Well Packed!
#57 posted by generic on 2010/03/31 00:50:30
My preference:
#1 sm160_drew2 (minus running out of ammo before edie)
#2 sm160_negke2 (minus resetting the gravity every time I died)
#3 sm160_hrim (minus running out of ammo before the whole damn shambler nation started teleporting in)
#4 sm160_rj (minus not clipping the columns)
#5 sm160_alan
#6 sm160_negke
#7 sm160_drew
#8 sm160_??? (minus who the heck really did this map anyway?!?)
Cheers!
Nice Pack
#58 posted by ijed on 2010/04/01 00:56:23
I've been able to play it in bits and pieces only but it's left my wanting to go back and play again.
Despite the name, not much shit in this. Wish I'd submitted a pure bsp without a player start that was a perfectly modeled turd.
Who did that scarily well done guest map?
We May Never Know
#59 posted by Drew on 2010/04/01 02:10:31
Btw.
#60 posted by negke on 2010/04/01 10:42:28
rj: The Blorf ad is a texture in malice.wad. I thought wtf and used it as a joke. Ddidn't even know it was animated until I saw it in game.
JPL: You have to change the gravity manually.
ericw: So did the developers - the texture is actually even called "lego".
Preach: Good to know. I wished you had also made that enforcer cell "fix" an optional worldspawn flag. With all the concerns for compatibility, I'm surprised it's forced globally in Quoth2 as it can break the gameplay of some maps.
Is there any chance the Quoth mapping tutorial on Kell's website is ever going to be updated with all the additional information you posted here in various threads? Because, as of now, it seems fairly incomplete in some areas.
Trinca: Noob.
negke2: The secret is in the starting area, left to where the player spawns. It holds a RA, RL and 250 health (and has a counterpart on the other side of the map). The idea is that hardcore players can try to beat the map on normal gravity by tactical rocket jumping - although I doubt it's possible. The two bone arches are teleporters, by the way.
Been Tryin' Normal Gravity...
...No can do. The best I got was blue key but too short on health to perform the remaining couple of rjumps to get to the exit. Took me a bazillion tries 'n saves, btw.
Bet there's someone who can make it, though. All it takes is to get any jump right with millimetric precision on 1st try. A breeze.
Rj
#62 posted by RickyT33 on 2010/04/01 12:48:06
Try AGLQuake maybe?
Negke2 Normal Grav: Doable.
Takes strategy and precision. And not taking any damage from monsters.
Easier said than done.
Easier Said Than Done.
#64 posted by Shambler on 2010/04/01 17:05:10
Particularly when you end up in a small tunnel with a fucking Shambler.
I like how well the secret is marked :P
Someone needs to get SDA on the case...
Working On A Demo.
Don't know if I can make it through in one go, though. What's the name of that utility to record-save-record, again?
Killing the shambler without taking damage is a little bit tricky, but doable. It's just a matter of timing, really.
There are a coupla jumps tha are a pain in the ass to the trick jumping impaired people like me.
But I'm tryin.
Shambler's right. The secret is unmissable.
#66 posted by negke on 2010/04/01 17:27:43
The shambler should be the least problem. Fire three or four rockets, then shamblerdance with ng and sg.
The secret is not marked because it's not supposed to be used for regular playing (=low gravity).
If someone actually manages to pull it off (and post a demo), I'd be most impressed.
#67 posted by negke on 2010/04/01 17:54:56
Perhaps it's not a bad idea to only pick up the RL to clear the atrium first and only then get MH and RA. Because unlike I said earlier, the secrets only have 200 health each, and since the player's max health is capped at 250, picking everything up right away will let 50 go to waste.
The Silent
#68 posted by Trinca on 2010/04/01 17:56:09
quello che ti serve � la mappa nome due volte nel record
record nameofmap nameofmap
Demo Save Trick
#69 posted by negke on 2010/04/01 18:13:45
Start a demo recording the normal way. Quicksave. When you want to reload (after dying or, in this case, failing a rocket jump), stop the recording. Disconnect. Start a new demo recording (different name of course) without specifying the map name. Quickload.
I've just made the RJ run myself, so it's definitely possible. Knowing where the monsters are helps (stealth kills). The second last jump - to the middle ledge beneath the SK door - is the hardest.
I Did It!!!!1111one!1
#70 posted by Shambler on 2010/04/01 21:10:51
Doing it was easy. Doing it in one go took a few hours. I got VERY lucky with a complete fluke at the end.
http://www.quaketastic.com/upload/files/demos/neg2_wotever.zip
SDA need to get their asses on this. A billion variations possible.
Hats Off To You
#71 posted by negke on 2010/04/01 21:28:06
That's one impressive run indeed (to a non-speedrunner like me at least). Using the tarbabies for extra boosts was clever. Totally different route than I used - so, yeah, lots of variations possible.
I'd definitely like to see how the SDA guys deal with this map. Someone tell NahkahiiR or something...
Well... Fuck Me...
I left my 'puter 5 hours ago and started getting primed for my display of sheer power and mad skillz to take place as soon as I was able to beam up Quake again and next thing I know, a sedicent legendary map reviewer turns up an AWESOME demo.
It's official, I suck Vores paws. And Shambler is anusless(so we can't use it fo future speedmap sessions themes).
Thanks Guys.
#73 posted by Shambler on 2010/04/01 22:54:35
Nothing by SDA standards but it took some effort.
The spawn jumps....well the first one I managed to work out a reliable position for it, more fun than doing 2 RJs anyway. The second one....well it's a bitch to get to the SK, I found that going from a quicksave I sometimes got lucky with the spawn and that was easier than 2RJs+RJwallboost or RJ+RJ off the slope by the teleporter. This time obviously I got very lucky.
Edit: Have realised the GK door is the same level as the SK, so the first spawn jump is probably easier anyway.
The shambler boost makes no difference but is MOAR FUNNER.
What's your route neggers?
My Route
#74 posted by negke on 2010/04/01 23:14:35
I suck at rocket jumping in NQ. So it probably took me twice as many jumps as you. Note that I didn't play it with time in mind and I killed the monsters.
Onto one of the pillars, then towards the NG/GK corridor. Then back to the first atrium and towards the second supply closet (I didn't think of the teleporters so it took me two more jumps). Up to GK door, button, and down to the SK button, then up for the SK, back to the middle room and two jumps towards the exit. Pretty lame, but it means the map is also somewhat noob-friendly.
#75 posted by Trinca on 2010/04/01 23:17:11
how the fuck do I read the fucking demos in fitzquake, dont know the command and these demos just work in fitx :|
#76 posted by Trinca on 2010/04/01 23:23:10
stop recording demos with fitzquake... fuck I CANT FUCKING READ NONEEEEEEEEEEEEEEEEEEEEEE
#77 posted by Trinca on 2010/04/01 23:23:57
nothing work...
playdemo
playfuckingdemo
playfuckingassholedemo
playshitydemo
arghhhhhhhh
fucking errors after errorss!!!1!!!
NOOB
#78 posted by negke on 2010/04/01 23:26:45
playdemo demoname
Possible errors: protocol 666 = Fitzquake 0.85, protocol 10002 = BJP's Glquake, trololololololololololo.com = Trincaquake
My Route...
..should be towards retirement, but, since you asked:
2 RJ to balcony, GK, 3RJ back up.
RJ across to the other side, button, down to the supply room and then to 2nd button. Slope/RJ to the ramp, slope J through teleporter, refill.
3 RJ to SK, 2RJ to top (YA), drop to the vore balcony, RJ across last room to exit.
Did not intend to speedrun at all, only aimed at finishing. Killed all monsters as well.
Noob-friendliness is a good thing.
Trinca, try Aguirre's, I played the demo just fine.
Trololololololololololo.com = Trincaquake
#80 posted by Zwiffle on 2010/04/01 23:35:42
#81 posted by Trinca on 2010/04/01 23:36:51
dont work negke is giving me errors :|
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