Hehe
#51 posted by Mandel on 2007/05/14 06:37:47
And I watched demo1 and demo2 but not demo3 :)
Ijed
#52 posted by negke on 2007/05/14 08:30:59
i didn't say i hated all the rest. it's just that the map sizes and monster counts were suboptimal for my attention span.
Johnxmas:
#53 posted by metlslime on 2007/05/14 09:39:29
i'm not saying it doesn't allow a widescreen resolution. I'm saying that when the resolution is widescreen, the vertical fov is not set correctly, resulting in everything looking wider and shorter than it should. Or, if you play with a tall skinny window (which i did as a test, ) everything looks tall and skinny.
Preach
#54 posted by metlslime on 2007/05/14 09:40:43
On a unified progs with fixes: I've thought about this before, but I don't know that it would work.
There is already something like this, it's called the "Ultimate Regular Quake Patch" and nobody uses it. :)
#55 posted by Killes on 2007/05/14 11:26:03
The 4 shamblers in tight space after gold key was a bit wtf, otherwise up till now (2nd level) im fucking loving it!
Hehe,
#56 posted by distrans on 2007/05/15 03:46:27
I had a 'quick' god run through to check the whole and am now working my way through 'properly'. I'm very impressed with the number of options available to the player at start. This and the emphasis on breaking as many limits as possible for most engines ;)means the need for a specific .exe file. Despite the fact I don't like the look and/or feel of any of them I believe it to be a fair trade off.
The first level was bland but the second is, as nitin said, an instant classic. I despise quoth polyps but the're so appropriate in this level! I'm quickly learning to conserve my cells and use the lance on them ASAP. Structurally complex, architecturally appropriate, chock full 'o' gibs, yay! My only beef thus far is that the mix of Rubicon and Oblivion textures is quite jarring in places.
I think you were beating yourself up too much about the music during development ijed. I like what you chose and how you've processed it. Your choice of music for level preceding 'warpe' means that my track doesn't stand out like dog's balls...well done!
Engines
#57 posted by ijed on 2007/05/15 14:23:27
Fragile little things . . . as I say in the readme the Nehahra version is preferred since its got a few more graphical effects, although the red light from the blue plasma burst is an anomaly I never got round to changing.
Dis - I don't remember if you heard the old music or not. Whats there now is much better fitting, also solves the problem of protubent canine testes.
Warpb!
#58 posted by Ankh on 2007/05/15 21:52:56
Holly shit! This was great! I have recorded a demo on skill 1. I was very carefull after the experience of warpa. Unfortunately I died at the first gug :(
The architecture, lightning and atmosphere were sooo good in this map! Gameplay was great also. I kinda like the "impulse 250" weapon but I still have my problems with the quoth monsters.
http://shub-hub.quaddicted.com/files/warpb_ankh.dz
7 MB DZip
#59 posted by aguirRe on 2007/05/15 23:18:10
I'd suggest not to use dzip for any demos from these big maps, it can't handle the format or edict amount. At the very best it'll just default to std zip (i.e. no dzip compression) or more likely, it'll crash or make the dz corrupt.
Use 7-zip, rar or std zip utility instead.
Otherwise
#60 posted by aguirRe on 2007/05/16 01:06:45
nice demo! I can't believe how you managed to play that far in one go. You were extremely low in the beginning though - 3 health ...
As for the gug fight, it might be easier to leave the zombies in to create a potential diversion for him. Although I've modified the gug code slightly so he doesn't get totally stuck on zombies anymore.
Uh
#61 posted by gone on 2007/05/16 10:29:14
now where do I get that quoth thing?
Seriously?
#62 posted by than on 2007/05/16 13:03:41
Warpb - Some More Comments
#63 posted by Ankh on 2007/05/16 16:11:22
this map is huuge! It could easily be divided into a 3 level episode, SK and GK doors being the cut points.
great health and ammo balance (on skill 1). can't even imagine how much work and testing it needed.
over 400 monsters and no horde combat - impressive.
monsters spawn after the player passes the area and chase from behind - great!
great replay value
teleporters were very nice, indeed
the scale of the architecture is just right and it feels to be a real world
the green fog - great choice
fighting in this map was very satisfying (the fights after GK door were very nice)
final area - great look and great fight also. Mixing gaunts and fiends in one area without cover is evil :)
Glad You Liked
#64 posted by ijed on 2007/05/16 16:29:11
I got the demo last night but couldn't watch yet, and can't watch now because the link seems to be down, though I do remember you found some b0rky brushwork near the start.
The cut point thing is a possibility but try the map in coop and you'll see why it loops through itself so much - I tried to make it easy to navigate back to a place when you'd already been there through teleporters or changing geometry (doors / func_walls).
I'll watch the demo tonight - cheers.
Demo
#65 posted by Spirit on 2007/05/16 16:52:41
Google.ru
#66 posted by metlslime on 2007/05/16 20:39:34
I'm Still Not Finished With This Pack...
#67 posted by metlslime on 2007/05/16 21:32:37
Currently just finished Sealed City. These monster counts are INSANE!$. The feel of the maps are very much like the large custom Doom 2 like Polygon Base and so on. The finale of Sealed City was also very doom-like and cool.
I have to admit that maps of this size (400-500 monsters) are too big for my taste. I think each map could have been split into two-three maps (except the snowy one of course.) I think part of it is a pacing issue, and part of it is an issue of the amount of physical space players have to traverse and remember. An intermission screen not only functions to help establish the tempo of the episode and give a sense of progress, but it also is a point where players can flush their mental-map-bulding process and start anew. It's easier to remember the layout of 5 small shopping malls than one huge shopping mall.
Also...
#68 posted by metlslime on 2007/05/16 21:41:40
I wanted to add that I think the Sealed City's various sections that had pop-up text (agony maze, etc.) did help reduce the problem I mentioned above.
Version 1.33?
#69 posted by Orl on 2007/05/16 23:08:05
Take a look at the bottom of the console in glwarp.exe or winwarp.exe. It clearly says 1.33, but the latest enhanced engine was 1.32. Maybe 1.33 was only for warp compatibility, or is aguiRe hiding a new version of his engine from us? !
The Warp Exes
#70 posted by aguirRe on 2007/05/17 00:34:08
are just the current beta versions that'll end up in the next release, whenever that'll be.
Ijed couldn't use the previous public release as it doesn't have the -quoth option, which is pretty essential for this pack. There's also an important fix for saving/loading games in coop.
For more details, check out the included readme files.
Map The Second.
#71 posted by Shambler on 2007/05/17 00:52:37
Okay, I got to about 350 / 522 monsters (on Skill 2) without dying, then annoyingly died with a random surprise spawn hit when I was approximately 0.00001 seconds and 2 inches from a MegaHealth. I reloaded and played a bit past that, but the "trapped in a corridor with 3 Shamblers, no possible escape, having expended all nails, cells and armour on the previous multiple Fiend ambush" impossiblity made me give up for the time being. 2 hours of continuous hard Quake is enough for now....I must be getting old.
If anyone wants a very boring 9 meg (zipped) 2 hour demo until there, let me know ;S.
Two Hours!?
#72 posted by than on 2007/05/17 02:30:25
on one map? Man, that map must be huge. I must admit I haven't played much of the pack yet as I'm a bit behind with Quake playing due to my hands being a bit fucked, but I did start the level (and got spawned straight away). There are only a couple of Quake maps that have taken me over an hour to finish, and they are both fucking huge. Looking forward to getting into this map.
I still play Quake on normal, btw - the hard corridor looked a bit too scary.
Again
#73 posted by aguirRe on 2007/05/17 11:31:18
If you feel the combat is too easy/hard/boring and you don't want to change skill level for whatever reason, check out the coop possibilities.
There are far more skill selections than usual; they're there to make the pak more accessible for everyone and to increase replayability.
Than.
#74 posted by Shambler on 2007/05/17 11:46:37
This is less of a map and more of an entire game. I dread to think of there being more of them in the pack.
Two hours and I didn't complete it. Probably 3 if I had done. At least 10 minutes of that was getting the Bounce secret. Not sure why that was so hard.
I was taking a hell of a lot of care to try to get through it though. And spending ages trying to find secrets (was on 8 / 16 I think).
BTW, is it just me who finds Quoth's "silent" monster behaviour a little....twitchy? Or rather it makes me a little twitchy. I presume this is deliberate, getting rid of some of their usual noises?
Shambler
#75 posted by nitin on 2007/05/17 11:49:10
2 more:)
I have to say on normal, I had an absolute blast despite dying a fair bit.
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