It's Kinda Nice.
#23 posted by czg on 2005/01/05 12:08:06
I didn't get aroused by it though.
Nice Level Jago
#24 posted by Ankh on 2005/01/05 12:24:37
I liked the colors and textures very much. For me almost too much detail. If you had used 30 more monsters combined with additional armor you could almost convince me to base style maps. I have recorded demo on skill 2 during first play - nothing spectacular in it, but maybe someone likes to see it. (packed wit dzip). The final battle was short but I liked it - the best fight in your level in my opinion. It forced me to move and think quickly for the first time during play. That was a good map.
http://republika.pl/quake_1/araivo_ankh.dz
K
#25 posted by necros on 2005/01/05 13:16:57
i'm going to play this when i get home. must seen cool cieling details. ;)
Aww...
#26 posted by necros on 2005/01/05 13:17:31
i before e, except after c. d'oh!
I Before E
#27 posted by Mike Woodham on 2005/01/05 13:35:23
except after c and beige beigel fanciers.
Armagon.
#28 posted by Shambler on 2005/01/05 14:03:43
In all of the several hundred attempts I had trying to kill him, I tried every single bloody time to get behind his back, starting off behind his back and circling to keep behind him. The result?? He turns around, leads his shots with blatantly calculated AI precision, and kills me.
This is on hard skill, BTW, on other skills maybe he does something different.
Yea
#29 posted by Vondur on 2005/01/05 14:08:46
i told jago to add columns in the final arena to prevent frustration on hard/nightmare. he forgot that or something ;)
cuz when i played armagon on nightmare he threw me violently to another corner of the arena and then killed in 2 secs with his precise rockets...
Killing Armagon On Hard
#30 posted by Jago on 2005/01/05 14:27:39
Here's a demo of me killing Armagon on Hard: http://jago.spawnpoint.org/misc/armakill.dz (packed with dzip). It could've been even easier if I had actually picked up some lighting gun cells, but I just noclipped through right to Armagon to get right to the point. It's easy.
Okay.
#31 posted by Shambler on 2005/01/05 14:35:25
I concede the following:
Being able to defeat Armagon in this map is entirely dependent on the distance from him that you circle around him. If you follow the intuitive course of action and stay as far away as possible (which is also where the size of arena and position of health packs encourage you to stay), then he is extremely difficult to defeat indeed. If you follow the counter-intuitive course of action and stay up close with a very powerful rocket-firing monster that kicks you away when you're too close, Armagon is reasonable to defeat.
Still sucks though.
Yes
#32 posted by Kell on 2005/01/05 14:38:10
Which is exactly how I did it. Still boring as fuck though.
100% Run On Hard
#33 posted by Jago on 2005/01/05 14:38:56
http://jago.spawnpoint.org/misc/fullrun.dz
This is a 100% run on Hard, including both secrets.
Oops
#34 posted by Kell on 2005/01/05 14:39:23
beaten too it by the Smabler
Impressions
#35 posted by Kinn on 2005/01/05 15:09:49
Brushwork: excellent, top notch. Really nice base style, and loads of detail. A lot of time has been spent on this and it shows. Good work, old chap.
Lighting: Pretty good too. I noticed that there were quite a few largely unlit surfaces (on ceilings predominantly), but it didn't detract too much.
Gameplay. Pretty straightforward and fun. Nothing really struck me as annoying, so a thumbs up here :)
(Actually, the Armagon battle would have been really annoying had I not read the comments already posted on how to defeat him, so yeah, maybe that should have taken place in an area with a bit of cover).
New stuff: I thought the mega-enforcers had truly crap sound effects; you should have just used the normal enforcer sounds for them, it wouldn't have detracted ;)
Centroids: hmmm, their strafing seemed a bit, um, mental - especially when I was firing the nailgun. I don't seem to recall this behaviour in SoA, but it *was* a long time ago.
Overall then, a really solid release with some truly smashing visuals. I look forward to seeing some wonderful architecture in your future maps :)
!!!
#36 posted by czg on 2005/01/05 15:22:12
New stuff: I thought the mega-enforcers had truly crap sound effects; you should have just used the normal enforcer sounds for them, it wouldn't have detracted ;)
Did I miss something or didn't they use the original sounds? If they did, shame on you kelkinny! Zer is the most awesome thing ever and you can't fault it!
Czg
#37 posted by Kinn on 2005/01/05 15:38:18
shame on you kelkinny!
Grrr >:| How many times? Kinn and I are *not* the same person!!!
Ah Crap
#38 posted by Kinn on 2005/01/05 15:39:39
I meant to say *Kell* and I are not the same person.
(wow I really helped the situation there :P)
Uh Huh.
#39 posted by Shambler on 2005/01/05 16:54:37
#37 posted by Kinn [217.43.151.34] on 2005/01/05 15:38:18
shame on you kelkinny!
Grrr >:| How many times? Kinn and I are *not* the same person!!!
pwnd.
I Played
#40 posted by Scragbait on 2005/01/05 18:43:53
I played on hard and got all kills and all secrets.
Nice looking map and a bit maze like. Multi-level base style fights and the Mega-Enforcers were fun but I agree that they need better sound - blame the original creators for that. I liked the curved ramps and pipes and the outdoor rock looked good enough. Rich and detailed, crampy and pretty fun. This is not a high stress map. The Q2 sounds fit in well. The end slipgate was novel and cool looking.
I'm not a boss fan, but I played through before reading this thread and on skill 2, I beat down Armagon by circling behind his back with the LG followed by a couple pumps of double shotty. I did the fight twice without dying and it was over in a matter of seconds. He's an easy kill for me and I'm not a good boss fighter.
.
#41 posted by necros on 2005/01/05 19:15:21
lol @ kinn
on map:
excellent brushwork, love the attention to detail and all that good stuff as was mentioned before. map wasn't too hard, and had good pacing (started off nice and slow, spooky almost progressed to harder encounters well) maybe was a bit easy though.
also, the armagon trick makes the ending simple.
excellent map!
http://www.planetquake.com/necros/temp/ne_araivo.dz
Nice Map
#42 posted by aguirRe on 2005/01/05 19:15:41
Best things were gameplay and architecture, lots of places to jump around and high interconnectivity. Ammo/health balance was good, although I felt the place was slightly underpopulated.
Armagon fight was bad since either you know the trick to kill him or you don't, either way you lose since there's no real fight to be had. I put him down just by running up front and frying him.
I wasn't too keen on the combination of high brush detail and textures though; the total impression was too "busy". Lighting was a bit too dark but otherwise well distributed. Overall, a good map.
Btw Jago, did you have any Too many light styles ... issues around Armagon?
Aguire
#43 posted by Jago on 2005/01/05 19:19:59
Yes. I initially tried having 5 sets of switchable lights and light.exe barked at me, so I had to reduce it to 4 sets.
Speedrun Easy
#44 posted by GibFest on 2005/01/05 22:39:08
1.28
#45 posted by GibFest on 2005/01/05 23:05:23
Nice
#46 posted by brokenstep on 2005/01/06 04:00:10
fun map, ... good layout... imho. custom monsters were cool, last battle was neat (i beat i think first try though i hadn't seen armagon before). works great in Tomazquake (i know nobody uses that anymore i guess, i'll have to get Fitzquake.)
Kinn
#47 posted by Vigil on 2005/01/06 07:11:54
Sure, yeah, whatever, and Daz and Dranz are different persons, too. Pfft.
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