Yes. It Is Possible.
And, I completely agree with what you say.
Thanks One And All...
...some fine encouragement and some good learnings to be had here.
I should've curtained off the walkway to the SK door and just had a few windows for player orientation when they came back around. (The SK button would be very redundant then.)
The alternate routes should've been open the whole time and high level weapons or power ups used to reward exploration. Monster placement and patrolling could have made approach from either direction challenging.
I need to trust myself that I've made each area distinct enough that if I have a couple of alternate routes people will recognise they've been somewhere before when they double back.
I need to worry less about speed runners.
The variation in lighting is problematic these days due to wide variation in cards. That I only got one neg, may mean I got pretty close to the right balance for the greatest number of cards. Sorry rj. As far as ambients are concerned, they were in - then out - then back in - and finally I stripped it back to what I thought was just above the minimum required....this was a conscious ambience building decision. Silence can be creepy too.
necros and I could probably have a discussion about particles and never agree, but I do agree that the Travail coders should've been encouraged to give an extra clue to damage (like necros' flying bits suggestion). I don't see the mod being developed on from here, and apart from a cracker of an idea for a map by negke, I don't think any one is planning any more maps, so changes like necros suggested will probably never happen.
There's no need to make guesses about why I stopped coming here JPL, it just stopped being fun. Things seem to have changed a fair bit since then, and no doubt I'll drop in after next release to get some more honest, useful and valuable feedback.
See you in the soup!
Nah Nothing's Changed :)
but glad to have you back dis.
Still havent played this, main comp is still dead unfortunately. But downloaded and ready to go. Hopefully this weekend.
Any more in the works?
The variation in lighting is problematic these days due to wide variation in cards.
True that�s a huge problem, graphic cards and lots of different clients don�t help in hour work!
But never the less, this map is pure art, excellent game play and the combination of the textures are small and effective!
Played several times but didn�t record a demo... :| but I will when my kids let me be at computer for some pleasure moments of Quake that is rare :(
Glad to see you back Distrans u rock!
There were screens but they were so dark they crashed ppl's monitors, so were taken down.
Did I say this was a cool map? I liked it. Very Zer style which is a good thing. Good exploration, good combat, I didn't get too lost. Teles opening up were useful. I got some secrets, they were fun. Didn't manage to get a quad run tho. New monsters were used well not overused, which was nice. Nice to have base monsters and a healthy smattering of proper monsters, suited the map and kept it fun. The big red thing, fuck knows how you kill that, I just ignored it, but that was quite cool because it gave backtracking and exploring some tension. I think that scenario could be explored....a bit like a roving hazard. I died once at the end because I was struggling to see monsters, I think the end was fairly fair though. It was quite dark as was the rest of the map. Did I mention it was a bit too dark?
The map looks much much better than on those screens! Thanks god that skybox was dropped.
I really love it. The part where the juggernaut slowly stalks you was just great. The darkness was a huge part of the atmosphere for me.
There's no need to make guesses about why I stopped coming here JPL, it just stopped being fun
Sorry if I misunderstood what you sent me over email a couple of months ago regarding the fact you "abandonned" this place, but I felt you a little bit disappointed after the Ruined Nation release, and about the comment made at this time...
Anyway, it is good to see you are still onto the Quake scene, and it would be ashame if you decide one day to quit definitely.
As I said: I want more map like yours !!
the Ruined Nation release, and about the comment made at this time...
i went back to the thread just to remind myself what was actually said
god speedy was a cock
lighting was spot (haha) on for me. just the right level to see clearly but not remove atmospheric shadows.
> 1. players naturally move towards and engage monsters / collect items,
not really, as I pointed out before this isn't true for all players. You cannot rely on this. It's amateur psychology really.
I tend to not immediately shoot when I see an enemy - I usually wait if anything else happens, and there might be other enemies around that I didn't kill earlier.
You're assuming a "must kill them all" mindset here, which not all players have. Especially if a map is mostly about the atmosphere and the monster isn't an immediate threat.
Also, Quake monsters wander after you, so if you don't kill something immediately it might already be out of the doorway it was supposed to act as a signpost for.
Items, yeah, I tend to pick up megahealths etc. much more than I tend to kill enemies on sight. Keys are probably the strongest signposts you can use, pents maybe too. With Quads, again I tend to not pick them up immediately.
I didn't press the big red button in Willem's one map, for example, because there didn't seem to be a need and I decided to explore a little further before using it. Hence, I missed the super shotgun in that map. You can't really blame this behaviour on the player - the player is not a lab rat who behaves in predictable ways. This is really proven over and over again when new games are released and players always do unexpected stuff.
Spawning a grunt in a doorway isn't really a sign post. A red button all alone by itself is more suspicious than anything, hence certain players might NOT press it. It could mean anything, or nothing. Items are a much better way to signal the player. I recommend health, keys, armor, weapons and powerups. These things are player magnets. Monsters aren't always.
Switches likely work to draw the player in that direction, too. Players will usually inspect switches. Pressing them is another matter - I usually only press buttons immediately if I think I know what they do, for example if I was told "find 2 buttons", but if encountered all by themselves, they can just as well belong to a trap.
I will press a button if I run out of things to do, as well, because that usually means I should press it.
In short, you shouldn't speculate on the player always killing everything on sight, especially not in horde maps. The "enemy trail" tactic has to be done really well in order to work, you can't just put an enforcer in some obscure passage and assume the player will move towards it. What if it's killed from a distance, the player might never investigate closer.
I just found the (nehahra ?) embryo graphic in the plasma. Cool.
definitely too dark in fitzquake, but fine in aguire's glquake.
Very clean build style and texturing, no wow moments, but extremely professionally put together on the whole. Thematically consistent with Travail too.
Gameplay was a little too easy on normal and didnt feature anything out of the ordinary or surprising.
The fleshy section at the end was cool.
I just tried to finish it in Nightmare and the last fight is way too hard for me. Since the movement speed is slower in the liquid the voreballs always catch up and kill me.
That's pretty fair yeah. Follow the enemy road tends to work when the enemies are trapped where they are - a seemingly inaccessible ledge for example. Even if the player has sniped the enemies they will remember that ledge.
Also depends on how open the map is. If a horde rushes the player from a corridor then they'll defend themselves. Then wonder 'what else is in that corridor' or in other words 'what's my reward for killing those twenty grunts?'
Agree that a pickup of some kind is unequivocal though.
Damn. Still need to play this. Sorry Distrans.
Excellent map. I had to jockey my gamma settings a bit, but I played in a bright area on a laptop.
I did get a bit lost, but not for a layout thing - the underwater tunnel I couldn't find because the meat texture is good at blending when used for those intestine type tunnels.
I remember mailing CZG about it when I first played Insomnia and couldn't get out of the start room :P
I'd forgotten ow good Travail is.
definitely too dark in fitzquake, but fine in aguire's glquake.
i found the brightness just right, which surprised me considering i have a CRT monitor. was it too dark even with fitzquake's brightness all the way up?
generally speaking I dont tweak brightness for individual maps. I have it set, after a lot of testing, at what is an optimum level for my screen and light conditions.
Every now and then, there is a map that doesnt look right in those settings. That is when I go to aglquake which on the same settings is a little brighter (but admittedly more washed out too).
For this map, it was definitely playable in fitz, it wasnt that dark, but for my setup, it looked nicer in aglquake.
But yes, I could have mucked around with gamma settings in fitz if I wanted to.
First Quake Experience In A While
and a good one. Got very very lost after the "all security barriers are open" thing somehow.
On skill 1, the spawns got me a couple of times and the end seemed a little easy. But overall, a very nice map.
OT: Fuh Online Error
hi, srry for OT, but what is the "couldnt find skin base.bcx" mssg about? appears when trying to join online game using fuhquake v0.31, thanks. I belive we both (me and the friend) have got identical quake installations
Been Catching Up With Some Older Releases
I think I have played this before, but couldn't remember. Normal skill demo: http://www.quaketastic.com/files/demos/sleep_qt_pre02_1.dem.7z
Good Spam Bump