Hmmm K.
#26 posted by Shambler on 2009/01/14 15:00:59
When I played it, the end room was, errr, flooded...
#27 posted by JneeraZ on 2009/01/14 15:22:33
"When I played it, the end room was, errr, flooded..."
That doesn't invalidate anything that than said. :) Find a dry spot to shoot from.
Than
Do you play with autoaim or something?
No
#29 posted by than on 2009/01/14 15:40:14
sv_aim 2, non-inverted, no crosshair. The way it is meant to be played ;)
If you were watching the demo and thought I was too accurate, it's just because I know where everthing is.
A Little Bit Late But
#30 posted by spy on 2009/01/14 15:43:51
#31 posted by JneeraZ on 2009/01/14 15:55:50
What does "sv_aim 2" do to the aiming?
It
#32 posted by Spirit on 2009/01/14 16:09:44
disables any auto-aiming (normally Quake does some vertical help). Anything above 1 disables if I recall correctly.
Every \m/ true \m/ Quaker has sv_aim 666 in his config. ;)
#33 posted by JneeraZ on 2009/01/14 16:18:49
Oh OK, I usually just go with 1.0. :P
Hmm
#34 posted by nonentity on 2009/01/14 16:34:43
Hawter than fizzy peach drink. Will d/l it when I get home. And find my Quake 'CD'...
Hmm
In the demo it seems that you are often aiming above an enemy but still hit it with the shotty. That's odd.
Ending,.
#36 posted by Shambler on 2009/01/14 19:20:55
Oh, I get it now. Bit of an odd one that. Very easy if you get it right and very hard if you don't.
P.S.
#37 posted by Shambler on 2009/01/14 19:29:09
How the fuck do I get to the MH that's partway down the main lift shaft?
The interconnectivity and compactness of this map is astounding. It makes the best Sadlark maps seem like sprawling messes.
#38 posted by JneeraZ on 2009/01/14 19:30:14
"How the fuck do I get to the MH that's partway down the main lift shaft? "
I never got that either. Not sure what it wanted me to do there.
Holy Cow
!
Than
#40 posted by JPL on 2009/01/14 21:24:07
Waht to say about this level except it is awesome. Architecturally this one of the better map I've ever saw.
Gameplay is also very good, while I would have fill the area with more monsters in some areas... though.. However, ammo/monster/health balance is good, while I found the map quite easy...
Also, maybe the ambience could have been improved with some custom sounds, but with this foggy effect: it is very good already !
Only complain: I've been lost for a while before finding the way to the vermis... at least I had time to visit the map ;)
Very good release: I wanna play more ! go map
What To Say
#41 posted by CI475 on 2009/01/14 21:36:16
that someone hasn't already said?
Impressive on every count.
Maybe I'm the only one who loved the gameplay as all the others factors.
For example the fights were so much fun! Fighting the soldier guys in these tight halls was challenging. I found my self taking cover. In quake. You really made it right.
One Thing
#42 posted by Spirit on 2009/01/14 21:52:40
There is something that has not been honored yet. The fantastic sounds (JPL, play with the soundtrack ;) ). The cdtrack fits the map so well. There are just the right ambience sounds on just the right places. And the monsters feel totally in place.
I have no yet finished it, searching for the progression after the silver key & very low on health.
Since this, as it's the first map this year, simply cannot be the best map of this year just yet, there's got to be something so fricking amazing later in the year my yaw will fall off and start fellatio or what? ;) Well, it will be damn damn hard to top this. FHSFNSFHSFNNG!
#43 posted by JneeraZ on 2009/01/14 21:58:21
Way to take the wind out of everyone's sails this year, ASSHOLE! :)
#44 posted by Spirit on 2009/01/14 22:11:50
Haaaa!
Jaw, UP! You nasty thing.
Hmph
#45 posted by BlackDog on 2009/01/14 22:24:07
I found this too convoluted to enjoy: my play time was a ridiculous 73:01, and you can bet I wasn't having any fun for the last forty minutes of that. The cheap boss fight didn't help. Was I *really* meant to stand in one place holding mouse1 to win the level?
Visually and architecturally the entire level is brilliant, possibly the most cohesive and structurally clever quake map I've seen. The gameplay, though, doesn't work for me.
#46 posted by Spirit on 2009/01/14 22:27:30
Finished, loved it. Such atmosphere.
I am not sure these are all the demos, but hey. http://www.quaketastic.com/upload/files/demos/apsp2_spirit.zip
Than
#47 posted by Vondur on 2009/01/15 00:09:05
you rock beyond reality.
this is the best level i ever played!
thanks for quality quake experience, atmosphere, balance and end boss. it was perfect!
thou art rock!
C1475606
#48 posted by Shambler on 2009/01/15 00:28:50
I'm with you on the gameplay thing, it was good, and suited the map well. Almost every enemy counted in it, which is a welcome change of pace from horde combat. Felt like it was supposed to in a base like that. I like the RL/GL as well, much better choice than SNG, the limited rockets meant you could use it to take the sting out of situations a bit, but couldn't be wasteful.
Difficulty
#49 posted by than on 2009/01/15 00:38:56
it should have been very slightly harder, but I forgot to flag a couple of items dm only and didn't notice until after release :( Still, it didn't ruin it or anything.
Again, thanks for the comments. Just to let you guys know, Ricky has a really big map that is of a high quality in beta, so maybe this will be topped very quickly :)
Dunno Like Mate
#50 posted by RickyT33 on 2009/01/15 00:48:27
your map is classic quake gold. even though its quoth! I just think that the brushwork is phenomenal. Some of the textures I dont know where they came from. Did you make any of these yourself Than? Like the one on the edie crates, and theres one animated texture behind where the player starts, it has alternate flashing red lights at the bottom. There are others I dont remember seein anywhere else too. Im just asking cause I wanna use them!
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