Finally Played This One, Too...
#76 posted by
efdat on 2008/10/12 11:55:56
... and i really liked it. i agree with negke on all points, just some minor criticism:
- mines could have been a little darker,
- fiend-trap didn't work for me as well,
- the shamblers at the end could have jumped off their platforms, they were really easy to kill from the distance.
over all: a great map! give us more!
Question To Willem
#77 posted by
spy on 2008/10/12 21:05:20
if you still have the src, could you re-release your warehouse map with properly aligned the crate textures, please
Please Don't
#78 posted by
Spirit on 2008/10/12 21:28:55
just leave old releases as they are
#80 posted by
JneeraZ on 2008/10/13 01:03:07
spy
Hey, that was heralded by some reviewers as an awesome way to get some extra life out of those crate textures. So, like, your Mom and stuff.
It Would Be Really Nice?
#81 posted by Ijed on 2008/10/13 01:26:32
So would a massage from a young claudia shiffer. What id like to see in future maps is the story elements integrated better - probably with some qc.
#83 posted by
JneeraZ on 2008/10/13 21:45:30
Oh, and as for the source, that was 11 years ago. Many, many computers and hard drives ago. The source is LONG since lost.
Yeah
#84 posted by
RickyT33 on 2008/10/14 12:18:22
Just played this at last!
Did my usual trick of playing on skill 3, and thus died repeatedly before having to cheat on the last room!!
I really like the map - it has a great classic Quake style, nice clean texturing and build, and the cave area is excellent! Very nice rock-work, as they say...
Monster positioning and gameplay:
1 - Well for starters I had no problem killing the feinds. I just stood back in the cave a bit and they couldn't get to me, so I shot em with the SSG preetty close range.
2 - I quite liked the horde combat with the grunts, that was fun. Also killing the Ogres in the caves - also fun. This was made interesting by the cramped space. The cramped space, incidentally, I thought was a problem with the feind fight. A bit more room all round would have made for a more entertaining combat there.
The library - once again a cool area, although I entered it with no ammo except for grenades, and no GL!
The end I thought was rediculous on skill 3. No chance at getting past the 2 shamblers and the vore and the scrags and the enforcers and grunts. I think some sort of lab, or another part of the dig would have been better here!.
Either way this is a well made map with plenty fun combat! Thanks Willem!
#85 posted by Jaromir83 on 2008/12/22 14:27:15
very good map, unique theme (for Quake-we have seen similar in various AvP and Thief2 games, but I love it). I would not be against playing whole episode in this "dig site" environment (preferably based on Quoth?). at the first time I was unable to find the way out of the mine though, exit is too narrow and dark.
PS: how to make centerprint font bigger in Fitzquake while using high resolution pls? fonts are too tiny to be read, same problem when playing Fitzquake coop and try to chat. this reminds me... what's the point in creating SP map and NOT placing few coop starts and few additional ammo boxes for coop play there??
PPS: I hope there are more of your maps available, let me google them
Lol
#86 posted by anonymous user on 2009/03/27 18:41:21
fart
Hahah
#87 posted by
ijed on 2009/03/27 19:37:13
Poo!
Reminds me, should play this one again.
Jaro
PS: how to make centerprint font bigger in Fitzquake while using high resolution pls?
I had the same problem - after screwing around a bit, this is the best solution I could come up with:
scr_conwidth 640
scr_menuscale 2
Give that a go... you can obviously play with the numbers if you like, but using those variables will allow you to scale the console text, centerprint text and menu scale.
Frib:
#89 posted by
metlslime on 2009/03/28 03:24:48
there is also scr_conscale as an alternative to scr_conwidth.
Copy/paste From My Quaddicted Comment Follows :-P
#90 posted by Bad Sector on 2009/04/03 04:09:18
This is indeed a very good level and i liked it :-). The "log messages", the excavation site, the secret labs are all well story design decisions and i believe the map could have easily been part of a larger episode with a more detailed story behind it.
Also i liked the clean architecture (This is how i like the base maps :-) and the design contrast between the base and the underground area.