Ending,.
#36 posted by Shambler on 2009/01/14 19:20:55
Oh, I get it now. Bit of an odd one that. Very easy if you get it right and very hard if you don't.
P.S.
#37 posted by Shambler on 2009/01/14 19:29:09
How the fuck do I get to the MH that's partway down the main lift shaft?
The interconnectivity and compactness of this map is astounding. It makes the best Sadlark maps seem like sprawling messes.
#38 posted by JneeraZ on 2009/01/14 19:30:14
"How the fuck do I get to the MH that's partway down the main lift shaft? "
I never got that either. Not sure what it wanted me to do there.
Holy Cow
!
Than
#40 posted by JPL on 2009/01/14 21:24:07
Waht to say about this level except it is awesome. Architecturally this one of the better map I've ever saw.
Gameplay is also very good, while I would have fill the area with more monsters in some areas... though.. However, ammo/monster/health balance is good, while I found the map quite easy...
Also, maybe the ambience could have been improved with some custom sounds, but with this foggy effect: it is very good already !
Only complain: I've been lost for a while before finding the way to the vermis... at least I had time to visit the map ;)
Very good release: I wanna play more ! go map
What To Say
#41 posted by CI475 on 2009/01/14 21:36:16
that someone hasn't already said?
Impressive on every count.
Maybe I'm the only one who loved the gameplay as all the others factors.
For example the fights were so much fun! Fighting the soldier guys in these tight halls was challenging. I found my self taking cover. In quake. You really made it right.
One Thing
#42 posted by Spirit on 2009/01/14 21:52:40
There is something that has not been honored yet. The fantastic sounds (JPL, play with the soundtrack ;) ). The cdtrack fits the map so well. There are just the right ambience sounds on just the right places. And the monsters feel totally in place.
I have no yet finished it, searching for the progression after the silver key & very low on health.
Since this, as it's the first map this year, simply cannot be the best map of this year just yet, there's got to be something so fricking amazing later in the year my yaw will fall off and start fellatio or what? ;) Well, it will be damn damn hard to top this. FHSFNSFHSFNNG!
#43 posted by JneeraZ on 2009/01/14 21:58:21
Way to take the wind out of everyone's sails this year, ASSHOLE! :)
#44 posted by Spirit on 2009/01/14 22:11:50
Haaaa!
Jaw, UP! You nasty thing.
Hmph
#45 posted by BlackDog on 2009/01/14 22:24:07
I found this too convoluted to enjoy: my play time was a ridiculous 73:01, and you can bet I wasn't having any fun for the last forty minutes of that. The cheap boss fight didn't help. Was I *really* meant to stand in one place holding mouse1 to win the level?
Visually and architecturally the entire level is brilliant, possibly the most cohesive and structurally clever quake map I've seen. The gameplay, though, doesn't work for me.
#46 posted by Spirit on 2009/01/14 22:27:30
Finished, loved it. Such atmosphere.
I am not sure these are all the demos, but hey. http://www.quaketastic.com/upload/files/demos/apsp2_spirit.zip
Than
#47 posted by Vondur on 2009/01/15 00:09:05
you rock beyond reality.
this is the best level i ever played!
thanks for quality quake experience, atmosphere, balance and end boss. it was perfect!
thou art rock!
C1475606
#48 posted by Shambler on 2009/01/15 00:28:50
I'm with you on the gameplay thing, it was good, and suited the map well. Almost every enemy counted in it, which is a welcome change of pace from horde combat. Felt like it was supposed to in a base like that. I like the RL/GL as well, much better choice than SNG, the limited rockets meant you could use it to take the sting out of situations a bit, but couldn't be wasteful.
Difficulty
#49 posted by than on 2009/01/15 00:38:56
it should have been very slightly harder, but I forgot to flag a couple of items dm only and didn't notice until after release :( Still, it didn't ruin it or anything.
Again, thanks for the comments. Just to let you guys know, Ricky has a really big map that is of a high quality in beta, so maybe this will be topped very quickly :)
Dunno Like Mate
#50 posted by RickyT33 on 2009/01/15 00:48:27
your map is classic quake gold. even though its quoth! I just think that the brushwork is phenomenal. Some of the textures I dont know where they came from. Did you make any of these yourself Than? Like the one on the edie crates, and theres one animated texture behind where the player starts, it has alternate flashing red lights at the bottom. There are others I dont remember seein anywhere else too. Im just asking cause I wanna use them!
Textures
#51 posted by than on 2009/01/15 04:34:35
most are standard idbase textures or textures modified by other people (mostly Biff and Ray I think), although I made a few myself for this map, such as the window surrounds and the edie crates.
I'll upload the wad I used when I get chance, but until then feel free to rip the textures from this map and use them in your own. There are a few more I didn't use, but most are in the map I think.
#52 posted by Jaromir83 on 2009/01/15 17:52:50
WOW!!! best looking level ever. gameplay was trully unquake, felt more like Half Life1 of System Shock2. was really tough to navigate for the first time, but visuals were so stunning (that flooded train with crates) that it was completely fun to rumble around. it would be nice to have crates on the water-line float a bit though, you know, few pixels up and down, slight movement. I had idea to create similar large flooded areas for my own quake level but it never happened (lazyness). final boss was great too. 45mins, 3/8 secrets. overally absolut OWNAGE!!!
Aye.
#53 posted by Shambler on 2009/01/15 18:00:19
Flooded train was ace.
This was definitely in the "convincing alternate reality" genre, it's the way forward I reckon.
Boner Shorts.
#54 posted by Drew on 2009/01/16 07:17:20
#55 posted by Jaromir83 on 2009/01/16 12:19:33
Jaromir83 wrote: "it would be nice to have crates on the water-line float a bit though, you know, few pixels up and down, slight movement." I belive this movement could be player triggered, if player jumps/mounts on a crate floating on water, it would move slightly up'n'down for a while (5secs?, few waypoints placed within crate).
Heh
#56 posted by RickyT33 on 2009/01/16 12:24:19
it would use a lot of edicts I think, although it is possible. But there are a lot of crates in the level. And it really wouldn't add that much to the experience.
Interesting idea though!
#57 posted by Spirit on 2009/01/16 12:26:37
It would look very artificial without acceleration though.
#58 posted by JneeraZ on 2009/01/16 12:41:19
That would take some minimal QuakeC work though and he already said that most of them are func_'s already. Not to take away from an amazing level though. It great without that - however, that WAS one thought I had while running around.
Of course, that might mess with collision somewhat. Not sure.
BlackDog
#59 posted by CI475 on 2009/01/16 12:46:17
Sorry you didn't enjoyed it, you are missing something and I think it's very quake, contrary to what many of you said, even if I see that quakeish or not every one had fun.
RickyT23: are you working on a new map? can't wait to play it.
Perfect.
.
Not much more to say, except thet you're one funny mutha, Than. Best storyline ever.
Did a skill 3, 100% secrets and monsters demo. 23 mins or so... if anyone's interested.
My usual suckage is bitterly improved on this one, though. I played through the level while at home on antibiotics...
Oh, and the boss fight was perfect, too. Hardly beatable if you did not find the safe spot, but beatable... Flooded Vermis is ace!
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