Oh
#14 posted by PuLSaR on 2004/01/27 16:43:59
glad you liked the map.
It was the map where I practiced my skills in detailing and lighting for my future large map. So the lighting came out very good to me.
I'm also interested if it's possible for speedrunning. I know speedrunners can make impressive things with GL.
And the only one architecture element that is taken from Vondur are columns in the room with elevator in the center. They are from Solarfall. The rest is mine :)
And I also found some bugs in my map: the gold key disapears after restarting map (using "restart" command) and some more little bugs.
So use "map" command to restart the map.
Am I Correct In Saying...
that both vondur and pulsar hail from the land of russia?
hence maybe some [small] explanation for some-detected similarites? =)
Uwf
#16 posted by PuLSaR on 2004/01/27 19:05:25
yes, you are correct.
But I simply like Vondur's maps and probably it has a little influence on me. Maybe that's because I discovered custom map scene from his maps (but only a long time after that I found he was from russia too)
Sm57_PuLSaR_se
#17 posted by Megazoid on 2004/01/27 22:17:47
On the issue of speedrunning with this map (sm57_PuLSaR_se), it's kind of a one trick deal. I'm really no expert in this field, but a quad GL jump to the roof, and it's in the bag. I got 35 seconds on easy and 52 secs on nightmare. I'm sure that upstart Morfans could better those scores. ;)
Nightmare demo (Dzip): http://freespace.virgin.net/megazoid/sm57se.dz
Nightmare demo (zip): http://freespace.virgin.net/megazoid/sm57se.zip
By the way, is this map now a full SP release? I'm wondering if I should stick it in the news on my site.
Pulsar
#18 posted by nitin on 2004/01/28 06:39:18
Very nice work, I like it a lot. Nice visuals especially lighting and brushwork. Gameplay was a bit easy though as you had way too much ammo (played on normal), especially nails.
Nitin
#19 posted by PuLSaR on 2004/01/28 16:08:32
the map is designed for playing on hard skill. It's not as hard but all ammo is balanced mostly for this skill.
megazoid: thanx for demo :) it was fun
Oh And
#20 posted by PuLSaR on 2004/01/28 16:10:59
if you want let's think about it as about full sp release
Quake Condensed
#21 posted by biff_debris on 2004/01/28 21:00:37
Is a wonderful little set of maps, and a modest tribute to the game itself. I think RPG used the different themes quite well, and had me thinking of the first times I played Quake not so very long ago =D
There, you happy Renal Putting Gopher? ;)
The Lair Of DOOMestic Animals
#22 posted by Megazoid on 2004/01/28 21:23:56
if you want let's think about it as about full sp release
Okay, added it to my news section :)
Pulsar/ Rpg
#23 posted by nitin on 2004/01/29 00:47:23
pulsar, yeah but you should still balance it on normal if it's a proper release.
RPG,
nice stuff, very reminiscent of id stuff and well made. But they're too short and easy to be anything more than just nostalgia maps. Best by far (build quality wise) was the end map which was quite cool.
:D
#24 posted by MisYu on 2004/01/29 07:26:56
www.multiplayerquake.com
:D :D :D :D :D :D :D :D :D :D :D :D
MPQ
#25 posted by xen on 2004/01/29 07:34:45
LOL!
Nitin
#26 posted by R.P.G. on 2004/01/29 10:12:04
But they're too short and easy...
Yes, the shortness is certainly a factor, but... too easy? I must be getting soft in my old age.
Also, yes I quite agree with you about the end map. That style was fun to work with. Thanks for the comments.
Megazoid
#27 posted by hanz on 2004/01/29 14:21:50
The red armor isn't necessary even on nightmare run. I got 31 secs by not taking it and by not killing the first two ogres.
Speaking Of Speedruns
#28 posted by R.P.G. on 2004/01/29 15:38:11
Even though you can complete the map in under two minutes while playing normally, RPGSMSE4 has some speedrunning potential. There are several route choices in that map.
Hanz
#29 posted by Megazoid on 2004/01/29 15:41:39
I know, but that would take skill I don't possess. I did't take the red armour on the easy run. You got a demo by the way?
:)
Rpg
#30 posted by nitin on 2004/01/29 19:17:08
played on normal, dont knwo if you tweaked that or only tweaked hard like Pulsar.
Pulsar Speedruns
#31 posted by lodis on 2004/01/30 06:19:11
http://hem.bredband.net/b211256/sm57se.dz
23 on easy
28 on nightmare
improvable by a few seconds each.
as for rpgsmse4. 23 secs, but I've tried a route which would give 21 or something like that. haven't got time to fix that as I'm off to the countryside.
Err...rpg4
#32 posted by lodis on 2004/01/30 07:26:28
I had 5 mins...so here's rpg4 in 021. improvable by a few secs, didn't have enough time to make a good looking run :(
http://hem.bredband.net/b211256/rpg4_021.dz
Re:
#33 posted by R.P.G. on 2004/01/30 10:36:13
nitin: Yes, I tweaked all skill settings. The strange thing is that most of the testers played on normal, so it seems like I would have found out if it was too easy. *shrug*
lodis: Cool! With bunnying that looks like it's a quicker route than getting a boost from the knight.
Rpg
#34 posted by lodis on 2004/02/01 11:54:29
you can always add a grenadepush from the knight or just time a grenade right and still have enough health for the last gl-jump :)
Lodis
#35 posted by R.P.G. on 2004/02/01 13:45:42
Hmm... are we talking about the same thing? Looking back, what I said was ambiguous. What I meant was using the damage from the knight to jump up onto the ledge/stairs, instead of running around and pressing the button to activate the stairs.
But yes, getting a boost by bouncing a grenade off a monster is always an option.
Ehm
#36 posted by lodis on 2004/02/01 16:05:22
first off, there's only a knight on nightmare skill so that idea won't work for easy skill.
and I tried, it's slower :)
my route with an extra grenadeboost would be the optimal route. I think.
as for the other levels...
1: good for bunnying, I just wish the maker had added some kind of armour so you could survive a barrelboost from the gold key to the exit. without that shortcut the level is a bit too straight forward speedrunning-wise
2: will be fun for running. someone will manage to get straight over to the exit-teleport with ogre grenades or fiend boosts.
3: too straightforward, too easy.
5: no point in running this map is there....
Played The Extended Editions
#37 posted by aguirRe on 2004/02/03 10:52:28
and I thought both paks were very good, especially PuLSaR's. I found it well lit, nice oldskool architecture/textures and gameplay challenging in a fun way.
Great maps, guys! I hope other speedmaps also get a similar treatment, there are a lot of potential material.
Way To Go RPG!
#38 posted by Blitz on 2004/02/04 14:00:46
I had fun playing your maps -- they were balanced with good ammo for the following levels. I got too frustrated on the last one, but that's ok because those were 5 good speedmaps each with varying and well thought out themes.
I like my bosses spread out across level, not hanging out having a party in one! Anyway good stuff KUGW.
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