Only Thing I Can Say In The End, Tronyn
#66 posted by johnxmas on 2012/12/24 01:36:36
I won't spoil it more for those who keep waiting for the best moment or setup to play it, but my first wandering across this masterpiece (142:28, 7/30, 323/361 easy) was such a reward for every second of struggle to get the best config. Thank you for this awesome Quake chunk. Now I'll have to go back for a secret hunt...
@xmas
#67 posted by Baker on 2012/12/24 03:39:26
I played most of RMQ on this Macbook Pro using the SleepWalkR build. I did have stalls occasionally but not the other problems you mentioned.
Macbook Pros use ATI and MH used a lot of OpenGL 2.0 and ARB extensions (maybe with fall-backs?) like with the lightmaps using some fancy way of updating.
I was just pointing out the Mac exists. If I recall I had similar stalls on my humble Windows 7 laptop running the RMQ engine that has an ATI mobility.
#68 posted by Tamarisk on 2012/12/25 23:06:38
OMG!
That's all I can say.
Tronyn, You Are A Mapping Beast
#69 posted by than on 2012/12/26 11:27:46
So far I am about 200 monsters in, but I'm taking a break. These extreme large maps usually grind me down a bit, and I didn't manage to complete Warpspasm for that reason. I think I'll go back to this later though, because what I saw so far was really awesome. Lots of fun combats, great layout, awesome architecture and generally great design throughout.
Those axe guys are cunts though. I hate them.
Yeah
#70 posted by FifthElephant on 2012/12/29 00:26:02
This is awesome, it runs hella smooth too which I wasn't expecting on my archaic laptop...
Also I love love love the new axe guy who throws axes and chops you up, I laughed hard! Is this specific to this mod or is it part of something else??
Awesome!
#71 posted by Trinca on 2012/12/29 14:59:56
Fantastic map tronyn there it goes my first and second demo :p almost did it in the second :)
If you have pacience to see the demos :) they are a little fun :p always with a rope in my neck!
http://www.quaketastic.com/upload/files/demos/wicked_tr.7z
Wow. The Most Epic Map In A A While (ever?)
#72 posted by than on 2012/12/30 08:21:24
This map isn't just HUGE, but it somehow managed to be fun the entire time I was playing it. Such a crazy variety of enemies (particularly long range sniping enemies) and weapons seemed like it would get annoying, but it wasn't at all, and the complexity of the map was made quite manageable by all the shortcuts that opened up all over the place.
It's fairly relentless, but you know when you are going to trigger a horde, so you can prepare beforehand in most cases.
Anyway, I don't think I died, though I was close on many occasions.
664/690 (skill 2), 10/30 (wasn't trying very hard), 83 min
It was a lot of fun. Thanks, Tronyn.
Oh And...
#73 posted by than on 2012/12/30 08:23:04
I think the reason I didn't die was not that I am an awesome player, but more that I am a crafty bastard and was luring hordes into choke points in order to cut them down quickly with a few rockets. The dragons are a piece of cake when you cheese them to death by luring them into a doorway :)
Doh
#74 posted by than on 2012/12/30 08:29:15
Actually I did die once or twice near the start. I think I was the victim of axemen. Usually I quit if I die and haven't saved recently in big maps like this, butluckily I only had 1 minute or so to replay, so it was no big deal.
Anyway, I'll stop spamming the thread. Awesome map.
Shit...
#75 posted by than on 2012/12/30 08:52:47
I didn't realise there was another (INSANELY FUCKING IMPOSSIBLE) map afterwards. Avoiding the spawn whilst some fucking wizard is shooting all manner of crap is not easy.
Needless to say, I died plenty of times, but after having died a whole bunch of times you figure out how to get the items without rocket jumping and you realise that the megahealth respawns fairly often, so it's not impossible after all... 103/106 :/
Hey Than
#76 posted by Tronyn on 2012/12/30 10:31:06
Thanks for the feedback, here and on Quaddicted as well.
This was one of my most tested maps, and for that reason I think the gameplay ended up being smoother and more sophisticated than usual for me. The end arena was maybe too hard though. I had more areas built (which will be used in something else) for that map, but I decided anyone who got through wicked.bsp would be pretty exhausted so a concise end map was a better choice.
Also, I submitted new reviews to Spirit a couple days after I release this map, so Round the U-Bend review should be up soon - definitely an interesting take on the map, though Geophobia might be my favourite remake of yours. Cheers.
:)
#77 posted by than on 2012/12/30 15:09:58
I did enjoy the end, it's just it was a different kind of enjoyment to the main map. Dying over and over isn't much fun, but I'd saved just before dropping into the final arena, and the feeling that I could do it was there all the time, so it was one of those one more go type of maps. Quite enjoyable. wicked.bsp was amazing though. Insanely huge and grueling but so much fun. Seems crazy that I didn't really get lost in a map that huge. I think there was one point where I wasn't sure how to enter the rune towers, but I guess it was kind of obvious, and I had fun fighting the droles and ogres from a distance with my rocket launcher. Respawning items were a BIG help :)
Oh My
#78 posted by rj on 2012/12/30 21:18:42
this is one of the best releases i have ever played, all hyperbole aside.
the start map provided the same kind of heart-in-mouth jawdropping moments as marcher, neh2m2 & mexx9b did back in their respective eras. the scale was mindblowing. i picked easy skill after looking at the monster counts in the readme; i'm not normally a fan of your excessive horde-based gameplay if i'm being honest. i actually started playing unforgiven on skill 1 before this and quit halfway through the first map, but i digress...
the main map has a wonderfully complex interconnecting layout yet due to the distinctive large open areas it was easy to keep bearings; particularly when i passed armour/health i didn't need only to track them back down later on. the shortcuts were really well executed. the verticality aspect was insane; i must have fallen the entire height of the quake grid when jumping off the building during the dragon ambush at the end
play-wise, was a decent, balanced challenge despite the skill level. favourite point was the quad secret followed by the scrag hordes :) long range combat with the RL was generally awesome, once i finally picked it up. my only gripe was with the monsters' increased sight distance; it was definitely needed but is perhaps a little *too* increased, given i was occasionally shot from the opposite side of the main cavern when i couldn't even see the enemy through the fog! minor inconvenience though, since the arrows didn't do that much damage
last map certainly kept up in terms of impressive scale. final arena was impossibly hard the first time round since i missed the RA behind the baron's throne.. when i killed him the first time i was immediately dumped into the water along with one of the hellknights; that was another awesome moment :) but ultimately led to me dying. i beat the final battle at the third attempt and only THEN noticed the buttons on the ceiling, which presumably lowered those big pillars. alas. still a fitting end, i can deal with that level of intensity when it's reserved for the finale!
all in all... epic. definitely worthy of inclusion in the pantheon of all time quake greats. great job!
#79 posted by necros on 2012/12/30 21:20:43
huh... i NEVER noticed those buttons. I would just rocket jump up to the cross, then rocket jump to the other 3 pillars (cross makes you invulnerable to explosions).
Oh And
#80 posted by rj on 2012/12/30 21:22:05
i did have an issue with the start map but it is more engine related. when looking down from the top of the skill towers, liquid is not obscured by the fog, which spoilt the vibe a bit. in terms of RMQe cvars i'm aware of r_slimefog and r_lavafog but neither seemed to have any effect
#81 posted by Fern on 2012/12/31 04:56:52
these maps are HARD. every time i try play I keep dying in the slime in the start map. need totry when I'm sober
Thank You!
#82 posted by M4CGYV3R on 2013/01/02 06:33:18
Thank you, Tronyn!
For those who use the latest experimental revision of RMQ (3736) and have the granade bug, just download the previous revision (3714) from
http://svn.icculus.org/remakequake/engine/Experimental/RMQEngine-Win32.exe?view=log
A nice touch for that RMQ revisions:
sv_aim 1
r_show_coronas 0
gl_texture_anisotropy 16
Again... Thank you very much.
Cheers and happy new year!
Hmm
#83 posted by Orbs on 2013/01/05 14:08:51
im getiing a "wrong map version something...111 shoudl be 29, i geuss this has todo with the bsp2? il try redownloading rmq, else it just might be my crappy system
Nvm
#84 posted by Orbs on 2013/01/05 14:10:38
solved by downloading the 3714 version, i think i had a very old version of rmq:)
Is It..
#85 posted by Orbs on 2013/01/05 16:23:11
possible to turn of the effect from being hurt? This severely hurts my fps and would be awfull for speedrunning
Orbs
#86 posted by Fern on 2013/01/05 17:03:44
Which effect are you referring to? Getting hurt doesn't have any unusual effects for me. You could try...
"v_kickroll 0.0"
"v_kickpitch 0.0"
Thx
#87 posted by Orbs on 2013/01/05 17:32:01
That does makes things a bit smoother
Hmm
#88 posted by Orbs on 2013/01/05 17:33:55
a bit smoother but when i get hurt i still get this blur
#89 posted by Yhe1 on 2013/01/05 19:47:39
r_motionblur "0"
Demo
#90 posted by Orbs on 2013/01/06 00:41:12
motionblur 0 made it kinda playable, thx. Best i could come up with and was doable:
http://members.upc.nl/verorber/wicked_241.dem
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