#779 posted by skacky on 2016/04/27 18:15:29
You mean you managed to improve an already perfect map? I can barely contain the hype. :P
 Tough Map Made Tougher
#780 posted by anonymous user on 2016/04/27 19:57:38
Fending off the Bobs in the original Metal Monstrosity was already a challenge, and it's a challenge that's going to be made even tougher with the lack of hitscan shotguns in AD. I see that you've added those pesky Centurions in as well. It seems like it's going to take quite a bit of skill to beat the AD version.
MM is one of the most dynamic maps I've ever played in Quake. Whenever I play it again after it has been a month or so since my last playthrough and forget the exact and most efficient way I can beat it, the slight differences I make in the way I go about the map end up surprising me and causing me to face familiar enemies in unfamiliar positions. I really love this map so I look forward to the challenge.
 Tough Metal
#781 posted by sock on 2016/04/28 14:26:38
The AD version of Metal Monstrosity has wider platforms, a slightly different weapon progression and better access to starting items. The trick with the jim/bob in AD is to use the Single Shotgun, its 2x the speed of nails and can easily deal with their attack pattern.
MM is always going to be a love/hate level because of the lack of floor space and extreme vertical (jim/bob) combat. The map has many monsters on patrols which creates dynamic encounters and it certainly pays to take your time and find the better routes.
I managed to complete Metal Monstrosity using a 360 controller, which is what I have tested a few maps with now. This helps someone like myself to temper the difficulty as I am pretty much able to complete most quake maps on my first attempt.
 Device Input Dictates Design
#783 posted by sock on 2016/04/28 15:10:50
using a 360 controller, which is what I have tested a few maps
I would not recommend testing with a 360 controller. Quake maps are often designed for pc keyboard/mouse controls with precise movement, vertical combat and quick reaction times. If the primary input device was a controller I would certainly design my levels differently.
Used purely as a handicap. One of the main complaints I got about my own map is that it was too hard.
#785 posted by Kinn on 2016/04/28 16:27:08
Controllers get a bad rap because consoles are mass market and most casual players are bad - and then PC "master race" types see all these gimpy nooby games designed for casuals and wrongly think they are designed for controller limitations. That's not the case - they are designed for bad players.
A good controller player can handle anything a mouse & kb player can. I would cite myself as proof of that.
 Kinn
 Fat Thumbs
#787 posted by sock on 2016/04/28 17:44:47
@Fifth, using a controller to create a handicap as a way to determine skill level is a really bad idea. If you want to make better skill levels then apply design limitations!
* Reduce attack vector of enemies (infront mostly)
* Reduce quantity of enemies (small packs)
* Reduce vertical enemies (less fighting up)
* Wake up enemies in smaller groups
* Limit back spawning enemies
There are countless ways to create better skill levels, turning the player into a slow moving lump of treacle is not one of them! :P
@Kinn, I am well aware that some gifted individuals can use a controller as good as a mouse and keyboard player, but most people struggle with controllers with vertical combat and quick reaction times.
I am simply stating that the design of maps are often dictated by the primary input devices. I would certainly create no precise movement areas, use less vertical enemies and try to focus combat more infront of the player if the primary device was a controller!
I have to be honest, I managed to beat all the maps I have played with a pad. I'm not bad with one, I'm just not as good
#789 posted by mankrip on 2016/04/28 23:23:32
Precise movement isn't a problem, gamepads can handle that really well.
The true limitations are turning speed and vertical aiming accuracy.
However, vertical combat can work well if its angle doesn't change often (e.g. a bunch of enemies high above the player, but none below them). This gives time for the player to adjust his vertical aim to the correct level, and afterwards the player only needs to turn and move around to focus the aim on each enemy.
And precise platforming also works extremely well, as long as there isn't much fighting at the same time. A precise platforming section with moving tiny platforms, death knights, scrags and fiends would be brutal; ogres, grunts and dogs would be more fair.
 AD Promo
#790 posted by sock on 2016/05/03 14:59:46
Wizards and Souls Firetop Mountain
Do you like the video style? Want to see more?
 Yer
#791 posted by ayy lmao on 2016/05/03 15:07:47
The generic canned "epic" music doesn't really fit - should be dark ambient. Other than that, I likes.
#792 posted by mankrip on 2016/05/04 01:03:55
The music is nice. The scenes focusing on where the ghost knight is are a bit like a spoiler, I guess.
Did you do any specific map editing or QC coding for this video?
 Ambient Snooze
#793 posted by sock on 2016/05/04 12:36:08
Dark ambient music certainly suits Quake when playing the game, but it is sleep inducing when watching a video. Need a beat, something lively to keep the viewer going. The Epic music is certainly not Quake style, but the map is not really a Quake theme either with the ghost knight.
Did you do any specific map editing or QC coding for this video?
I have added a new impulse command to cycle the intermission cameras and a couple of extra spawnflags. Most of the functionality showed in these videos is already present in AD 1.42 source.
 I Like The Music
#794 posted by ijed on 2016/05/04 14:56:51
And the combat one works better than the flythrough I think. The original monsters have lots of popping in their animation which doesn't stand up to video scrutiny.
 Flythrough
#795 posted by sock on 2016/05/05 21:18:43
The idea is I am trying to tell a story, a journey through the map, with unique camera angles and directional pans and zooms. Probably best described as a raw/crude like Quake cinematography!
 Kascam Was
#796 posted by ijed on 2016/05/05 23:40:20
An old mod that spawned a coop player as a camera which followed you around, snapping to cool angles depending on where you were fighting, sometimes resorting to first person if it went somewhere bad.
AguirRe had a copy of it... not sure where it ended up.
#797 posted by mankrip on 2016/05/06 00:20:34
I like Sock's videos in that they're not focusing on the action, but on the atmosphere. It's like they're telling a story about the map before the player gets in.
 HD Pack For Ad_e2m7 - The Underearth By Eric Wasylishen
#798 posted by Icaro on 2016/05/06 22:28:06
 Underwater Menace
#799 posted by sock on 2016/05/07 16:32:38
The seas around R'lyeh are full of tentacle stingers!
From RMQ project, a model by Madfox and re-skined by me
 Alternative
#800 posted by sock on 2016/05/09 18:15:15
weapon models for AD by the MODdb Quake community!
 Those
are some sexy models!
#802 posted by Joel B on 2016/06/07 18:02:00
It is nifty to see sock and Romero trading kudos on twitter.
https://twitter.com/romero/status/739942174138245120
 It Looks Like The Shotgun Pellets Are Using The Wrong Skins
#803 posted by dwere on 2016/06/08 14:12:16
There are two reasons I used impulse 130 for the entirety of the mod. The first is obvious: not having any hitscan weapons is unusual. I think I'd get used to it with time. The second reason is that it looks really messy. I suspect it was the main problem for me. Looking at the skins, I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey. In any case, swapping "16 + random()*7" with "4 + random()*4" makes them look much more natural.
Since I'm already leaving my feedback, I'd also comment on the new sounds. Shotguns are once again the main annoyance for me. First, it's strange to have different sounds for hitscan and projectile modes, especially considering that not all sounds are different. Second, Doom shotgun sound fused into the stock one feels hacky. Quake 3 shotgun sound used for much faster weapons also doesn't seem to be a very good idea. If I was to change these things (for my own modification, for example), I'd leave the original SG and SSG sounds for both modes, and gave the Widowmaker the Doom SSG sound.
Some smaller issues: the title of the base map is misspelled in the hub map. One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency. Oh, and it has those rather bad lava drain pipe animations, but solving texture problems was always hard with Quake 1. Fullbright pixels are all over the place whenever the fake lava glow is involved, but I'm tired of criticizing this issue. At least model skins seem to be devoid of it, unlike some of the skins in Quoth.
To finish on a positive note, thank you for renewing my interest in Quake. It's a great mod, and I'm looking forward to seeing new maps made for it. I usually only nitpick when I care.
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