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Posted by mfx on 2013/10/22 22:51:13 |
Another base map, this time polished till my fingers bled! Be sure to have Quoth installed!
See the textfile for further information about setting it up correctly, and who contributed to this release.
Screenshot 1 Screenshot 2
Download (updated version 2)
And your demos are always very appreciated! |
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Back Spawning
is normally be cheap, but quite enjoyed it here.
Surprised
#52 posted by gb on 2013/10/29 01:18:21
https://anonfiles.com/file/ac088ff37686ddee4030d0fb599e9434
Demo.
I'm almost surprised, but: nice map.
Some muscular brushwork and detailing there, you're pretty much doing everything right in that regard.
Got trapped behind a crate near GL - more playtesting would have prevented this...
Found dogs a little annoying, especially the ones spawning into my back. Meh. Might want to drop that idea for your next map.
Thank you for actually making skill 0 acceptably easy, 99% of mappers don't manage to do this, but you did it here. This means I could actually enjoy this map until I got nailed by an edie without any cover available.
Almost got lost once because there are so many connections that lead to previous parts of the map.
Quoth monsters are still pretty imba but thankfully you didn't use hordes of them so it was bearable.
If I could request one thing, have your maps be playtested by more people (not just 2 or 3 veteran players) and make skill 0 still a tad easier.
But nice map.
I Have Started This
#53 posted by ijed on 2013/10/30 10:44:18
And have a 50% demo that's waiting for me to complete it. I got distracted by a task making some things for a thing.
The back spawning dogs everyone's complained about are just a bit b0rky IMO - they appear right next to the player without tfog. If they had of appeared from inside the crates or monster jumped from above you could have got them arriving just as quickly (and a bit more spectacularly) and nobody would have complained.
I see what you wanted to do with that crate ambush - don't be put off; keep experimenting with stuff like that, it makes maps interesting.
I might be able to finish this today, if I can get those other things done.
Awesome
#54 posted by ericw on 2013/11/01 05:16:32
Demo here: (first run)
http://quaketastic.com/files/demos/mfxsp17_ericw.zip
I had a few nitpicks; the lava in the start room would look better at 1:1 scale. There was a lift button that looked pushable but was disabled until later (IIRC?), and unfortunate about the HOMs.
Enjoyed the red key trick, I was wondering if there was going to be an actual red key :)
Played on skill 1, died once around midway through after losing a lot of health on an unnecessary grenadejump... other than that, I made it to the end where I was careless with the trinity and the shamblers got me a few times. Skill 1 felt good to me, though. Maybe I wasn't paying attention but I didn't notice dogs spawning in; I thought they were just hiding behind crates - so after seeing that for the first time, I was cautious about ambushes in areas with lots of crates.
Overall, thanks for the awesome map. Superb interpretation of the quoth idbase look & feel :-)
Nice Level
#55 posted by Vondur on 2013/11/03 21:26:00
finally got to play it, nice gameplay balance, good secrets.
though i lost all armor and alot of health after being stuck under the lift (had to cheat out of there to save my life), hence i died at the last ambush.
but overall proper base level, good job mfx!
demo: https://www.dropbox.com/s/b3r76tfk55dbflg/v17.zip
Finally Played!
#56 posted by ijed on 2013/11/04 22:58:49
I came across the same sorts of issues as others, also dying on the end battle. I feel that could have been improved if I'd known what to expect more.
Maybe a short button hunt to activate things beforehand.
Demo, where I complain about people bugging me while trying to play;
https://www.dropbox.com/s/cfxizyyqdqqznkk/ijedmfx17.zip
Some encounters felt a bit forced. Sentinels are a great enemy and were well used, but the Pyro and Plasma troopers feel oddly balanced and it seems you didn't place them as well as other enemies because of this.
The Chicken Centaur (Edie) was fun as always. I thought the end battle could have been better with them than the shamblers actually, since the compact areas would have left the player herded up against them and their buzzsaws, while not having cover to avoid attacks wouldn't have mattered as much without the hitscan shambler lightning.
Oh, and I got lost after finding the lightning gun secret. The shortcut turned out to be the long way round :)
So How About That Fixed Version
Otp
#58 posted by mfx on 2013/11/05 00:44:51
coming soon..
...and
#59 posted by mfx on 2013/11/05 00:48:49
i'm tempted to change the gameplay a bit, what do you think?
Everyone Will Complain
#60 posted by ijed on 2013/11/05 03:08:20
But it's not the army. If you think the changes will make it a better map then go for it.
MFX.
#61 posted by Shambler on 2013/11/05 10:31:43
Nah, gameplay was good overall. Fix the main bug and move on to the next map.
Only Thing I'd Consider Changing Gameplay Wise
#62 posted by Drew on 2013/11/06 03:01:42
Would be maybe staggering the final ambush?
If You Are Going To Change Gameplay
#63 posted by nitin on 2013/11/06 04:38:39
I think ijed made good suggestions re dogs.
#64 posted by Spirit on 2013/11/06 08:40:02
I like those dogs. Traps are awesome. Dying is ok. You can quicksave all the time. Have you guys ever played games in the 90s?
Spirit
#65 posted by nitin on 2013/11/06 09:33:42
its not so much their surprise factor but the taking out of immersiveness factor because as someone else above pointed out, they can actually spawn out of nowhere while you can see it happening.
Ijed's ideas retained the surprise element but also retained the immersive factor.
#66 posted by Spirit on 2013/11/06 09:38:56
ah, didn't see that. yeah, I had an enforcer spawn in my fov too.
I Would Also Argue
#67 posted by DaZ on 2013/11/06 11:38:06
That if the player is constantly worried about being cheap shotted and as a result is hammering the quicksave key at every possible moment then that is a sign of bad level design, it hurts the level in the long run.
Imho
#68 posted by - on 2013/11/06 23:25:17
It's better to just take the opinions and criticism you got and apply them to further work than endlessly try to improve previous work.
One of the ways you improve as a designer is to release your work and say "This is my work!" and stand behind it as something you are proud of, and then look to improve in your next project. I think it helps you decide what values you want to define your work, rather than constantly fixing things and trying to make everyone happy.
For instance, if you decide you really like spawning dogs behind people as a gameplay mechanic, but all the comments here are negative, then try and think of how you would improve that for next time. Maybe spawn them further back would be enough? Perhaps some sort of warning would make it more acceptable? An example of an improvement of the gameplay idea would be to have the dogs in cages you walk past and can't shoot them, and then just after you pass, you hear them slide open! That would give a narrative and reason and forewarning, which would strengthen the encounter, and still give the "Enemies behind you you must quickly turn and deal with".
I don't think it's as easy to stick something like that into an already released map, you end up having to shoehorn which doesn't always work as well as you'd hope. Better to leave until next.
I Agree With Scampie
#69 posted by Mike Woodham on 2013/11/06 23:36:43
Improve your next map with what you learned from your last one.
#70 posted by gb on 2013/11/07 00:53:39
I'd fix the 3 or 4 most obvious issues, then move on.
When Does A Criticism Become An Issue
#71 posted by Preach on 2013/11/07 01:30:18
On the Paul Steed objectivity scale, visual glitches are much closer to the objective issue end, while gameplay sits on the subjective criticism side of things. So if you really want to release another version, I'd suggest only fixing visual quality stuff, and listen to Scampie for the rest.
Yeah I Guess I'd Agree
#72 posted by Drew on 2013/11/07 01:47:48
Ok,
#73 posted by mfx on 2013/11/07 02:46:00
..i think i got it.
Won�t change the anything in it, Scampie gets it to the point, and honestly i�m a bit tired of this map.
Actually i can�t see it anymore, it�s a pity all this work...
But for the fixing, i can tell you i�m working on it, as long as i am not working on something else , i can deliver soon..
And btw, my assumption of a potal error by func_detail in void was wrong, it�s mainly broken or misaligned polys that suck(which makes it even worse).
Wooo
#74 posted by ijed on 2013/11/07 02:56:40
Well that wandered off and fell in a well.
Mfx, to answer your question, it's worth fixing the greyflash and probably moving the spawning creatures out of sight. Personally I'd change the end shamblers for Edie's, but it's not my map :)
Any Ambush Mechanic Is Fine
#75 posted by ijed on 2013/11/07 03:03:57
As long as a player playing on a skill level they 'normally' play on can reasonably expect to survive.
Make your maps for everyone and they'll suck. Make them for yourself and they'll suck until you figure out what your favorite type of play is. Which you by experimenting and making mistakes.
In the case of Mainframe Mayhem it'd be a shame for it to be marred by a couple of technical issues. But enemies appearing in sight subjectively described as a 'technical issue' and the end fight is purely gameplay...
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