Thanks
#19 posted by rj on 2008/07/02 13:23:54
Orl: i just played your demo. the hellknight bug was strange.. not sure what would have caused that. and damn you for spotting that misaligned texture, haha. the amount of times i've stood there picking off that hellknight on the far side.. yet your demo was the first time i spotted it (before you focused on it too). very entertaining though, i was kinda relieved you died at the end cos you seemed to manage most of the 2nd half without losing much health :-)
has anyone gotten all three secrets yet? i added one towards the end :-)
The Wizard's Pants
#20 posted by dogToffee on 2008/07/02 13:52:45
1st run-
skill 3 / 39mins(+tea break) 134/145 / 1 of 3
No-one mentioned the secrets ? I was trying to think where the originals were, managed to find the first one, eventually :) missed the other 2.
Very good remake, impressive size, nice details, re-spawns and ogres. They definately added to the fun. Nice to see them throwing eggs all the way across the semi-circular room, although at the opposite door their aim just hit the wall above the door. Also in that room, I really loved the added 'shove you in the room' as you get blown forward. Great touch. Strange ending but the in-fighting helped me survive. Nice balance, just about enough ammo.
Thanks.
(I'll go back to the secrets. I rem the RA in the original, maybe there's one nearby ? :)
H
Got Them All.
19,06 minutes
109/111(but know where the 2 remaining ones are).
3/3 secrets.
4th try. This map rocks all the way! I would've loved a secret area in the fashion of e1m1rmx(i.e. a completely new area), that would've made this perfect.
But, it's still awesome. Awesome architecture, good flow. Made me realize how good the original layout of this map was. Glad you took away the obligatory drowncage ride from the original.
I love this to death! Great!!!
P.s. Tried to record a coupla firstrun demos, but them ogres(love them!) raped my tender back savagely, so I decided not to post. If anyone's interested, drop me a mil...
First Run Demo
#22 posted by Shambler on 2008/07/02 17:51:46
http://shub-hub.com/files/demos_singleplayer/e2m5sham.dz
Successful but pretty slow due to initial aggression being tempered by Ogres and layout confusion. AGLQuake demo.
Heh :)
#23 posted by rj on 2008/07/02 19:31:33
fun demo. frustrating though cos you were practically looking at the button to the quad secret when you exclaimed "where are the secrets!". funnily the one you didn't find is the one that's in the exact same place as the original :)
did my own nightmare 100% if anyone's interested: http://isoterra.co.uk/stuff/e2m5/e2m5rj.dz (15 min)
#24 posted by Trinca on 2008/07/02 20:49:07
Nothing more that have been said!!!
FRANSTASTIC LOL
first demo!
http://trinca.quaddicted.com/temp/e2m5rmx.dz
died on hard :\ fucking shamby with only rl = bored :( going to try again.
was a stupid death... me = noob
p.s-> good job the map got a great atmosphere
p.s2-> more please...
Ijed
#25 posted by gb on 2008/07/02 21:56:53
Yeah, they should have added proper bosses :) I always imagined the wizard to be another of Shub's (or Quake's) lieutenants. He's probably another leftover from the fantasy game they were making initially. ... Maybe we'll see him once :)
Fiends On A Lavabridge . . .
#26 posted by ijed on 2008/07/02 22:05:58
#27 posted by gb on 2008/07/02 22:38:16
i guess it was cool back then :)
To Be Fair
#28 posted by ijed on 2008/07/02 23:03:43
It's not bad, the mechanic would be completely new to anyone who'd played the rest of the game - a fiend spawning both in front and behind on a bridge over a lavapit.
Everyone's seen that and all it's variations loads of times by now in all the custom maps.
Rj
#29 posted by JPL on 2008/07/03 08:47:35
Wow, very nice map, nice re-texturing, good texture selection, gameplay as food as the original, not to say better...
So really good job ! I want to see more ! Go map !
Looking Forwards To This Map!
#30 posted by RickyT33 on 2008/07/03 12:28:20
Screenies look dead sexy, and by the sounds of the feedback you've nailed it! I'm gonna be too busy to try it till the weekend, but I will! :)
Yes Yes!
#31 posted by Hrimfaxi on 2008/07/04 21:23:17
Fine remake of the original.
Love the grand scale of the architecture.
Good you dropped the cage ride so the player had to swim - Not much more to say that hasn't been said!
Good map - looking forward to your next!!
#32 posted by rj on 2008/07/05 02:19:34
Good map - looking forward to your next!!
thanks.. that may not be for a while yet since i'm working on a pretty grandiose episode thing :-)
no idea when that'll be done by but i'm hoping it'll rival zer in terms of size & scope
Pretty Wicked Cool
#33 posted by HeadThump on 2008/07/05 02:26:49
nice choice of textures and color/tone range.
Beat It-
#34 posted by inertia on 2008/07/06 08:07:37
on nightmare. I used AGLquake.exe, and recorded a demo, but thanks to the lying bastards who told me it could record a demo across deaths, I thought it recorded my whole adventure. Alas, it failed me.
The ending parts were especially evil, especially floating in the blood with 10 health, killing a shambler at the GK door with only a shotgun (and then blowing myself up when fighting scrags). The scrags destroyed player, as well. Nice level!
Er
#35 posted by inertia on 2008/07/06 08:08:39
scrags = spawn
Nice Architecture
#36 posted by Lunaran on 2008/07/09 03:41:55
Arriving at what I thought was the final horde with 40 rockets, 1 health, and nothing else, I was pretty happy when I'd managed to finish off the two shamblers that were there, the vore, four hell knights, and two scrags, while swimming.
I wasn't that happy to discover that after that there was a whole other room full of that shit. :( ANY items before that would have been nice.
Well..
#37 posted by rj on 2008/07/09 23:44:15
the last room immediately springs you onto an RA & about 50 health and if you bomb it down to the sides quickly enough you can grab enough firepower to take down the shamblers while the HKs & fiends mostly infight it out.. it's certainly doable.
there wasn't really anywhere i could add last minute items in prior to that. the little area in front of the GKD opens up as soon as you trigger the water trap, so the extra nails i put in there could be grabbed prior to getting the GK.. but then there seemed enough ammo prior to that anyway. *shrugs* i dunno, guess it's just impossible to balance gameplay to everyone's tastes when everyone plays differently. glad you liked the architecture :P
OK - Had A First Look At This Last Night!
#38 posted by RickyT33 on 2008/07/10 12:58:06
Very cool map! I haven't finished it yet, and I have done a first run demo, but I will post it up later:
Love the textures, ands the scale of this map! Also there is a nice variation of monsters used, and also a nice variation of gameplay. Some very nice touches to the architecture, as well as the overall theme of the architecture. As others have said, the round atrium area kicks ass! That's where I died... Also I like the rocks around the cieling "windows" - very nice touch :D
Very well done!
More later....
"it's Certainly Doable."
#39 posted by Lunaran on 2008/07/10 16:13:17
the fifty nails in that room and the seven rockets I came in with really weren't enough, actually, especially given how little room there was.
I turned around and began scouring the map for anything I hadn't picked up yet - no health at all, but I found the LG secret, which of course I couldn't actually get because you have to jump into the slime for it and I only had 1 health ...
Infighting?
#40 posted by ijed on 2008/07/10 16:20:29
When I got there the push threw me past the monsters - a quick circle strafe around the room left them tearing each other to pieces, just needing to finish off the last few survivors when the dust settled.
Sounds more like you had problems adapting to the ogre z-aiming - until you learn their new behavior they degrade your health + armour much more than normal ogres, since they can actually hit you.
Id1 ogres tend to need careful placement to pose a real threat to the player, which makes players automatically seek to break their placement when the appear, trying to hide underneath them.
Lunaran,
#41 posted by rj on 2008/07/10 19:47:13
Fun Fun
#42 posted by mwh on 2008/07/16 05:28:47
http://python.net/~mwh/e2m5rmx_mwh_1st.dz
First play, on skill 0 for no very good reason.
A fine remake.
#43 posted by erc on 2008/08/11 15:49:41
Loved the architecture, as well as the good use of q3 textures.
http://shub-hub.com/files/demos_singleplayer/e2m5rmx_erc.dz
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