-HR-the-bosses#3908140
It's idiotic to think that a final boss should just be a really hard speedbump to keep the game from ending too quickly.
A final boss should be where developers go through their game, pick out the stuff that is the most fun for the player to do, and mix it together. Maybe add some great writing, amazing artwork (NOT a long elaborate cut-scene), an entertaining story beat, or a crowning moment of awesome for the coup de grace.
Players should finish it and say, "Wow that was fun" rather than "Wow that was hard." They should immediately re-load their save and replay the boss battle 3 times--successfully--because it's so much fun, rather than being forced to re-load their save and replay several times unsuccessfully because it's so hard and frustrating.
Maybe Not The Best, But He Owns After *.brushes
#32 posted by madfox on 2011/09/07 18:33:56
Granito.
Agree With The Metafilter Post...
#33 posted by metlslime on 2011/09/07 20:46:52
It's a big mistake with bosses to discard all of the game's standard mechanics (and therefore all of the players' learned skills) and make something that doesn't use them (or uses very few of them.)
#34 posted by gb on 2011/09/09 04:06:23
According to that, the perfect Quake boss is something that you can spam rockets at. Possibly while riding up and down lifts and pressing buttons.
#35 posted by [Kona] on 2011/09/09 04:46:12
I like that giant tentacle fucker that comes out of the ground and fucks ya up if you get too close. Might have been in quoth, not sure? Scary shit. Chthon's okay but one of the mission packs kind of ruined it with the baby-chthon's.
Gb
#36 posted by Spirit on 2011/09/09 10:08:00
I don't know. At least for me there is more to Quake than firing rockets.
My perfect boss fight would probably be a map that is wholly infested or something or a huge boss that has parts of it everywhere and you simply play through it and weaken it bit by bit until you come to the last part where there is some interesting combat with it. (negke would ruin this by overthinking and making it a puzzle which is absolutely not what I mean or what would be an essential part of Quake!)
Hm
#37 posted by megaman on 2011/09/09 13:03:34
I might be missing out on great fun, but I never really use the RL in quake :o
#38 posted by gb on 2011/09/09 16:40:27
/IRONY
No need to get the Quake defenses up.
megaman; You never use the RL when playing, for example, vanilla episode 1? More power to you. I like using it =)
I Was Going To Write A List
of the most fun things to do in Q1SP but quickly realised it all boils down to speed and agility.
Evading a Death Knight's fire spread, strafing away from Ogre grenades, luring Fiends into jumping into Grunts and gibbing them. Gibbing monsters that are otherwise bullet sponges is very satisfying (especially with weapons that don't usually do that, try Quad+LG against a Shambler!).
Running and dodging is awesome.
#40 posted by necros on 2011/09/09 23:34:59
I might be missing out on great fun, but I never really use the RL in quake :o
You are missing out on great fun. ^_^
Re: Spirit
#41 posted by Tronyn on 2011/09/10 05:48:04
If I'd designed the final Arcanum map better it could have been like that... always thought the idea of a flesh-monster as big as a level but only entering into the map in certain sections was cool.
hmm... maybe the vermis could appear in arcanum rerelease... a shub/architecture/vermis megamonster
Alice
#42 posted by ijed on 2011/09/10 17:51:17
the original one, was like that. The queen of harts cthulhoid body permeated the entire game. Just a shame this had no gameplay affects.
Well
#43 posted by megaman on 2011/09/14 23:35:11
I will occasionally use it, but generally i stick to the other weapons. No idea why.. somehow I prefer grenades.
(For SP)
Split GL and RL ammo into two types. Reduce damage of grenades by a fair wack and rockets even more so. Give Grenades bonus damage for direct hits.
I reckon you could happily reduce the damage of rockets by a third if not more and end up with a weapon more balanced compared to the shotgun/nailgun.
It would still be really useful (especially over a long distance) but more easily given to the player without trivialising any fight beyond splash radius range :P
give grenades bonus for non-bounced direct hits rather. Makes it more wasteful to spam round corners randomly.
#46 posted by Spirit on 2011/10/19 21:29:07
Since people might use this thread to brainstorm boss ideas, I have to post this boss design theory link here http://altdevblogaday.com/2011/10/19/boss-design-tips-from-a-combat-designer/
Some of the aspects could very well apply to Quake bosses too.
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