#487 posted by metlslime on 2016/02/11 20:50:14
that can be done with aliases in a config file
alias quicksave1 "save quick1;bind F7 load quick1;bind F5 quicksave2"
alias quicksave2 "save quick2;bind F7 load quick2;bind F5 quicksave3"
alias quicksave3 "save quick3;bind F7 load quick3;bind F5 quicksave4"
alias quicksave4 "save quick4;bind F7 load quick4;bind F5 quicksave5"
alias quicksave5 "save quick5;bind F7 load quick5;bind F5 quicksave1"
bind F5 quicksave1
(caveat: i just typed this out and haven't tested it yet)
 Metl
#488 posted by Kinn on 2016/02/11 20:51:17
nice!
#489 posted by mankrip on 2016/02/11 21:09:00
Or simply have support for more saves in the Save menu.
Makaqu supports 100 saves (00 to 99), and I usually use 30 to 40 in big mods.
Cycled quicksaves would be messy to load.
#490 posted by JneeraZ on 2016/02/11 21:17:09
Have you ever needed to go back 25 saves?
 More Snaps
#491 posted by sock on 2016/02/11 21:24:17
we really need engines to store up to 5 incremental quicksaves before overwriting the oldest one
What about the feature Baker put into MarkV with a1,2,3 etc timed saves? Would it make sense for something like this to be added to QS? or other engines?
 MarkV Cool Idea
#492 posted by sock on 2016/02/11 21:29:16
 #490
#493 posted by mankrip on 2016/02/11 21:41:52
I use saves for historical reasons, to be able to quickly go back to cool places/battles at anytime. Not just as an assistance to beat the game. I usually create 3 to 6 saves per map.
Yes, I'm emotionally attached to savegames.
 A Few More Things:
#494 posted by Shambler on 2016/02/11 22:11:31
Changing default gameplay settings
No I don't do this. Same with using cheats and gameplay mods in normal games, same with the coop mode in Warpspasm. I want to see what the gameplay is like how the developer intended it.
Feet
Naff as any fule kno and turned off straight away.
Other ambient sounds, creaking etc
Really good, the creaking is well creepy. Like the new effects, used very well.
Breakables
I think I mentioned this before?? Also really good, great addition and used well. I like how the surfaces are indicated, I also like monsters breaking through them (an atmospheric trap with a bit of warning.
Mage bellends
Not Quakey enough but I do like their teleporting effect a lot.
Backstein Redux
Fine but I don't think the gameplay mods add anything apart from slowing it down while you dodge Flying Skulls. Harder on Normal than Backstein was on hard.
Projectile shotguns
I wasn't quite clear enough before, I think they are actually quite neat and I kinda like the effect (except shells are a bit meh and the orange particles make shooting secrets a bit less obvious). The problem comes when faced with certain enemies e.g. accurate Ogres, distant crossbow knights, tiny flying skulls and dodging bobs etc.
Crossbow Knights
Kinda annoying but kinda well done aesthetically. I think these have to be used with a lot of care in maps to not be super frustrating and instant health loss. Having multi-angle ambushes in Lavatomb with the knights completely invisible against a grimy alcove was not a high point.
Traps in Necrokeep
The right hand path is possibly the worst gameplay I've seen in any recent Quake map? Did you really have to go through a few instant death crushers then get pushed off into a room full of buzzsaws that spawned a vore in the middle, or did I imagine that after a particularly traumatic curry experience?? I did actually get through the final pushers/crushers to avoid the buzzsaw/vore farce, it took me about 40 attempts from a quicksave??
Secrets
Generally great in everything, both the execution and the detailing inside. Always a pleasure.
Triple shotgun
Cool.
 Played It All Now!
#495 posted by mwh on 2016/02/11 23:29:13
Loved the projectile shotguns. The triple barrelled shotgun/widowmaker is very satisfying to use and has a great sound. The only downside is that it gives you a risk free way to take on zombies at close range: not sure that's an improvement over all.
The new axe is fun (and in contrast to the above, using it to take out zombies at close range is an interesting challenge: do you just use the axe to knock them down and gib, or switch back and forth with another weapon, etc).
Monsters... I think possibly the new crossbow dudes have too much health? Liked all the base monsters I think. The bob-a-like's seemed less of a pain than the quoth ones.
There seemed to be an endless parade of ogre variants that I never really got the difference between (although the hammer one was fun, generally I try pretty hard to not get in melee range of ogres ...). The death knighty things were more differentiated. Liked the zombie knights.
I think I enjoyed most of the more different stuff too -- mages, wraiths, etc. As someone said ages ago the minotaurs somehow manage to not be as hard as it feels like they should be -- perhaps a function of how they are used though.
Loved the breakables!
 I Thought That
#496 posted by Drew on 2016/02/11 23:35:41
the right hand path in necrokeep was fucking great. Very tense in a long form way that quake maps rarely achieve/do right.
I also enjoyed Xen though, so...
 Maps
#497 posted by mwh on 2016/02/12 00:07:15
(no demos, sorry)
ad_swampy
Just an amazing experience. I think I've easily played this for 6+ hours, mostly hunting for secrets of course. I think I even stopped getting lost after a while, although finding the purple (?) key door after finally finding that key was pretty irritating.
ad_cruical
Also great, although I found the ammo balance a bit off.
ad_obd
Sometimes I feel like I'm the only person in the world who didn't really like backsteingotik. I enjoyed this more, for whatever reason.
ad_mountain
I really liked this (on skill 1). Different to the usual quake experience, but in a good way IMO.
ad_end
An appropriately twisted way of "finishing"
ad_lavatomb
Still feels like a jam map somehow. A very good one, though :-)
ad_necrokeep
Enjoyed this one a lot. Some bitching secrets! (Are you really just supposed to rocketjump into the windy tunnel?)
ad_dm1
A bit more easy paced to start with, which was nice (if I remember correctly). Enjoyed.
ad_dm5
Not really a remix if the original is so hidden away :-) Enjoyed figuring out the mechanics, found the layout a bit confusing and hard to know if I'd been somewhere before.
ad_e2m7
Seemed like a pretty faithful remix. Can't remember where the secrets were in e2m7 though...
ad_e2m2
Lots of fun figuring out how to get into the nooks and crannies. I love exploring maps like this.
ad_e1m1
Only very vaguely remember the original. Was fun though.
 Credits
#498 posted by parubaru on 2016/02/12 15:44:23
Detailed investigation and review of all 3 published readme files is in progress.
The results are to be posted here sometime next week.
 You're Fun
#499 posted by Kinn on 2016/02/12 15:47:06
 Parubaru...
#500 posted by Skiffy on 2016/02/12 16:03:00
Wow really? Ok whatever makes your hair blow back man.
 Parubaru I Have A Brand New Harsh Post Just For You.
Get fucked sideways with a rusty spade.
 Onetruepurple
#502 posted by parubaru on 2016/02/12 16:26:38
Why so harsh again?:)
 Necrokeep/.
#503 posted by Shambler on 2016/02/12 20:00:58
How the fuck do you get the moving altar secret under the silver key stairs??
 Mwh
#504 posted by adib on 2016/02/12 20:24:49
ad_e1m1
Only very vaguely remember the original. Was fun though.
You're aware that it's Doom e1m1, not Quake e1m1?
 Hungarian Inquisition
#505 posted by sock on 2016/02/12 20:28:54
did I imagine that after a particularly traumatic curry experience??
I think you are being a bit dramatic! I thought necrokeep was amazing, I loved exploring the different paths, it had a lovely setup of traps and broke up the typical quake combat with minion spawners perfectly!
get the moving altar secret under the silver key stairs??
I could not get this one either, I saw the tracks on the floor and it drove me mad for ages. It is a very obvious and yet very devious secret. There is a texture difference close by ...
Detailed investigation and review of all 3 published readme files
I am getting the impression this is turning into something vindictive on your part, are you planning to audit all past MODs for credit issues? or this just something personal? Do you have some grievance or vendetta you are trying to accomplish with this?
 @mwh
#506 posted by sock on 2016/02/12 20:45:59
The triple barrelled shotgun/widowmaker is very satisfying to use and has a great sound. The only downside is that it gives you a risk free way to take on zombies at close range:
The triple shotgun is designed to be an alternative item to give to the player instead of the GL. It does so much close range damage it would be really odd if it did not gib zombies! There is a crazy amount of exceptions going on with shotguns inside the combat qc. It probably would have been easier to setup as hitscan because the code can make an instant decision and not wait for pellets to impact.
do you just use the axe to knock them down and gib
Originally the new axe had a low random chance to knockdown, but it was changed after much testing by Scampie and it is much better now as a two stage process, knockdown and gib.
I think possibly the new crossbow dudes have too much health?
Yeah the HP is high so that the monster has a chance to fire twice at the player before death. It is well under GL/RL damage and a NG/SNG take care of these units very quickly. They are designed to be the next step up from a soldier/knight and appear at the same time as a NG.
an endless parade of ogre variants that I never really got the difference between
Yeah I went a bit crazy with the skin variety and model types. There is a difference with attack patterns, damage and HP but its not really obvious and a little bit pointless.
Loved the breakables
Yeah I hope more mappers embrace the monster interaction and use them for more surprises ambushes.
Thanks for all the feedback on the maps.
 Crossbow Knights
From a game logic stand point they're great, and it's awesome to see that a stealth enemy can work in Q1SP. My only gripe is that it shares the model with the weaker kind of knight while having the health of the old skinny red knight
#508 posted by Kinn on 2016/02/12 21:14:45
My only gripe is that it shares the model with the weaker kind of knight
Would a skin repaint do the trick?
"My only gripe is that it shares the model with the weaker kind of knight while having the health of the old skinny red knight "
That's a good observation, I'd be surprised if it never came up..
#510 posted by adib on 2016/02/12 23:11:02
Ends up working like another stealth tactic.
About variety of stuff: I think the mapper should choose the right limited subset of all ogres and knights and weapons to tell the story.
 FFS.
#511 posted by Shambler on 2016/02/12 23:12:34
Still can't find the fucker. I know know the textures in that area as well as the inside of CZG's ass. There is a different texture on the steps to the Flesh Key secret and that's all I could spot. I can tell you that all the arches have a wee star on the top and a little beige overlap at the bottom, and that the beige stairs alternate bricks and slabs and that one torch fitting near the outer grilles is slightly greener than the other, and that the apex of the two central arches looking on the SK level are terracotta and the outer ones are brick and all the wee fallen bricks inside the gold key door are the same dark brown BUT I CAN'T FIND ANY FUCKING TEXTURE DIFFERENCES.
Also gibbable bodies are cool.
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