 AAAAARRRRGGHHH.
#512 posted by Shambler on 2016/02/12 23:16:54
I LOOKED AT THAT CEILING ABOUT 10 TIMES IN THE LAST 20 MINUTES FFFS.
 I Chuckedeleled Too, That's A Hell Of A Secret Right There!
#513 posted by mfx on 2016/02/13 00:04:10
me myself still hasn't found all secrets in this map.
And that vore trap is awesome, you puss.
 Oh Good
#514 posted by mwh on 2016/02/13 09:25:06
I'm glad other people can't find that secret too (I read the map source in the end!)
adib: yes :-) I remember quake e1m1 pretty well :-)
And yeah as kinn says if the crossbow knights were coloured more like the regular knights and less like the super weak ones I wouldn't have complained.
 Also.
#515 posted by Shambler on 2016/02/13 12:23:53
Ghost Death Knights - awesome touch. Work well with the rest of the visual vibes.
 Ogre Bastille Part Deux.
#516 posted by Shambler on 2016/02/13 14:05:37
Obviously this was not a map to try as an early taster of AD. There is still no limits to the vast amount of Fuck Off the Crossbow Knights can do, and the ZOgres are more punishing in this than in other much easier maps like Firetop.
OTOH the design and exploration is truly excellent. As a remake it's perfect, apart from perhaps a weak ending arena. The crypt secret and the SK terrace are ace.
I do think there needs to be more marked secrets to reward the player hunting around though, for example:
<spoiler>
1 - left blue room at start
2 - right blue room at start
3 - ammo cache above main entrance
4 - LG on shambler terrace
5 - left ledge nails opposite GK
6 - right ledge nails opposite GK
7 - silver key terrace (gotta remember SK door)
8 - blue window on SK terrace
9 - blue window in SK terrace
10 - biosuit behind window
11 - shortcut back from GK door
12 - ammo pack in SK terrace
13 - plasma gun near end
</spoiler>
Plus the normal 3...
There might be more OFC. And no I didn't do the time limited ROS thing, fuck that.
 Shambles
#517 posted by Kinn on 2016/02/13 14:16:07
It's because the secrets are so secret, it's a secret that they're secrets.
 Use More Skill
#518 posted by Skiffy on 2016/02/13 15:00:43
I dont know I find most Q1 monsters to be cannon fodder so the crossbow guys and zaware ogres are a nice change of pace for me. And their reload delay is their doom.
 Use More Macho Knob-waving.
#519 posted by Shambler on 2016/02/13 15:28:50
That's why I haven't been reading this thread much.
Someone make a box room full of 30 spawn, with 30 crossbow knights on surrounding ledges, so you people can use more fucking skill there.
 You Are Funny
#520 posted by Skiffy on 2016/02/13 16:06:38
Not a very fun sounding map obviously. Though Devil Daggers currently looks like that madness.
 AD_END.
#521 posted by Shambler on 2016/02/13 16:35:02
Via console, I haven't found runes.
Lovely map, proper vibes, really nice to have as a secret map.
#522 posted by Skiffy on 2016/02/13 16:51:57
yea that map was soo pretty. I full map in that style would be something else!
 Secret Hunting In Swampy.
#523 posted by Shambler on 2016/02/13 20:26:57
Jesus, this is a game in itself. Got both silver keys, the blood key (that whole section is fantastic), and 7/8 tomes, and still only got 20/25. Gonna be a long hunt....
#524 posted by mwh on 2016/02/13 21:28:21
Oh one other "thing" that's kind of a shame although obviously unavoidable is that each map has its own visual language and that definitely makes it harder to find secrets on the first time through. Maybe I should have played the test maps first (still haven't played those...)
 Trenchbroom
#525 posted by ijed on 2016/02/13 22:15:52
Anyone got a fixed entity definition?
I looked at fixing it myself but the errors on reading are odd, the lines it says are erroneous seem fine.
TB1 BTW.
 Swampy Secrets
#526 posted by Qmaster on 2016/02/13 22:31:02
Yesh thoshe secretsh be tricky. Tough one is near the part where two skull wizards are spamming you from behind breakables and bars...no one looks up, not even I and I make maps too and use this trick to make secrets. That quad secret took me days to find.
 Ijed
#527 posted by ericw on 2016/02/13 22:43:52
I used the .def with TB1 for ad_e2m7 and it worked fine.
The .fgd uses some Jackhammer extensions. TB2 does support it though.
 22/25
#528 posted by Shambler on 2016/02/13 22:49:46
Apparently I had found all tomes, and I got a Drole as a reward.
Had to noclip to find the last few, I think the trigger is missing from the one in the tower overlooking the MH bridge.
 Several Of Us Got All 25
#529 posted by Qmaster on 2016/02/14 01:01:04
 Ok, Thanks Eric
#530 posted by ijed on 2016/02/14 02:55:44
 Well Done Qmaster.
#531 posted by Shambler on 2016/02/14 11:57:11
Several of you have smaller cocks too. Whatever.
 Lacking Hitscan Weapons
#532 posted by mankrip on 2016/02/14 13:48:14
Okay, I have a final verdict on one thing: The lack of hitscan weapons sucks.
Hitscan weapons are usually bad, but there are cases in which they're needed. There is a single enemy in AD which is a perfect example of this: The flying saucer drones in Crucial Error.
They dodge quickly, they fire fast, they're small and they keep themselves distant from the player. They make us waste ammo like crazy because:
1) When they stop for a moment and we shoot, they dodge again to a random direction before the bullets can hit them;
2) When they're moving, their movement ends too quickly for us to predict their path, aim and shoot in time for our bullets to travel and hit them. And they shoot a barrage of lasers immediately upon stopping, which punishes players who tries to aim for their stopping position.
I'm not against the modified shotguns per se, but the lack of a hitscan weapon to take care of those flying drones makes all battles against them frustrating. Those drones makes us waste ammo like crazy, I end up just shooting randomly in the hopes that some of the bullets will hit. That's awful.
And this highlighted a lost opportunity. In vanilla Quake, the thunderbolt is the most useless weapon to me. It consumes ammo too quickly, its ammo is sparse, and it's not much more effective against enemies because in vanilla Quake the nailguns fills the "high rate of fire" role in a more economical/easily replenishable way, the shotgun is a more economical hitscan weapon, and the rocket launcher deals more damage per hit.
Arcane Dimensions really lost the opportunity to make the thunderbolt shine. If Crucial Error had it, I'd use it against those flying drones every time, while the projectile weapons would still be used on everyone else because I'd conserve the thunderbolt ammo for the flying drones. And that would be a perfect thematic match of high-tech weapon against high-tech enemy. It would be just flawless.
The projectile shotguns helps to make the thunderbolt strategically unique, and the flying drones helps to make this strategical strength of the thunderbolt a requirement.
 Not Sure I Agree
But I'd like to add that the Plasma Gun absolutely SHOULD NOT permanently replace the LG, it's not an upgrade in my opinion.
 Plasma Replacement SHOULD NOT Be Permanent
#534 posted by Qmaster on 2016/02/14 15:09:14
This. Wish it was just toggleable like the plasma gun in mispack2. Wait...plasma gun...Plasma Gun
 Mankrip
#535 posted by adib on 2016/02/15 02:38:32
I think the thunderbolt doesn't reach too far. It would have to be a close combat.
 Mm?
#536 posted by ijed on 2016/02/15 03:36:01
Doesn�t this depend on the map you're playing?
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