#39 posted by JneeraZ on 2008/03/03 12:11:12
distrans
Yeah, that's a bug. :P Next version will work on Easy in that arena.
Sielwolf
Minions will be better next version. They won't hurt you (or each other) and will get in your way a lot less. You can't hurt them though - they spray blood but your shots aren't doing any damage.
I'll think about the rest of your ideas too. I'm putting together a short list of stuff to put in the next version.
As for arenas that expand, that's totally doable. It's all level designer controlled so once I (or someone else) makes an arena that does that we'll have it. Heh.
Yesss
#40 posted by _Azuki on 2008/03/03 12:48:37
Finally!, this fits my need to "just frag some some monsters" perfectly, without having to annoyingly swap levels all the time eventually leading to having to start over again...
:).. big thanks!
I Have One More Complaint
#41 posted by bambuz on 2008/03/03 18:35:17
The name is gay. Q on queer. :(
The game seemed fine although the difficulty picked up a little slowly (skill 2) and the knights don't do very well in the stairs.
This could rock in QW though where control is better and my weapon scripts etc work. The scoring should work fine with COOP multiple players, right, just count the kills? Hmm...
#42 posted by JneeraZ on 2008/03/03 18:39:28
I almost have the new version ready. I want to see about the summary/score screen at the end before I released it though.
Well, and I tweaked the arenas somewhat and my r_speeds are too high now in the metal arena so I need to optimize there as well. Blargh...
The Levels
#43 posted by gb on 2008/03/03 23:58:48
Good work, those are some good-looking maps.
The base one is my favorite, because the gameplay is very fluid and the backpack hunting really adds fun. I'm looking after every wave how many cells I managed to collect. To collect more backpacks, you have to take risks and go right into the hot zone. I like that. I also like the three spawnpoints in a row on the upper level, where you can do little runs from time to time to clean them.
The metal one is good, but the base minions felt a little underpowered. Shamblers come too early. I'd give a shaft so you could collect cells from your dead minions. Also a little short on nails it is.
Didn't play the elder arena much yet. Just noticed you can't get out of the lava. :-/
Sielwolf's minion skin idea is good. Perhaps just fullbrights or b/w.
Okay
Basically what my predecessors said. My only real complaint is that it takes too long to get really frantic, if at all. I'm not a top notch player, but even at wave 15 on hard, I find it too easy. I want it to be almost unbeatable after at most 10 minutes of gameplay. I want frantic gameplay. I'd really like it if it progressed like a logarithmic function: Quickly at first, and when it gets hard and frantic, it needs to progress very slowly, so that it takes a while before all the monsters really overrun you.
Alright - This Mod...
#45 posted by RickyT33 on 2008/03/04 11:41:40
...pretty inspired. I played on normal skill and in the base map (training?). I thought what I did see was very well thought out. At no point was I confused as to what was meant to be going on. The level design was very good, very "classic quake". I couldnt find the way up to the nightmare entrance right at the start, but I never can find clever secrets.
Brushwork was nice, nothing organic, quite clinical but well put together and lit. Although I played at 1280 x 1024 I could see how the lighting and brushwork would accomodate software engines running low resolutions, which I gather is the style you are in to.
The gameplay was interesting, especially at first, with not knowing what was going to happen. I found that the presence of the lightning gun in the base level perhaps made it possible to progress so far that it seemed as if I was never going to die. And I didnt. I saved and quit after wave 42, because I have a lot of work to do today ;-P
It was fun at first but then became a little tedious, no more tedious though than any other arcade style shooter might after "level 42".
Maybe on reaching level 25 or 30 you should spawn in a vore or something. I know that it was the training level I played, and it's set in the base/tech themed universe, where vores can be few and far between, but if you can have a glowing hell knight I dont see why we cant have a vore. Something to actually make a good try for killing the player at these leter stages, that is.
Wave 42, not even loosing too much health??!
Make it harder!!!
Oh, also, I liked the sound effect at the end of each wave, that was cool.
And also, thanks Willem, this was fun, I will play again later, I havent even seen any other levels yet!! :D
#46 posted by JneeraZ on 2008/03/04 12:13:59
Thanks Ricky!
The difficulty is really up to the level designer. The mod will spawn whatever is specified in the arena. The base arena is kind of easy because it eases you into the game but you're right - maybe I'll throw in some harder monsters on super high levels there.
Try the other arenas. The tougher monsters are in those!
Fun Stuff...
#47 posted by generic on 2008/03/04 14:26:29
Definitely one of the best Quake mod of late!
Some monsters make better minions than others although I like the contrasting nature of those in your maps, i.e. base vs. medieval and medieval vs. base. It seems Hellknights beat Enforcers who, in turn, are better than Scrags -- although, once you had a bunch of them, they were very effective at getting in the way. Funny how the Enforcers won't even shoot at the Zombies in the 2nd arena. There's definitely a little room for improvement with the minions.
I thought the gameplay was great! Sure it was a little slow to start but had me grinning at the ridiculousness of it all in no time. More, more, more! Please, of course :)
#48 posted by JneeraZ on 2008/03/04 14:30:06
Heh, minions won't deal with zombies. Ever. They don't like them. :)
Mod.
#49 posted by Shambler on 2008/03/04 16:38:00
Good apart from the lava.
Willem
#50 posted by Ankh on 2008/03/04 20:18:29
Make it harder.
For hard and nightmare skill I would suggest to stop the health from ticking upwards and to make the armour spawn only 1-2 times in a wave.
For the metal map you could try to move the armour under the bridge and spawn a vore on the bridge from time to time. And you could remove two of the health packs.
I think that on hard skill the player should get into problems from the 10-15th wave.
#51 posted by JneeraZ on 2008/03/04 20:37:18
There's only so much I can do though. The monsters are only so threatening and you guys are so good that it's tough to present a real challenge to you. :)
I don't want to change the monsters fundamentally by amping their health or damage - I'm a Quake purist at heart.
I'll try some things. But, really, the things you suggested are mostly achievable by the level designer so anyone could make a level that's super hard if they wanted to.
Stopping the health ticker on Hard is a good idea, thanks!
That was a hint in case anyone missed it. Heh.
WTF !!!!
#52 posted by JPL on 2008/03/04 21:04:14
I tried with WinQuake, FitzQuake 0.80, aguirRe's GLQuake 1.31 and I always get the same error message: "progs.dat has wrong version number (0 should be 6)"
Anybody would consider to help me please ?
#53 posted by JneeraZ on 2008/03/04 21:09:02
You've got me stumped. It works in software Quake and lots of other people are running it OK.
Anyone else using those engines he mentioned?
JPL
#54 posted by negke on 2008/03/04 21:14:15
It's a problem on your side. Re-download the file or something.
Beeeeep !
#55 posted by JPL on 2008/03/04 21:39:22
Nice try neg|ke, I already tried it, and it didn't help :P
Difficulty
#56 posted by gb on 2008/03/04 22:47:49
It seems to depend on the map, not the programming. Perhaps just disallow saving.
The zombie situation is a bit irritating. Perhaps allow some minions to kill them, like ogres?
I Played On AguirRe's GL
#57 posted by ijed on 2008/03/04 22:54:32
and had no problems.
JPL
#58 posted by Preach on 2008/03/05 01:15:00
The zip looked a bit odd when I opened it in windows, presumably because it comes from a mac. So it might be an issue with the program you're using to unzip the file - try finding an alternative and using that.
Ha!
#59 posted by madfox on 2008/03/05 02:02:47
makes me feel as if I reached Q3 arena in Quake1!
Good Job, Willem!
I Think To Make It Harder....
#60 posted by RickyT33 on 2008/03/05 11:06:21
...for example in the base map get rid of the SNG and replace with an NG and replace the LG with a SSG! That would make it tougher.
It Gets Hard Enough
#61 posted by Sielwolf on 2008/03/06 00:43:46
just starts too slow
Wow
#62 posted by metalseed on 2008/03/06 04:40:11
Thanks! This is much fun. I got to wave 39 on first try I think. 1779 monsters! Crazy. Any chance of Quoth monsters in this?
P.S.
#63 posted by metalseed. on 2008/03/06 04:45:04
I think no matter how good you are it gets plenty challenging eventually (I'm not that good so..).
Also I play this with TQ146 as i play everything with if I can. It was just fine. Thanks again for this great mod.
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