#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
Right
#66 posted by negke on 2010/08/25 17:22:49
And I watched it, but forgot it was 100%. So, #33 then.
#67 posted by Mandel on 2010/08/25 19:44:52
Well I wouldn't mind watching a better demo, specially from the maker himself (or on some other skill!). Mine wasn't that planned...
Last Demos
#68 posted by Ankh on 2010/08/25 22:46:19
Great Demo, Ankh!
fun to watch and I even learned a few things :)
Chained Boss.
Pure Negke Go(o)dness.
Managed to get a half assed run on my mother in law's Macpro laptop(like walking with tied knees): awesome stuff, as usual.
default skill(I suppose it's normal)
29:52
3/6
78/82
Shall play all other skills, I suspect there's more greatness to be savoured..
Map.
#71 posted by Shambler on 2010/08/26 16:44:53
I'm going to play this again, at night, so I can see it better, and give better comments. The brushwork and angles are amazing in this. Errr yeah.
Fun
#72 posted by Ankh on 2010/08/27 00:18:14
#73 posted by roblot on 2010/08/27 15:24:00
If I didn't watch some of the demo's here I might have missed the shackled Chthon. That scene looks fantastic.
This Map.
#74 posted by Shambler on 2010/08/30 00:00:44
Is amazing. Probably the best brushwork I've ever seen in a Quake map. The angles are mind-boggling, I bet the brushes are begging for mercy after what Negke puts them through. The sheer amount of angulation, architectural details, and consistency throughout. All the little roof details and those angled grey beams....you're a genius. Hell the Eyes secret has better architecture in that one room than most old-skool Quake maps have in a whole map.
Gameplay is great too, both times I played it. The first time I got a bit narked with the twin Chthons, this time I saw the cells respawn, so that's fine. I like some of the wee surprises too. Good use of a variety of monsters.
Only problem is it's quite DARK.
Hang On
#75 posted by nitin on 2010/08/30 01:13:12
twin chthons? Is that a Hard only feature?
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