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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!
F*ckin' O!
#61 posted by generic on 2009/01/16 14:46:02
This is the most atmospheric Quake release I have played in a looong time. Everything was top notch: gameplay, texturing, and architecture, even despite your "DM only" woes (nice demo, BTW). The flooded areas really kept the player moving and maintained a perfect level of anxiety throughout. This is one release that everybody should play!
Great work, Than! You've outdone yourself!
Triplepost
#62 posted by Jaromir83 on 2009/01/16 16:28:31
again, great gameplay, no hordes, every single enemy counted instead. incredible brushwork/texturing/lighting. I have seen detailed maps before, but this one was so extensive at the same time! you must have been working on it for years Than. first run a bit confusing, due to complex layout, every other much easier, still fun to listen to some moody ambient NIN tracks while accidentally lost on the way from one area to another.
+I nearly forgot: story. may I call you new Shakespear, Than?
First Run,
#63 posted by HeadThump on 2009/01/16 19:20:03
I thought the game play became tedious so I quit after 15 to 20 minutes of playing. I must have been in a bad mod and recognizing that fact I waited a few days to replay it. Second run through, I freakin' loved it.
Now, to learn to semi-speed run it, send it to video, put a 5 minute clip up on youtube and amaze a lot of people who assume a game they haven't touched in ten years would have to look like shit now.
#64 posted by Omus on 2009/01/17 00:38:27
Agree with what most have said on top notch brushwork, texturing etc that you would expect from someone who made dm3rmx. The slow paced gameplay was ok but could have done with some more threatening moments such as shamblers (Edies need to move faster, they are pussies with the slightest amount of cover). Even on skill 3 my health only dropped below 20 about once before the boss. The rather easy RL secret maybe influences the gameplay too much, an early GL would have been more balanced. I found the boss fight somewhat annoying, but this was mainly because I was getting low framerates. Far more irritating was the stupid jumping in the crate puzzle. Why the useless hint about a 'ladder room'?
So in conclusion, although I didn't enjoy it as much as others apparently did and there are other maps that I prefer with the same theme and gameplay style, the technical build quality and design are good enough to let the map stand out on these points alone.
Forgot To Metion This Before But..
#65 posted by Omus on 2009/01/17 00:43:50
The one image of a wall of flame coming at you down a vent from a pyro enforcer should be enough to make this map a Mandatory Quake Experience (TM).
#66 posted by Ankh on 2009/01/17 12:40:13
Great map again than. Everything was said already. I must say I like the quoth base mosters a lot and you have used each of them very well in this map. All encounters were a challenge. The flooded level looks great.
I was also lost after I have reached the silver key area. I felt that I should go to the red armor area but I couldn't find it.
First time ever that I have managed to kill vermis during first play of a map. I didn't even have to use the LG.
Here is my demo on skill 2. Really enjoyed everything apart from the time when I was lost.
http://www.quaketastic.com/upload/files/demos/apsp2_ankh.zip
I have played in joequake-gl and everything was fine apart from the lack of fog. I won't use fitz untill I know how to disable the muzzle flash and gun kick.
Oh Boy!
#67 posted by Hrimfaxi on 2009/01/17 13:18:34
Yet another fantastic than map!
Brushwork was really good, as was lighting.
Progress was not that easy, didn't always know where to go but got lost more than once! 8-)
Now who dares to release another basemap for the next couple of months? I know I don't!
#68 posted by JneeraZ on 2009/01/17 13:26:23
Haha, yeah, that's the thing ... this map is awesome but it sort of puts a hold on base maps for awhile. :P But that's not a bad thng, really. A killer map is such a great thing to see in a 10 year old game!
Greatest Base Map Ever?
#69 posted by nitin on 2009/01/17 13:41:53
I loved it, combat had that same sort of unquakey feel like distrans' last level but once you adjusted, it was heaps of fun.
brsuhwork ,texturing etc have been already praised but lighting was top notch too.
The underwater sections were phenomenally done!
I Am Intimidated ...
#70 posted by efdat on 2009/01/17 16:46:37
... by your skills, than. this is the perfect base map. from now on one can do different, but one cannot do better!
i love the looks and the atmosphere of this one. gameplay is fine, too. =)
Well No.
#71 posted by Shambler on 2009/01/17 19:13:33
Because this is just one sort of base map. Inside, compact, flooded, id-style textures. No outdoor bits, no real walkways, bridges, towers, no large scale scenes, no terrain, not so much 3D action, not many non-base monsters. There's plenty of potential in other base directions...
Would "Solid" Be A Good Adjective For A Map With This Much Water?
#72 posted by scar3crow on 2009/01/18 03:08:50
Definitely a good experience. Played with DarkPlaces, enjoyed the fog, the windows, and of course, all the water... Something thats felt rather unexplored in Quake maps since e1m4. I was surprised to see the lack of bobbing crates, since Q2 did it fairly decently just using trains. It would be fun to see a map like this partially redone, making all of the crates with models and Twig physics so they bob and float about, defined by mass.
The map unfortunately, was a bit empty (played on Normal, since thats what I think of my skill level as) without having a 'desolate' feel like the id base maps, it was more so empty than desolate. I'd like to see more maps that have the same monster count, but the monster and item choices making for the difficulty. Perhaps fewer grunts, more enforcers from Easy to Normal for example. Speaking of difficulty, the lowest my health ever went was 76 which was a bit disappointing, maybe I should have gone for hard (and that drop to 76 was an accidental brushing against a crate in the water, just high enough, that my guy tried to do the 'boost out of water' bit, and got smacked in the face with a grunt rocket). Actually the most memorable fights came from Bob and the Scrags. The combat was a little too 2d most of the time, and the Edie was able to escape from his crate, but kept hopping right back into it, so he turned out to be completely painless, just a shell sink.
I enjoyed the sheer amount of detail, without any of the scenes ever feeling cluttered (I'm looking at you UT2k3 and onward) and no significant drops in framerate.
I loved the way the map reconnected on itself, but I was disappointed with the exploration, it was still linear, just if I backtracked, I could now more easily get lost by the connectivity. I'd love to see a map like this, with at least 2 or 3 situations that can be approached and solved from literally different angles and applications. The megahealth crate got me all excited, but didn't go anywhere (shoving me underwater and confining me like Houdini with lots of health suggested that you were going to fuck with me - the fucking with me consisted in letting me down and giving me a few grunts to pop after an uneventful crate delivery).
Lastly, the boss was cool, but... easy. I didn't grab the RA, and didn't notice the lightning gun until after I killed it... The 'dry spot' was very apparent to me, and I was completely invulnerable in there. I fired off my rockets, then my nailgun, and that was it. Seriously, I noticed the broken window and latter immediately, and decided to go for it... I think a good solution to this, would be to break the floor in the 'dry spot' into a series of brushes, each being breakable brushes, so as the boss fires up at you, it breaks apart the floor, and you gradually lose cover - so it exists as an advantage, and a chance to use the lightning gun, but it doesn't let you get away with simply chipping away at the boss.
I was REALLY hoping for some good gameplay in the long sloped flooded shaft, which looked very cool, but sadly nothing seems to have been done with it, other than making it a timed threat to reach another section of the map.
Definitely a great map, lots of impressive work in it, but the fact that it came so close to so much more coolness, and backed down from those moments, multiple times, kind of hurts it for me.
BTW, 51:03, 84/84, 5/8 - A good 10 minutes of that time was me recombing the map for additional ammo before entering the boss arena, as I was anticipating something a bit more structured. Nonetheless, despite my criticisms, a very worthy addition to the Quake single player timeline, and particularly to the base theme (and the vastly underused water theme).
I Must Have Found Another Spot To Fire The Lg
#73 posted by nitin on 2009/01/18 03:27:20
because the boss could still definitely fire at me while I fired at him.
Oh He Was Still Firing
#74 posted by scar3crow on 2009/01/18 04:44:49
but it was completely ineffective, I never got nicked by even a hint of splash damage (thats a whole different meaning on a map like this!)
A few times I stepped away very briefly from the opening, but I doubt I would've been significantly hurt had I not. It was like fighting an Ogre trapped at the bottom of the staircase, when you're up top; just a suction of ammo.
Sweet
#75 posted by [Kona] on 2009/01/18 11:55:43
39min, 84/84, 4/8.
Yeah this is a really really great level, but at the same time I don't think it's the best base map ever. In fact, I even prefer apsp1. The build quality and detailing is great, the main elevator shaft is really well done. But I did get a bit sick of staring at those same brown textures all the time, and apart from the elevator shaft it was a little lacking in the set-piece aspect. It's not the kind of level where you think 'woooooow' and just stare at the design.
The connectivity was really good. I didn't get lost at all, but there were a few times where I wasn't sure how to progress. The damn MH in the crate stumped me, I didn't need a MH and assumed this was a secret to save for later. I didn't realise you HAD to take the MH to progress. Couple other times I was searching around but it wasn't too bad. Most people like non-linear, but I'm not one of them.
I remember at one point looking down to the final arena from earlier in the level and wondering if that's a secret area, and it would be very cool to get down there somehow. Nice way of capping the level off with the underwater boss. The gameplay was fairly well balanced, I never died or got too low on health. But at the same time there's not a lot of high paced action in this level, with the low enemy count.
Anyway awesome to see it Than! Look forward to you finishing the others :D
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