NH Someone Please!
#26 posted by RickyT33 on 2009/04/04 17:16:22
Nice hard run Spy!
Nice speedruns everyone! Spirit is the winnar!
I take it no-one has found the early Quad right at the very start then?
#27 posted by spy on 2009/04/04 17:20:46
Nice hard run Spy!
why? it was nitemare run :)
#28 posted by nitin on 2009/04/04 17:21:28
"you can even exit without any kills by just jumping off at the start. "
"If you run out of ammo, 1) blame yourself and 2) simply ignore monsters."
um, ok thanks I see where I went wrong...
seriously, I am all for trying new things, but how about some warning instead of just saying "too bad if you dont think like me"?
and for what its worth, I did do exactly what you said (keep playing and avoiding monsters till I could find ammo), but it was *not* enjoyable. And that's the bottom line.
just my $0.02.
Just Realised
#29 posted by nitin on 2009/04/04 17:22:16
that second last para may sound like a quote, its not.
Spirit ;))
#30 posted by nahkahiir on 2009/04/04 19:40:27
Your wish didn't come true, I did some speedruns. :P http://nahkahiir.thps3.net/quake/coag3demoz.dz
ericw_023 ER
rickyt23_023 ER
spy_029 ER
trinca_103 ER
trinca_119 NR
willem_009 ER
As this was a contest, my rating for maps is this: start, RickyT23, spy, Trinca, Willem, gb, ericw.
I don't get the whine about "jumping puzzle" in the start map. I never fell down there yet. Those details... they are something.
The bad thing about ericw's map is the skybox. It gives me only 15-30 fps and kills my quake experience. :(
Nice Beat Down
#31 posted by HeadThump on 2009/04/04 20:04:53
You guys take far too many things for granted (like killing all monsters in the order in which they appear - if you have no ammo, continue further into the map to find some, yes?). Then you get grumpy when you aren't given those things on a silver tablet. Wake up, Quake doesn't have to be that way all the time.
The board could use a little more sass like that.
Spy
#32 posted by RickyT33 on 2009/04/04 20:22:34
Sorry my mistake
Fine Whine?
#33 posted by ijed on 2009/04/04 21:07:27
The jumping wasn't a pain - I only fell off when looking for the NM entrance. The complaint was havint to redo it each time I respawned in the start.
#34 posted by gb on 2009/04/04 21:32:51
I wasn't just referring to the start map there, sorry. The jumping puzzle where I fell off was at the SNG in Ricky's map, apparently there was a teleporter that I missed or something (it did kick in once, but it wasn't very clear.) But I saw that the startmap also had void-jumping.
More a general comment, not aimed at nonentity's map specifically.
#35 posted by gb on 2009/04/04 21:35:46
but it was *not* enjoyable. And that's the bottom line.
Good, all right.
Sorry, But This Has To Be Said
#36 posted by Spirit on 2009/04/04 22:42:21
You take far too many things for granted (like having no jumping obstacles in your way - quicksave when things look dangerous and if you fall down and die, just reload, yes?). Then you get grumpy when you aren't carried through the map on a silver tablet. Wake up, Quake doesn't have to be that way all the time.
In general, making it hard to get 100% monster kills should be avoided IMO, since the disappointment (achievement of "completion") is out of proportion to one or two more ammo boxes. It creates frustration and not much more.
-----
I like your map, don't get any false vibe out of this post. It's just almost that you are saying one thing and then that you are exempt from it.
#37 posted by Spirit on 2009/04/04 22:48:16
Oh and the praise for the start map might be coming from the fact that some people here primarily map like "sculpting" and not necessarily "creating gameplay". And the start map is a fucking mind blowing example of a monsterless map. It's not only the lighting that is plain beautiful, it is also the layout, the texturing, the atmosphere, the creativity, the whole composition.
I honestly have not seen such perfection for a long time (apsp2 does not count for me as it is base).
Nice Pack!
#38 posted by generic on 2009/04/04 22:58:23
My rankings:
1) Spy
2) Willem
3) RickyT23
4) Trinca
5) ericw
6) GB
Why rank a start map? Especially one with an insta-gib bottom in it ;)
All were good-looking, except GB's, and fairly true to the coagula theme. I thought Trinca's could have used more void -- and health --in the interior. Some of the gameplay gimmicks weren't so well executed, though, but I liked Willem's highjump demons :) I managed to survive them all on normal :D
If I were a pixelated Joe Montana I would point at you all and say, "Great Play!"
#39 posted by gb on 2009/04/04 23:31:17
Spirit: Hmm well, it was an experiment. Experiments go many ways :)
Gb It Could Have Been Better Concieved I Know
#40 posted by RickyT33 on 2009/04/05 00:51:26
basically you have to stay where you were when you picked up the sng for about 1.5 seconds and you will teleport back to the trigger which moves the stones into position. In retrospect I dont think this was very obvious. Ah, well.....
Well done for finding it!
Someone do a nh demo using the QUAD at the start.
Or I will :D
Regretably I havent done demos yet for the other maps, but I will!
Nonentity - help Ijed/gb do a map for RQ :)
You have a talent there for very aesthetically pleasing maps!
Spy also. Really good map! :DDD
Ricky
#41 posted by gb on 2009/04/05 01:15:24
Well, who can resist an SNG when it says "Jump at it!" :)
not me :)
Yes, spy's map is really good I think. #1 for me.
Hmm
#42 posted by nonentity on 2009/04/05 01:47:45
Firstly, respect and praise for everyone who created a map for this. It being the weekend and all I haven't had a chance to play through them all yet, but will post opinions once I do...
Many thanks for the appreciation (altho they may be slightly ott, I think my unproductive cyncism makes people forget this isn't my first map ;)
However, as people who were listening to me rant in #tf while trying to release on Friday are aware, the map is far from complete in my eyes. Unfortunately I didn't start the map 'til last weekend so it is very rushed, to the point of being fast vis'd rather than full (this is what happens when I try using an engine that doesn't support static meshes).
Rather than delaying the pack, I decided to release as is and then tidy up the map over the next week (or two). Currently the brushwork & vis/clip hulls need optimising, the lighting needs tweaking (was done in ~2 hours, so no light has non-default fade for example (although non-default algorithms are used)), sound needs adding, DM starts/items (as should be the case with a 'coagula' map, etc.
The one thing I missed that does annoy me (since it affects gameplay) is the lack of a start2. I was aware of the issue and knew in the back of my mind it was possible, but was too hurried to find out how to implement it. My apologies, it'll be fixed when I release the updated version.
As for gb's snide remarks I shall avoid vitriol and remind you it was (a) a hub (albeit one without a start2) and (b) some of your own words;
Wake up, Quake doesn't have to be that way all the time.
I like almost abstract maps with [...] a couple new ideas
Sorry, not going to see that from me - wrong person to ask.
...and otherwise stay out of the way
Good Pack
#43 posted by JPL on 2009/04/05 09:59:47
Globally, nothing more to say more than what others said.
This pack is so far one of the best pack ever.
The start map is a real peace of art.
All the contributors made really enjoyable map. I don't want to make a ranking here, as I really had fun with all the maps.
BTW, the skyboxes are fucking good !
I want to see more pack like this!
Go map and keep it up !
#44 posted by JneeraZ on 2009/04/05 11:27:25
Huh, having looked at the start map I now realize I didn't know I was supposed to name my map. Dammit...
Very Good So Far
#45 posted by Bad Sector on 2009/04/05 13:30:00
I played the maps in order they appear on the start map. This means Eric, Trinca and Willem's maps - and Willem's up to the lift part where i fail to not die (i'll fight it though before i continue to the next maps :-P). So far my favourite is Trinca's (awesome map for monster infighting) but i have to check the others. I'll post more detail later when i finish these :-).
Btw, packs like this makes me wish that Quake had a similar "title/mapper" announcement at the map's beginning like Unreal 1.
RickyT23
#46 posted by nahkahiir on 2009/04/05 14:48:54
You wanted someone to run NH on your map? Well, here it is - http://nahkahiir.thps3.net/quake/coag3_rickyt23_527.dz
It was quite hard to run. :)
#47 posted by JneeraZ on 2009/04/05 17:19:05
Ricky ... words fail, man. GREAT work! Your map is the highlight of this pack for me. I loved every second of it. Good pacing and very creative. Congrats dude!
Gb
#48 posted by negke on 2009/04/05 17:53:14
I'm not against abstract maps or new ideas. In fact, the gods/weapon set idea is pretty good, even though I didn't realize in my first run and made the choice by accident (I must admit I didn't read the txt which basically explained it all). And a simple style (as opposed to one with an abundance of detail) isn't bad, either. However, in the case of your map I think it could have been executed more neatly without too much additional work. That's what I was getting at.
Thanks :)
#49 posted by RickyT33 on 2009/04/05 17:53:45
Means a lot.
I have started making some demos (recorded some first run demos last night, a bit drunk, probably quite funny, some stupid deaths) but i will record a more complete set and then post them up!
Thanks for the NH demo Nahkahiir, I was very impressed by the grenade jumping. I tried to beat it but I think I was perhaps being a little bit optimistic....... cool
#50 posted by gb on 2009/04/05 18:25:54
negke: Ok, I see what you mean.
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