#41 posted by Zwiffle on 2010/08/17 06:26:38
Go to the console (the tilde ~ key) then type 'map mappi.'
Awesome!
#42 posted by Vondur on 2010/08/17 12:31:29
Cool map, Negike! Very proper Quake mood there, and finally map that uses orange set properly. I liked relaxed gameplay on skill1. I also liked the usage of pitch black shadows there, very well done.
Here's my first run of noobage:
http://vondur.net/files/vonmappi.7z
Nice...
#43 posted by generic on 2010/08/17 12:33:31
The map plays differently in Hard and Normal skills, e.g. silver key and end game. It is well worth another look, if you haven't already.
Carnage is next for me :)
I salute you, Negke!
Nice Map, Lots Of Fun
#45 posted by negke on 2010/08/17 21:44:52
Ricky: Heh, either DP lagged a lot with those settings or you were playing drunk (probably both), for you seemed fairly clueless and ran past half of everything. :D In Chthon's hall a teleporter appears on the lower floor after pressing the button behind him. It was clearly visible in your FOV, but you still took the long way back.. Also, I imagine the map must have looked somewhat strange with all my custom textures along the DP'ified regular ones.
Kona: Perhaps you felt dizzy because you accidentally had a cocktail of the same name instead of playing the map? :)
Omg, Vnodru!!!
Funny how everyone seems to take the GK route first while in most cases the standard order is 1:SK, 2:GK.
In this sense, I also wonder how players determine which path to take if confronted with a left-right route choice, and how this can be influenced design-wise (e.g. by putting items/monsters in one of the ways).
Oh, And By The Way
#46 posted by negke on 2010/08/17 22:03:44
Thanks again for all the demos. I'm surprised how many of you actually recorded/posted one.
Hmm
#47 posted by nonentity on 2010/08/17 22:12:19
Not that I've played it, but I pretty much always go left since it's easier to turn that way with a right-handed mouse. Seriously.
For me it's just a case of getting bored of always SK, then GK, and the signs seemd to indicate it made no diff so i tried something different.
After the gameplay of skill 1, i expected a similar puzzle ending on skill 2, and got further confused by the sound of the laser traps. Took me ages to realise i just had to beat them up, where the quad+invulnerability helps alot of course.
But getting confused by N's maps isn't anything unusual ;>. Amazing Cthon in chains was the highlight. Final quad secret was very slick too.
#49 posted by necros on 2010/08/17 22:28:42
just did a quick run again and went SK first.
the map plays much better that way, and it's clear that that's the prefered way. both the GK and SK door paths lead to a dead end, but only the SK path has a button at the end. when you get to the dead end of the GK path, it feels like you got lost because there's just a locked door and nowhere else to go.
Healthboxes?
#50 posted by Baker on 2010/08/18 00:25:19
I love the map, but I sure am struggling. I didn't check the skill level but I'm sure I'm using skill 1.
With hard, I was running out of ammo.
Actually I am running out of health and ammo with skill 1 too.
But I am glad to be playing a Negke map. Other than giving up on the Vertical Mile one and the one where you had 2 minutes to find the bathroom or die (a classic!) ... I just haven't played any Negke maps.
#51 posted by negke on 2010/08/18 09:43:42
You have look around more carefully then, as health and ammo boxes are sometimes placed in spots where they are not immediately visible, e.g. behind a column.
There might be a slight shortage of shells for a moment on Normal when playing in a certain way - I probably should have made one of the boxes a large one. But if it's really a large problem for you, then you might want to try Easy first (if you're not too familiar with SP for instance).
Some Progs Versions Do Not Display All Items
#52 posted by Baker on 2010/08/18 22:05:11
This is in FitzQuake 0.85.
What version of progs.dat is required for this to run for the items to show up?
In JoeQuake on map start, I see a message "target3 is not a field".
Screen:
http://www.quake-1.com/docs/any/red_slammer.jpg
Id1 Progs
#53 posted by negke on 2010/08/18 22:41:40
I have no idea what could cause the items not to show in Fitzquake0.85. Is this on ID1 and with a close to default config?
The target3 thing is a Quoth detection. It removes the statues and Chthon models because Quoth2 messes around with the modelindex values so the it would show the wrong models.
As Far As I Know ...
#54 posted by Baker on 2010/08/18 22:53:56
I've got progs 1.06 (progs 1.01 doesn't support previous weapon impulse).
I'll recompile. I know you use entity fields to the max and call QC functions directly.
Nevermind
#55 posted by Baker on 2010/08/18 23:02:31
Stupid terrible mistake. Grrr.
#56 posted by Mikko on 2010/08/19 15:53:06
Demo here: http://msdn.duke4.net/mappimikko.zip (recorded using FitzQuake 0.85)
Anyways, played on hard and died once, during the boss fight, which is also when the demo stops (does it have to stop every time you die?). I had no idea what to do so I must've spent two minutes trying to find some buttons, messing with the lightning shooters etc. It's only after dying that I noticed you can shoot the Chthons. (I actually tried shooting them before, as you can see from the demo, but I was too far away for the lightning gun to hit, a fact I missed while playing.)
Took me 15 minutes, and I'd say it was a tad easier than expected but still fun. Good architecture, especially the two bigger areas (the silver key and the Chthon place).
Nice Level !
#57 posted by roblot on 2010/08/20 00:29:12
Played on hard skill without too much trouble. Couldn't beat the Cthongs though, until I found out later one would kill the other when I hid behind the wall where the LG was. Then getting the other was easy. Great to see them Hellknight posers too. They add to this swell map. Secret face button was kinda funny switching right side up.
#58 posted by eerie on 2010/08/20 11:23:04
nice map, very solid architecture!
Finally Finished It
#59 posted by Baker on 2010/08/20 19:38:56
Really cool. Liked the ending. Liked the secrets. Really well polished.
#60 posted by enki on 2010/08/20 20:16:31
Holy....
Nice :D
Quality Map
#61 posted by nitin on 2010/08/24 12:58:48
felt like a really high quality speedmap (no offence intended). Some nice designs and top notch texturing.
#62 posted by Drew on 2010/08/25 04:23:33
okay, so loved this.
seemed like a kind of concession... or a compromise... but not in a bad way...
Like, when a really abstract band becomes more accessible, but without becoming shitty. the core E4 ness of Negke mapping is still DOMINANT in this map, but it is somewhat toned down with regards to the tougher puzzles and eccentricities that are kind of de rigeur in the rest of your catalogue... fuck, I don't know. I think you did an amazing job with this - it is another step forward in your inevitable dominance of the Q1SP sphere.
"E4ness" - Haha
#63 posted by negke on 2010/08/25 10:53:15
I like that.
#64 posted by anonymous user on 2010/08/25 10:55:00
Btw. does anyone care about 100% spoiler demos for the secrets, or have you already found them yourselves?
Spoilers
#65 posted by Mandel on 2010/08/25 12:38:59
well i've already posted a 100% demo above and nobody seemed to care
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