Lots Of Unaligned Wizmet Though
#28 posted by negke on 2010/11/07 09:52:12
Should have used an unriveted version on top and bottom faces. Yay for the Vondur secret.
...
#29 posted by Vondur on 2010/11/07 13:44:08
thanks again people, for the demos.
negke, ye, was toooo lazy to fix that ;)
#30 posted by [Kona] on 2010/11/08 03:24:48
nice little level. unfortunately i wasn't in an explorative mood so i never got the gl. without that, it's a bit impossible to complete without using the axe, unless you get a bit of infighting.
Icon Honoured.
#31 posted by madfox on 2010/11/08 03:27:10
Started a demo on normal, and died after 20 monsters.
http://members.home.nl/gimli/fox_eels.zip
I'm a bad shooter and had lots of ammu short.
Decided to play on when I found the first secret.
I was amazed by the layout which had a real old Quake feeling, which was accuented with the retextured Quake textures.
Gives me the creep someone can make this in four days, where I need four years.
Good Stuff
#32 posted by Kinn on 2010/11/08 17:12:34
I figured this was as good an excuse as any to play Quake again (for the first time in about 3 years).
Really enjoyed it, although was always a bit short of ammo until I went exploring and found the GL. Loved the 3 different themes btw.
Not much else to say other than this felt like a mug of mulled wine by the roaring fireplace of a winter's evening, the warmth of the fire bringing out the musty aroma of a pair of well-used trousers.
~_^
#33 posted by Vondur on 2010/11/08 19:27:21
Well.
#34 posted by Shambler on 2010/11/08 19:52:13
Those last two posts worked as well as they could.
#35 posted by Zwiffle on 2010/11/08 20:03:08
Hey! That's nws! Weeeee!
I Dunno Like
#36 posted by RickyT33 on 2010/11/08 20:05:35
I dont even see a nipple!
#37 posted by gb on 2010/11/08 22:22:27
Nice architecture. I got lost early on, because I couldn't find out how to open the teleporter. So I went noclipping around. I found the GL, btw. Whee. I also found the megahealth button, but for a while couldn't make out the MH itself since the closet it's in is pretty dark and easy to miss.
As was already said, this is largely a copy and paste deal. Part of my getting lost was that literally everything looks the same, before the SK door at least.
I guess "elements" refers to the building blocks which were copy and pasted around to create the layout; something you can see really well while noclipping.
I would appreciate a full map in this style with more variation and details, because what's there is really solid.
#38 posted by Trinca on 2010/11/08 22:57:02
gb more epic releases? this comunity need maps to play :)
fuck epic stuff ;) hehe
Nice Spot Of Quake
#39 posted by Scragbait on 2010/11/09 00:33:46
Not that hard on Skill 2 but fun and with bite in a couple spots. Simple solid clean build with nice texture themes to separate elements. Cool little spacial trick that faked me out by putting the water level below the soggy starting cellar. Easy secrets. It had atmosphere - the most important part of a Quake map for me - you need to feel far away from anywhere sensible.
May this map inspire more quick but good looking maps with basic Quake gameplay. It's nice to have an excuse to stoke up FitzQuake to see something new.
Thanks Vondur.
Kinn Is Inspired By Vondur To Create Another Quake Map!
#40 posted by generic on 2010/11/09 04:17:40
What?!?
:^)
#41 posted by Zwiffle on 2010/11/09 05:57:37
Thanks for making! Really fun romp through Quakey halls. Forgot to record demo, but that's okay because I kept falling in the lava.
#42 posted by necros on 2010/11/09 07:45:43
yeah... the lava.
i think my one main gripe with this map is that i didn't get a good quad run in. i nabbed it just before the lava area and then i just kind of hopped around and only got to wipe out a small handful of monsters. :( :(
Secret Item Placement Is Important....
#43 posted by metlslime on 2010/11/09 08:33:01
it's actually kind of tough to make sure that secret items are all placed in locations that they will be useful. Sometimes i struggle with the best item for a certain location. Quads obviously need to be placed near a section of combat (ring and pent too). Megahealth and armor are slow acting so you can place it in an area with only exploration or backtracking. But the armor has its own requirement, you shouldn't give the player armor that he may already have, because then a player can't use it. Then there's weapons, which are nice because their unbalancing effect can be mitigated by giving the same weapon in normal progression just a few rooms later if you want to. Or you can withold ammo so the weapon has limited use (such as a secret GL in a base map with no grenade ammo.) Secrets in areas that the player visits multiple times are tricky, because they might find it on the first time through the area, or later when they revisit it. You can't assume either case.
...
#44 posted by Vondur on 2010/11/09 08:47:23
gb, noclipping? shame on you!
necros, you used well the main idea behind the quad there, congratulations!
Slime
#45 posted by Vondur on 2010/11/09 08:54:20
Exactly, when placing secret items i'm trying to imagine at what time during the gameplay player might discover it. Usually it happens after the room is fully cleared and player is about to proceed further. So i put an item that will help player in his next encounter.
Particularly, quad secret in air section wasn't designed for fiends. If player did his job carefully he might guess that silver door key is given before the silver door itself, so he might wanna save quad for that moment. Another payer will use quad on fiends in air room and will be happy too. But wiser and more rational player (like necros) will score more fun by keeping quad till the very end of air room gameplay and will use it on exit and gib everything behind silver key door and proceed over lava with ease.
That's the point of secrets in my opinion: not use instantly, but think and plan a bit.
Postmortem
#46 posted by Vondur on 2010/11/09 08:59:10
Judging from player's feedback:
Only two major mistakes that I think I did in this map are: 1. not obvious GL placement, 2. air room is locked for ever after it's cleared.
Minor mistakes: 1. didn't tune for easy skill, 2. didn't align wizmet properly.
So, 1-2 hours of work more and map would be nearly perfect ;)
Vondur
#47 posted by JPL on 2010/11/09 10:15:54
... so now go map a new jewel !!
#48 posted by gb on 2010/11/09 14:33:58
gb, noclipping? shame on you!
This is a dev forum, what do you expect :)
Trinca
#49 posted by gb on 2010/11/09 14:35:06
> gb more epic releases? this comunity need maps to play :)
Then finish your speedmaps next time.
#50 posted by Trinca on 2010/11/09 14:51:17
you got me gb :(
I need time, and I'm not having much of it at the moment :|
Btw
#51 posted by necros on 2010/11/09 19:45:49
props for using kell's olos skybox. i love that one; a very atmospheric skybox.
#52 posted by negke on 2010/11/10 14:19:57
If Vondur can finish a map in such a short time, why can't Lunaran?
|