Willem's map was good .. just a tiny bit rough. Getting into the descent with no health/nailgun is obviously a mistake, but the elevator is v. well done imho and i quickly realised to hide in the corners.
GB's map [crashes tyr-quake-0.59 and fitzsdl for me!] is quite interesting and rough, but i hated the fiend pit (which the darkplaces crawl accentuated). Obviously ... time constraints, but it had interesting themes, and i think is an example that doing the little things right is important. Perhaps redo it as a H2 level, with an intrductory plaque explaining the "choose your religion" when you have the time ?
Ricky, as others have said, great map. There's some very nice snippets: the wall smashing shambler which i missed first time, and the brickwork, platforms and exit. But it's slightly let down from mixing the coagula sci-fi theme and the mystical theme of the stones. I found the secret at the beginning on my second run.. those glowing floor plates made me look around.
Eric.. top notch coagula map. Loved it ;> Shub is a nice touch, but am unsure if it has any other purpose ?? Found both secrets.
Spy: fun, very polished map.
The start map is the winner imho. Amazing work of art. Shame it's not used in a bigger mod.
#52 posted by Trinca on 2009/04/07 10:20:40
stevenaaus you forgot to type /map coag3_trinca :(
chif chif
Wow!!! At Long Last I Managed To Play This!!!!
Let's get right to the meat!
RickyT23
Easily the best of the pack, great flow, even greater architecture. Lots of nice touches, like the flying stones in the temple. Precious!!! Nice secrets. There some flaws, though, like the first 2 crossed stones elevator passing one through the other, like they were clouds... The end is a bit bland, I was expecting something more furious...
Trinca
second best, run around! Avoid monsters! Get geared up! Come back, get quadded and clean up the place! You may now exit... (If you wanna have a laugh, get inside the GL room right after the vore has exited, and wait there for the knights to come... ).
ericw
Loved the arena feel, loved running around to gather ammo and starting infights, loved a little less the shortness of the affair, the doubling of weapons(feels like dm), the unclimaxing ending. Loved the decorative (or is it?) Shub.
The skybox is the best. Absolutely rock'nrolling.
Spy
Another short one, fast and brutal, lots of interconnectivity. Love it. Nice, helpful secrets... Ties with ericw for third place.
Willem
Hmm... Good ideas here, not fully well developed, I'd say. The elevator is a very nice idea and brings back a classic feeling, not being able to trackback and get 100% kills, though, sucks huge... Jumping fiends in a loop are as fun as it gets! Not that laughing hard is required in a Quake map... No climax. No end.
GB
Beautiful cult choice idea. Not developed at all. Unpolished and not that good looking. But this is all in the readme... Would love to see it brought to a proper completion...
Nonentity, simply, wrapped the gift in a paper far better than the content... ;P No offense to anyone! This start map is gorgeous.
Great job guys, you gave me a good time!!!
Cheers to Trinca(buy yourself a bottle of Sassicaia and charge it on my credit card) for organizing this and to you all for having provided such a pack!!!
Awesome effort!
#54 posted by Zwiffle on 2009/04/07 17:47:25
I liked spy's the best, I thought the layout was fantastic and it felt like a really solid design. I would love to see it expanded to a full map with proper lighting/details/etc.
ericw's was very frenetic, took me once or twice to beat it. Never found any of the secrets. :(
gb's was fine, with most varied gameplay. Possibly the ugliest map of the pack though.
Ricky's was good, and I don't think there was anything wrong with it except for maybe some weird func_train problem where you could get squished. I liked the being cleansed part, and the small little details like the blocks flying around on their own.
Willem's was good but I was somewhat disappointed (mainly the elevator to hell part sucked) and the rest was just kind of a lack of linear progression. Also, FLYING FIENDS. WHERE DO THEY COME FROM? They just show up out of the void somewhere.
Trinca: Good map, thought it was ridiculously difficult, until I ran around looking for ammo and saw I missed both the grenade launcher AND the rocket launcher, then all of a sudden it became easy. Found 2/3 secrets (Red Armor, Quad Damage) not sure where the last one was.
Great pack, no horrible maps, some really good ones considering the time limit. Start map was sexy as well, and I'm not sure, but just to be certain I jumped over the rocks of Hard Mode each time until I just got tired of it and accepted Normal Mode. Still, was very pretty.
#55 posted by Trinca on 2009/04/07 17:53:12
Thanks for comments Zwiffle there are two quads and one red armour :) one quad level 0 and other in level 2
Maps were very rushed everybody got there own life but i think it was very good, my time was really few :|
I�m recording first demos for all, but i still have willem map to play, i will try tonight and upload all first demos :)
#56 posted by JneeraZ on 2009/04/07 18:45:09
"Also, FLYING FIENDS. WHERE DO THEY COME FROM? They just show up out of the void somewhere."
They apologize for being late. They were tied up at your mom's house.
#57 posted by gb on 2009/04/07 22:04:22
GB's map [crashes tyr-quake-0.59
O_o Sorry. I can't even guess why. That's the exact engine I tested it in.
... I may have hacked it with the packet overflow fix though... was the error a packet overflow? Hard to imagine.
What was the problem with the fiend pit? Getting stuck somehow?
I take it that next time I should clearly announce any weird unusual gameplay in the map, which apparently was a main issue, and polish it more, which was the other.
I halfway expected that people would somehow "get" the atheist button for example, which was meant as a joke ofc, and just replay the map and not step on it again. Well, I expected too much of the player here.
I realize I treated this map like a concept map or an experiment, and as such it seemed fine to me, plus I thought that people would simply "get" it, too, but I didn't expect that "no looks" is something that turns most people off immediately (which is their good right ofc) so they might just quit in frustration especially after accidentally going atheist or something instead of giving it a second chance (which I still think is a problem with the players' expectations). I somehow expected that most of the people here would routinely look past the visuals, which again was wrong, as is clear from people's reaction toward the start map.
Pulling the choose-an-alignment thing through to the end was very problematic, since there is no conditional item spawning in id1 and the second half of the map seemed not well suited to doing the "ammo cabinet" solution like near the fiend pit because it's mostly platforms. I contemplated putting items up in the air on invisible func_walls or something to killtarget the matching one and drop the ammo, but this was getting pretty acrobatic and yup, I ran out of time and switched to just standard combat. Because of this, I had to give a mix of ammo boxes for the rest of the map, to provide for all possible choices the player could have made, which was suboptimal ofc and made it hard to tune the item placement. The optimum would have been spawnable items (and monsters, although people wouldn't have gotten 100% kills then, which seems to be another unforeseen problem) dependant on the initial choice.
Another assumption of mine was that players would immediately recognize the choices available and appreciate them. There were three red altars with big fat triggers as you approach them saying "Do X/Y/Z", and an unmarked button which I assumed would be understood to do "something else" by logical extension. Anyway, the assumption was wrong.
I like to do radical things, which is one of the reasons I'm part of the RemakeQuake team. It was interesting to see the issues arising with this little map and people's reactions toward both it and the pack as a whole.
"Noted."
#58 posted by Jaromir83 on 2009/04/07 22:21:34
good pack! liked the theme, liked the start map, liked Trinca's and Willem's ones from what I have played so far.
I also think RickyT23's is one of his best efforts to date, blue coloured light felt almost magical this time, still not big fan of coloured lights in quake though.
got some r_speeds problems with others.
as for a BACKTRACKABILITY: I am used to play coops a lot, so please place a button/trigger from outside near all the trap doors/bars next time, so it is not dead end after 1 player gets in, shuts the bars and gets torn apart by monsters. kinda frustrating. 2 coop starts at the very same spot are not the best idea neither. thanks
Backtrackability
#59 posted by andy on 2009/04/07 22:27:20
"as for a BACKTRACKABILITY: I am used to play coops a lot, so please place a button/trigger from outside near all the trap doors/bars next time, so it is not dead end after 1 player gets in, shuts the bars and gets torn apart by monsters. kinda frustrating. 2 coop starts at the very same spot are not the best idea neither. thanks"
Quoted for truth.
It's not enough to add coop starts to make the map "coop compatible".
Anyway, VERY nice maps - some are really great, other ones just very good :-).
Gb
#60 posted by negke on 2009/04/07 22:36:23
The crash was probably because your map exceeded the lightmaps limit. After playing it again, I realized the poor performance in the beginning is related to it - the use of flickering light styles for every torch.
As for the gods choice, it's simply lacking a centerprint explaining what to do (the possiblities), because it's not immediately obvious that the altars are important buttons and not just decoration.
OK, Some Demos, Not Done Any For Spy Yet
#61 posted by RickyT33 on 2009/04/07 22:56:45
but its definately coming.
http://www.quaketastic.com/upload/files/demos/rickyt23_coag3_01.zip
TBH I did these on saturday night (well Sunday morning rly) quite wasted. So please dont be upset if I die very fast :P
But I'll do better.......
#62 posted by Trinca on 2009/04/08 00:08:42
ok finally got all demos ;)
http://www.quaketastic.com/upload/files/demos/coag3_de.rar
Ricky was my favorit
spy -> great layout
Ericw -> loved the start :)
willen -> still need to replay died in elevator :( to hard... but i will try again...
gb -> nice idear the weapon choise :)just brushwork was less good(the time was few) but i had fun playing
thks guys for participate
Woohoo
#63 posted by Shambler on 2009/04/08 14:47:25
Just got back on and saw this, well done guys, 6 entries is a fine selection, will download and enjoy soon.
Four Demos
#64 posted by spy on 2009/04/08 16:46:22
http://www.quaketastic.com/upload/files/demos/spy_coag_demos.rar
couldn't coplete gb and willem's maps, b/c of my stupidness :) the more i playing gb's map the more i like it. it's really pitty it seems
that gb's map wasn't fullvised. i'll try to fullvised myself.
gb, how much time you're vised your map?
One More Demo
#65 posted by spy on 2009/04/08 18:26:52
recorded using kascam mod [ricky's map]
thank you aguirRe and thank you Ricky
Heres The Link To Spys Kascam Demo ;)
#66 posted by RickyT33 on 2009/04/08 18:42:44
Oops
#67 posted by spy on 2009/04/08 18:48:26
forgot to add the link
Map Review Roundup Mp3
#68 posted by Jehar on 2009/04/09 02:48:48
Great Pack
#69 posted by Orl on 2009/04/09 04:52:05
I'm finally commenting now even though I played the map pack the day it came out.
While I am not really big on coagula maps, I did enjoy these, but I forgot to use the skyboxes for the maps on my first playthrough... shame on me.
The only map I had trouble with was Willems. I just couldn't get past the elevator to hell without god mode. Perhaps there is some easy way to do it that I haven't realized yet.
I won't list in order which maps I enjoyed the most, I'll just say I liked them all in their own way, even the gorgeous start map.
Great pack guys.
Technical
#70 posted by Jaromir83 on 2009/04/09 10:49:42
I like Goldenboy's map screenshot a lot, fan of ebony maps, but when I try to start his map, AllocBlock:Full error occurs. I use fitzquake080 to play the game, starting it like
fitzquake080 -game sm36 +scr_menuscale 2 +scr_conwidth 600 +sv_aim 1 +gl_texturemode +skill 1 -gl_texsort 0 -gl_detail 1 +map coag3_start
(I use the "game sm36" because I have my config stored there, when I remove the "game sm36" command, I see only yellow smudges instead of game)
please help, thanks
#71 posted by Spirit on 2009/04/09 10:57:01
Use Fitzquake 0.85.
And the yellow stuff might be a missing -bpp 32 (yay for HackNeyed!
Wait
#72 posted by Spirit on 2009/04/09 10:58:24
Oh, gl_texturemode without any argument does nothing, does it? And the gl_texsort and gl_detail would need a + to be actually used.
I'd suggest putting all the stuff into an autoexec.cfg
I Think Someone Said It Exceeds Lightmaps Limit
#73 posted by RickyT33 on 2009/04/09 11:19:30
I would need to confirm this. But if thats that case then DP, AGlQuake and Fitz 0.85 should all run it fine. :)
Not sure about the yellow smudges thing, im guessing you have an ATI card in your computer.....
Just Checked...
#74 posted by metlslime on 2009/04/09 11:24:40
yeah, gb's map exceeds the lightmap limit, so you need an engine that has expanded that limit.
Hmm
#75 posted by nonentity on 2009/04/09 12:59:40
im guessing you have an ATI card in your computer
Hater
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