#517 posted by khreathor on 2016/08/19 13:53:58
I would re-balance few things in my map, but as I mentioned in my e-mail, it's better to leave it as it is. Otherwise we will extend deadline forever :D
p.s.
DLC confirmed...
#518 posted by mjb on 2016/08/19 14:10:51
Agreed, as I have said I will not look at my map until release. I am content with my submission.
Ionous,
I did send you a dropbox invite link for my updated text document. Please confirm when you receive that! That will be my last update until release!
Will be great to see a future DLC release!
#519 posted by Newhouse on 2016/08/19 14:48:14
Ididn't touch anything else except one part where player might fall down and never get up back to one button, which opens door that is important part of basic progress yet player can't get uo and need to restart and play whole 1/3 of the map again. So I only fixed that.
All Aboard, Cries The Engineer
Another forty-eight hour plus crunch time mapping session and I'm finished. I should stop doing this to myself, but I had a bunch of new toys to play with and I couldn't help myself.
Hope you guys like the map! Getting myself all hyped up for everyone else's.
#521 posted by Newhouse on 2016/08/19 14:57:04
So bloughsburgh, if there is something that might put your player in situation where only choice is to restart or are very important.. that player simple don't have enough stuff in order to survive.. those are quite critical things and should be fixed.. anything else is not that important, am I right ionous?
No Restarts
#522 posted by mjb on 2016/08/19 15:04:02
Nothing would force a restart as far as I am aware.
I would say in terms of play testing, it is critical to make sure the player can not get stuck under any circumstances. Not stuck as in puzzled but as in literally unable to proceed.
#523 posted by khreathor on 2016/08/19 15:10:37
You can get stuck in my map, with no ammo etc. but it's because I introduced some specific, experimental gameplay mechanic.
btw. I realized I would like to add few things to README too!
#524 posted by Newhouse on 2016/08/19 15:11:35
I found yesterday couple of them, place clip brushes over them.. I also put it in pillars which player mashes his head constantly ^^;
#525 posted by khreathor on 2016/08/19 15:13:56
By stuck I meant being out of ammo and with no chances to survive :D
#526 posted by Newhouse on 2016/08/19 15:23:37
I play tested normal and hard mode.. made sure that player haa enough ammunition if player plays well.. by that I mean no 50-70% misses. And try to save cells.. or even try to find all 3 secret silver keys.. It is experimental map as well. My principle was.. 3 is more than just 2.
#527 posted by Newhouse on 2016/08/19 15:28:12
Hopefully that jam7_start map has skill select room?
Oooh
#528 posted by mjb on 2016/08/19 15:30:18
experimental gameplay mechanic
Oooh I am intrigued to see what this exactly entails!
Ionous is creating a start map I believe, so yes it would.
#529 posted by Rick on 2016/08/19 16:31:11
You pretty much couldn't finish my Jam 6 map on skill 2 with 100% kills unless you also found the one secret. I consider that a design flaw, but eh, hard is hard.
My Map Has Skill 0-3 In One...
#530 posted by khreathor on 2016/08/19 16:41:25
#531 posted by Newhouse on 2016/08/19 21:36:32
Isn't skill 3 = nightmare mode? Are enemies respawning in that mode?
Nightmare In Quake
#532 posted by Preach on 2016/08/19 22:10:54
Nightmare in Quake isn't quite as crazy as Doom. No respawning monsters, just more relentless AI - faster reactions, higher rate of fire, feeling less pain.
Older versions of Quoth had an issue where the new monsters weren't very well differentiated between nightmare skill and regular skill levels. I particularly remember an oversight where a monster went into pain animations more often in nightmare because his threshold was so high. The most recent patch attempts to redress this, and increase the contrast. Mostly by nerfing monster AI, although there were a few that we boosted in nightmare instead (like Rocketeers).
Plans
#533 posted by ionous on 2016/08/19 22:34:46
So I've received four maps from people (thanks for sending them in). My own poor contribution is also done.
I, however, did not have time to finish the start map, which I would like to include. After polling the entrants, they were fine with me finishing it off. So I'll be doing that today and tomorrow, aiming for an early Sunday release.
With that in mind, if anyone else there wants to finish up their map, they would be welcome to do so. I will accept submissions up until whenever I finish the start map.
GO MAP SKACKY
Awesome
#535 posted by mjb on 2016/08/20 01:57:18
Can't wait!
It Will Be Good
#536 posted by Newhouse on 2016/08/20 02:07:51
There really is no hurry, spend as much time as needed*
Screw Start Maps
#537 posted by negke on 2016/08/20 10:49:55
#538 posted by NewHouse on 2016/08/20 11:56:37
We have to remember not every player is even that familiar with console commands*
#539 posted by NewHouse on 2016/08/20 14:07:18
So is Skacky going to be also in (if he has time), that would be great!
#540 posted by NewHouse on 2016/08/20 15:04:33
so it seems we're still fixing yet balancing our maps? I just want to make sure, because that's how I understood it, until the sunday or when ionous gets start map finished.
#541 posted by khreathor on 2016/08/20 15:30:38
Yeah I have to fix ammo crates because they are fullbright in dark rooms... Any clue how to fix this?
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