Shambs
#726 posted by Kinn on 2016/03/30 00:03:54
Hey I'm not the one who's mapped my player movement keys to a fleshlight controller.
Enemy Balance
Is something that was tested a hell of a lot.
The main concern I expressed was getting group fights correct. Quake sp has had years to get right, these new enemies need time to figure out what works.
I don't think I got the setups right in my map but it's early days still.
Caling The Enemies Bullet Sponges
#728 posted by ijed on 2016/03/30 02:44:33
Is lazy.
Agreed
#729 posted by Drew on 2016/03/30 03:24:06
also shambler is possibly the worst "human" currently alive. Ice cold diarrhea for blood and etc
LOLOL.
#730 posted by Shambler on 2016/03/30 12:09:10
Okay would "imba ammo drains" be better??
Trial And Error
#731 posted by sock on 2016/03/30 14:32:53
You are being overly sensitive there, yes
Probably true, I spent so long tweaking stuff for the MOD I assumed it was the same quality level as the original monster design.
The new monsters are designed to work with and not replace the existing Quake monsters. They have new behaviour and attack styles that should encourage encounter layers over distance. I am hoping mappers don't create maps exclusively with AD monsters, because that was the downside of Quoth maps. Blending of the monsters (new and old) is the key to a successful AD map.
Hopefully over time with more releases and feedback everyone will get a better idea of what works well and what monster setups to avoid. I think the best AD maps will be the one's to follow the release, there was not enough time during the development of the mod to really work out the best encounter designs!
AD 1.5
#732 posted by sock on 2016/03/30 14:52:01
I am planning a new version of the MOD to be released for June Quake Anniversary. There are several reasons for this, I want to merge the patches together to help mac users, fix more bugs (code, art and existing maps) and hopefully add more new content!
So here is your chance to request new features or help find bugs in the current version (1.42 patch 2) which I assume everyone has!
Arcane Dimensions 1.5 plan
* 6 new maps (some remix and some brand new)
* 4 new monsters (new undead, flying, underwater and boss)
* Support for nightmare only monster spawns
* Fixed gravity key on worldspawn
* Adding more particle and visual updates
So let me know here if you want something to change, be added or have a new feature idea you want for a future AD map!
Oooh Awesome
#733 posted by Kinn on 2016/03/30 14:53:59
Btw, continuing shamblergate, I have to say that honestly the AD monsters are probably the most balanced ("easiest" isn't quite the right word, but it's close) monsters we've ever had in a user-made mod.
There isn't an actual problem as far as I see it.
#731
#734 posted by Shambler on 2016/03/30 15:02:57
Yes exactly.
#733:
"continuing Shamblergate"
How about let's not?? I'm continuing imagining thoroughly tea-bagging you whilst you scrabble around dismally for the keyboard.
Suggestions, Sock
#735 posted by Barnak on 2016/03/30 15:13:23
I complained before that several of the "test" maps were actually full featured maps, well worth to be declared in the default start map.
I suggest that you do include/declare them in the standard list of maps, for the AD update.
You could make them as the continuation of some other maps in the standard list (after the player take the final teleporter, instead of getting him on the start map). The end of the second map could then take him back at the start map.
You can't leave these great maps to stand behind in the "test" mud !
Test Maps
#736 posted by sock on 2016/03/30 15:19:45
Were designed as a way to check that all the new features were working properly every time I did a release for the team. They are designed for specific tasks, full of weird setups and were included as a resource for community mappers. Some of the maps are even complete sections of game play because a square box is often not enough!
I recommend that the test maps are extended into something new. There is nothing stopping the Quake community using the test maps as scraps or inspiration for their own mapping projects.
Testicles Maps
#737 posted by Barnak on 2016/03/30 15:33:11
Sock, there are 2 or 3 tests maps in the lot that don't feel "test" at all. They are full normal maps, and shouldn't be declared as test maps !
I don't understand why these 2 or 3 maps are still declared as testicles !
Maybe you should visit'em back and replay with them.
YES!
#738 posted by mjb on 2016/03/30 15:35:13
Support for nightmare only monster spawns
Pinch me i'm dreaming!
Gravity and NM spawns would be my major requests and they are already listed! The new monster types sound great...having a little more variety in water other than a fish would be nice. New boss is welcomed too!
I'll try to keep an eye out for bugs and also put any ideas I have here but for now I will be happily awaiting this update!
Thanks Sock!
Barnak
If the author(s) of those test maps don't want them considered as full maps, then they will not be considered full maps.
I don't know why I'm even posting though because getting a point through you is nigh impossible.
My Base Map
Was started as a test map but not included as I started to develop it into a full map. Hopefully part of the new update in June.
Sock
My own wishlist for 1.5:
- The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters, which is problematic when trying to kill monsters while there are corpses nearby. Can this be fixed?
- This bug with Grunt shotgun blasts (required dmc3m1.bsp). Could it also be fixed?
- Pierceable breakables, as in that one mod, because grenades and rockers breaking through glass windows is super cool.
- I don't mind content from hexen, but IMHO, every single aspect of Dissolution of Eternity is irreparably shit and should be removed from AD. Stone knight skins, stone knight sounds, stupid glowing eye Ogres, those horrible Wraith models & skins in particular, and so on. They were shoddy in 199x and they're shoddy now. Just use the Zer flyers for Wraiths, since they're by far more befitting the general Quake/AD universe, and outsource the other stuff. This alone would be a huge improvement!
Also
This is unlikely to happen, but: a rebalance of monster/weapon health/damage. Mainly I think that all the different variants of Grunts and Enforcers should not incrementally increase in health, this was a problem in Quoth and it remains a problem in AD.
As per post #507, something should be done about Crossbow Knights, one way or the other. Repainting it to be silver and red is probably the way to go.
Monster resistances - I understand the idea but I don't think they're needed so much. Minotaurs being magically immune to Plasma makes sense, but I can't say that about the rest. Droles were already strong against all shotguns, a 50% damage resistance to shotgun damage makes shotguns completely worthless against Droles. For me it's the complete opposite of the Shambler logic, I just don't get why it's there.
And for heaven's sake remove whatever bullshit restricts item pickups in notarget mode, when I use notarget it's not for development.
My only request is more ID1 map remixes. The mod is perfect. Maybe some work on the v_weapon models. The 3barels shotgun looks a little bit more detailed compared to the others.
Otp
#744 posted by Kinn on 2016/03/30 17:02:22
One weird thing about the Dissolution monster models is that they all seem squished in profile, like they are out of Paper Mario.
Feature Request
#745 posted by PuLSaR on 2016/03/30 17:23:35
My dream is soundscape system like in hl2. But right now it will be good to add pitch value (min, max) if possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe).
Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die.
My 2 Cents
#746 posted by killpixel on 2016/03/30 20:35:39
I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time.
I think the project is fantastic. The design and level of polish is very impressive. Seriously, I spent more time admiring the craftsmanship of it all than actually getting into the game. IMO, AD is at the top as far as quake mods are concerned. To sock and everyone else that worked on this, great job.
I don't have any constructive criticism or much else to say, I just wanted to voice my thoughts on this.
Really looking forward to what the future brings for AD.
OTP
I use notarget *all the time* for development. It's the only time I ever use it in fact. I see no reason for collecting ammo unless you're actually playing the map, this goes for notarget mode.
I'm sure Sock could come up with a solution if enough people can give good reasons to change the current behaviour, I can't understand why this annoying you though.
Suggestions
#748 posted by sock on 2016/03/31 13:25:49
The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters
Its really designed as an alternative to dealing with zombies. The axe does do more damage and will cause lots of enemies to play long pain animations, but its essentially a zombie chopper!
Grunt shotgun bug
Not sure what you mean? the grunts are firing through architecture? under the platform?
the Dissolution monster models is that they all seem squished in profile
They are really bad, look at the morph enemies, they are the worst. It looks like they made them from flat skins instead of creating 3d models.
add pitch value (min, max)
I don't think any Fitz engine supports pitch changes. There is certainly no sound parameter for this that I have found.
possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe)
Someone else asked for this during development. I think it would be better to create a new entity for this as the original has on/off sound mechanic.
Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?
I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time
Its always good to hear positive feedback! :D
Havent Had The Time To Play This Yet
#749 posted by nitin on 2016/03/31 14:25:30
but the 1.5 update plan is spoogeworthy, especially with new maps!
Not sure what you mean? the grunts are firing through architecture? under the platform?
Um, yes?
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