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Posted by Lunaran on 2019/06/21 01:13:13 |
A dual release for Quake's anniversary this weekend:
1. >> Copper Quake, a "Vanilla+" mod that polishes and refines Quake's singleplayer gameplay. It grinds off the roughest edges we've all just gotten used to over the last two decades without moving away from what Quake is at heart, and expands opportunity for high-level play. For example: Nightmare difficulty is an actual playable mode!
Read all the detail about it you desire, and download it, from the Copper site:
http://lunaran.com/copper/
2. >> A 7+2 map episode to go with it called Underdark Overbright. It's like czg, sock, and headshot had a sexy baby, featuring guest mapper Scampie!
Download it too: http://lunaran.com/copper/download.html
or ogle screenshots: https://imgur.com/a/fUrOYY6
UPDATE July 16: new version 1.05 is now available, follow the links above. |
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#42 #43
This makes sense. In AD when you find those backpacks it's usually a secret so the louder, longer sound seems to fit. It's much more rare to hear this that in "Coppah".
Hearing it over and over feels "louder" to me overall than the standard AD experience. On my end, there are probably a few things going on that contribute.
IIUC all sounds in Quakespasm have a high pass filter applied that cuts the sound a bit in Windows. In Mark V, everything is a touch louder as it doesn't apply this. I use Mark V for straight gameplay session unless there are compatibility issues with a given map.
UDOB Commence
#45 posted by ionous on 2019/06/22 04:17:21
#46 posted by Joel B on 2019/06/22 04:19:51
Quick FYI... this will be broken in Linux Quakespasm until PAK0.PAK is renamed to pak0.pak.
Not sure if there are any other such issues down the road, just got started.
#47 posted by Joel B on 2019/06/22 07:23:00
Well that's a fuckin' awesome startmap, very good first two maps, and initial signs of fuckin'-awesomeness on the third. Out of time for tonight but I'm really happy to get to chew on an episode of full maps from you two guys.
Will Play Later, Maybe On Stream Who Knows
#48 posted by fifthelephant on 2019/06/22 11:37:49
But in relation to the AI conversation earlier I would like to see separate monster/player clip brushes at some point like in Quake 2. I think this would allow mappers to make seemingly smarter AI without any coding required.
Played 1st 2
#49 posted by drew at work on 2019/06/22 17:31:53
very impressed.
2nd map in particular. OTP's comments about underwater gameplay are off. It was close but I survived and there were adequate hints to approach the section differently than one is 'trained' to through normal quake play. Also a good demonstration of new megahealth parameters. Great use and re-use of water area, and loved how the arena combat section opened things up down there too. So beautifully constructed from a gameplay perspective and super enjoyable aesthetically also.
BTW that arena which opens the water pits was perfect - I barely got out of it with 8 health.
It reminded me of a proper DOOM ambush, or maybe the big ambushes from some of the MEXX maps.
Great job so far, looking forward to the rest when I have time.
Will Upload Demos Once Completed
I just popped in to say I am enjoying the maps so far.
Not really sure what all the hubbub is in regards to the backpack noise, it sounds alright to me.
Demos
http://www.quaketastic.com/files/demos/udob-5th.zip
Skill 2
I got my arse kicked. I did manage to finish end.bsp but I died so many times that I just save scummed it (and quake demos hate that).
The maps were really good but there were some slaughter combat moments that I wasn't expecting (like the campgrounds remake map, that got me a few times).
I like a lot of the changes to the mod. I hope many of the changes make their way into dumptrucks mod or vice versa (like flame sprites, breakables etc)...
I love that the RoS is now a viable power up when in combat rather than 'sneak past everyone before the timer runs out'.
The NG/SNG changes are great too, you've managed to make both guns worthwhile for different situations.
I think many of the changes together make the game a lot harder, z-awareness, turret enforcers, shambler dance nerf, armour degradation, reduced ammo drops...
The increased difficulty was a bit of a shellshock, I am definitely going to try out a few other maps with this to see how it plays.
Yea
#52 posted by Drew on 2019/06/23 04:32:48
Agreed on all points above. Shambler’s are legitimately scary for me without perf
Perfect
The udob maps are sublime. Or maybe it was the mod? hard to tell?
I love how the mod makes a lot of rather significant changes, but still feels very vanilla. Most of the time you can't tell the difference. The armor change sounded too invasive but it works well. I hope every mod from now on is based on this.
Had never played with this "autosave" feature before but that is great too. Not having to think too much about saving really helps immersion, and makes the consequences of your actions feel more permanent. I didn't see how this system actually works documented anywhere?
Funny to play the q3dm6 inspired map and seeing the curvy ramp (to the railgun) and thinking.. huh, this really feels like q3dm6! Then turning around and seeing the rest of the level :)
Autosave
I saw my game save a bunch of times but every time I died I always went back to the beginning.
Load Auto
In console
oh nice, wish I had figured it out at the beginning
Autosave
#57 posted by Lunaran on 2019/06/23 19:03:39
I had a nice system rigged up where dying and pressing 'fire' would load the last autosave instead of restarting the level.
It worked great, until scampie sent me a long test demo and I couldn't watch any of it. the first time he died, the demo would playback the recorded 'stuffcmd("load auto")' and the demo would end and load my last autosave. :p
so, we had the info_player_start fire the autosave entity in every map, so that 'load auto' was always safe to type at the console, and had to leave it at that. Any more invasive autosave system than that would need some manner of engine cooperation, but what form that would take exactly I'm not sure. Ignoring stuffcmd in demos would break 'bf', and also all the fog stuff in Copper, Honey, and AD, so that's maybe a no-go. Technically we're abusing stuffcmd by doing this anyway.
Something a little more robust, but prone to breaking for other reasons, might have been for the autosave entity to stuffcmd an alias that was masked to 'load auto' in quake.rc. Then if people wanted, they could re-alias it to something that would do some of that hacky config-based scripting from the old days, where quickload was rebound to 'load auto' until the next time you hit f6, which would rebind it to 'load quick', so f9 always loaded the most recent save ... or something. Still doesn't let you just press 'fire' to restart at the last save, though.
#58 posted by Lunaran on 2019/06/23 19:08:21
Also, thank you all for the feedback, be it praise or constructive criticism. I'm glad you're all playing it and (mostly) enjoying yourselves.
Lunaran,
I had no idea about "load auto", I did a search of the readme and couldn't find anything explaining. I probably would have added something to explain how it works and instructions on loading "auto".
Terrific
#60 posted by Orl on 2019/06/23 22:19:53
A fantastic set of levels with many clever setups and surprises. Brushwork and texturing were top notch, plenty of eye candy. Difficulty on hard was just the perfect amount of hard, where I exit the level with only 5% of my health left.
I didn't mind the gameplay changes that copper brought. They are a bit different than what we're all used to but its not a drastic change. The backpack pickup sound didn't bother me either.
First run demo's through the entire episode, hard skill: http://quaketastic.com/files/demos/orl_copper.7z
Great job to Lunaran and Scampie! This one is a real winner!
Autosaves are supported in single player - type 'load auto' at the console to load the last autosave.
This was in the udob readme not in the copper readme except in the modding section:
target_autosave: saves the game to auto.sav when triggered, can be loaded from console.
E2m6
#62 posted by Ankh on 2019/06/23 23:12:24
lol
the big platform in e2m6 suddenly started to go up again after I have killed the zombies :)_
#63 posted by Ankh on 2019/06/23 23:37:27
Not The Romero Lift
#64 posted by Lunaran on 2019/06/24 06:55:10
I can't get it to happen, so there's more to it than killing the zombies, and the demo only shows after it happened. Can you reproduce it, Ankh?
My Experiences
#65 posted by Esrael on 2019/06/24 11:05:58
I've been excitedly playing the vanilla episodes on nightmare with this mod (on QSS 0.93.1) and been liking it! My favourite changes:
+ Being able to shoot through enemies makes killing them just that much smoother and more fun
+ Making the nailguns distinct from each other
+ Making the Ring of Shadows resemble Doom's partial invisibility makes me actually fight through parts that I used to just skip with the RoS.
+ Changes to the nightmare difficulty.
+ Chthon feels really tough now. I actually died an embarrasing amount of times against him.
+ Rocket economy feels a lot better now, even though you can still pretty easily max out your rockets in the vanilla episodes. :D
Some of my issues:
- QSS seems to glitch out with the mod. For example in E3M3 the squishing func_trains that hinder pushing those floor pushplates have some sort of weird wait time with them now. They stay down for a few seconds before getting back up. Even in general there seem to be weird delays with triggers firing and stuff.
- Enforcers dropping nothing. Even though the ammo balance with the TB in later levels felt more "right", I still miss the dopamine hit of looting enforcer backpacks. I guess you did consider really hard on whether to allow the enforcer to drop 1 cell opposed to nothing at all, but still. Well, perhaps you chose the lesser of the two evils.
- Whenever a map starts, the player makes the gasping for air sound for some reason.
- Would it be possible to adjust the player's mug to have the completely healthy face at 50 health in nightmare difficulty, or would it require engine side changes?
I might have had something else in my mind, too, but I'll write them when they come to mind. Thanks a lot guys, for the GREAT mod! :)
Now I Remember
#66 posted by Esrael on 2019/06/24 11:14:08
Quite a major hiccup in QSS is the particle system, which seems to "clog up" in this mod. I think a map starts out okay, but as you keep playing, the amount of particles decreases and decreases, until you see like no shotgun impact particles, for example.
Lunaran
#67 posted by Ankh on 2019/06/24 12:05:20
I can't reproduce the e2m6 lift issue. I think the lift was blocked by something and started to move up. Could it be a trigger that turned solid somehow? I think I got a hit of damage when before it started to move up.
I have also observed the strange e3m3 squisher delays mentioned by Esrael
One time the silver key at start of e3m2 returned to me somehow. It went down but then the lift with key returned. I couldn't reproduce it.
Playing in quakespasm with copper mod only. Nigtmare difficulty.
Had The Lift Issue Too In QSS
#68 posted by Esrael on 2019/06/24 12:17:16
I also had the lift go back up in E2M6. But to be fair, I've had issues with the lift even without the copper mod (although maybe not quite as bad as the lift going back up).
Even without the mod, in QSS, quite often some of the pickups in the lift or some gibbed zombie heads start falling through the lift and start a perpetual fall down with them wrapping through the level constantly.
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