#90 posted by necros on 2011/10/28 00:33:23
well, i'm sure as fuck glad you decided to finish them! :D
Awesome
#91 posted by Tronyn on 2011/10/28 02:19:40
glad to know that. I'm looking forward to the chance to do something totally different in terms of map design style, once the final project is done. I also gotta say, PM has got to be recognized as one of the most hardcore SP modders there is. He always assumes that people with a post 84 like view - that is, exploit every possibility of the physics and map and items - is the default! oh man.
#92 posted by necros on 2011/10/28 04:23:56
yeah, and you're a hardcore mapper too, which makes it double hardcore. :P
but i didn't think your last maps (unforgiven) were as hardcore as previous stuff and i was able to beat them without having to exploit anything which i consider to be the right balance as far as that's concerned. mind you, i did play on easy. :P
i'd actually like to see another masque type map (built into a huge cliff, not necessarily the textures). that one is still one of my favourites.
Lol
#93 posted by Tronyn on 2011/10/28 09:18:13
I will paste the URL to this poste into my next email to PM, and he will reprogram the AI ;)
one idea which might be cool and piranesi style would be to make a masque style map, but then delete all the mountains/rockwork. who knows what'll happen. for now it's all finishing what there is. starting something TOTALLY new is very exciting but it won't happen until I get the merger out. I am happy to say persistence is my #1 virtue.
Plus
#94 posted by Tronyn on 2011/10/28 09:19:45
I think people will be very interested to see a combination Tyrann/Necros map, with each of your signatures very legible on certain sections =)
Thanks Tronyn
#95 posted by nitin on 2011/10/28 14:23:16
your maps have contributed a lot to my replaying of quake over the years.
#96 posted by necros on 2011/10/28 18:39:38
i'm kind of nervous about that seeing as that was really old necros style, which was maybe not so good. hopefully you can beautify it a bit. :P
and yeah, i agree about new vs finishing new stuff. i'm sure negke would say i should adopt your attitude. :P
Uh
#97 posted by necros on 2011/10/28 18:40:05
finishing old stuff. :P
Cant Find My Post
#98 posted by spy on 2011/10/28 19:32:51
basically who did which map on nightjourney ,,, please ;)
I Think Im Gonna
#99 posted by spy on 2011/10/28 19:34:33
revive the drunk_hth thread
Finally Played It!
#100 posted by Ankh on 2011/10/28 23:06:27
And it was great!
UNF3 Vid
#101 posted by qbism on 2011/10/30 05:08:15
Re: #84
#102 posted by PM on 2011/10/30 20:54:43
It is okay if the teleporting wizard is not very challenging. If he was, it would make what comes after him even more annoying.
As for the exploit, there are ways to patch it. One idea among several includes a technique used since early '80s arcade games: spawn in the Baiters/Demonic Spiders after a delay (of game). In this case, an unkillable ghost that goes away only when the level is done.
Uh
#103 posted by Drew on 2011/11/01 02:33:30
I thought the wizard was pretty damn challenging.
Video Of Map 1
#104 posted by DaZ on 2011/11/10 00:41:57
Good Map 2
#105 posted by anonymous user on 2011/11/14 15:05:52
An example of what works in Quake and what doesnt.
Pretty much what #22 by [Kona] said.
#106 posted by Yhe1 on 2011/11/28 00:43:47
Was the source for Marcher and Bastion ever released. Marcher with the Drake mod would be awesome.
Well
#107 posted by Tronyn on 2011/11/29 10:16:01
I don't know that the source was released, I'd guess not since I feel like if it was I'd know about it, but Drake already has the imps and the shufflers. Maybe one day.
I also have to say, that in terms of best and most epic design in a single bsp, I think we can all agree now that Marcher is it.
PS I have to say, I won't have anything new coming out the rest of this year... the Tyrann/Necros scrapmap has become too much of a handful, and Arcanum2 will be a while as well. That said hopefully these releases will be epic when they do arrive.
#108 posted by [Kona] on 2011/12/01 07:18:16
Well there's only 30 days of the year left, so that's not a biggy
Hordes Of Gibs
#109 posted by Killes on 2012/01/08 10:41:35
Just got round to playing this, loving it. Read the criticism about quad in first level. Me personally I saw it and I thought well I'll leave that there in case it gets tough I can come back for it, then I saw the horde at beginning and thought "fuck it, can't let that opportunity slip by" and went and got the quad and generally quad spazzed out in the thick of them with chainsaw and whatever and a few nails, much glee resulted.
Its how you play it too, horde combat is not for thinking, starting infighting and then picking off. That would be like sipping teppid beer out of a wine glass. You wanna DIG IN AND BATHE IN THE GLORIOUS FOUNTAIN OF GIBS!!! :D
So yeah, loving it.
Any other horde insanity levels to recommend btw ? Done Marchers Fortress of course, that was a treat :)
Killes
#110 posted by nitin on 2012/01/08 10:48:17
try Masque of red Death, or any other of tronyn's more recent releases :)
#111 posted by necros on 2012/01/08 18:51:59
Wow Oh WOW!
#112 posted by sock on 2012/01/23 19:34:41
This is just amazing, Tronyn+PM this has got to be your best work yet. The architecture is breathtaking, especially map 2. I love the details, the above door designs, the support beams, broken floors, just amazing!
Map 1 has such an epic feel to it and the shape of the outer wall is very original. The game play is a bit crazy at times, but it is horde style after all. I am bit confused why you have to jump down to that tiny bridge to get into the complex, seems weird. Did you make the skill levels any different? Easy skill level actually felt right to me. I Did not see any mobs patrolling much, just standing around in clumps waiting to be shot.
The first time you see the high up bridge in map 2 is awesome, fantastic view point. Especially when you get to the bridge and see it is curved and organic looking. The combat on map 2 feels more original quake (which I prefer) and the pacing was very good. I especially liked how the place weaved up and down and around on itself several times. I had several moments of 'Oh I was down there before'. I was surprised how good the textures were, they really fitted the architecture much better than in your previous maps. The 1v1 fights with the various dragons actually felt epic. The dragon fight in map 1 lost its impact because there was so many. Having one really tough dragon to fight feels more boss like and something I would expect from a dragon.
As usual I died a lot, but it never felt cheap or unfair, it was always my own fault (which is how it should be). Looking forward to map 3!
Cool
#113 posted by Tronyn on 2012/01/23 21:57:58
great to hear you guys like it. Map 1 is undeniably a bit much especially at the start. Although Map 3 is possibly worse, I think map 3 is the most fun horde map I've ever made, it's just such doom-like chaos and the low-gravity and GL usage I find really fun.
I thought I got the 'sense of place' down most effectively in Map 2. It went through lots of revisions, the original was one big open area like Masque kind of (vising was impossible at the time, these maps were designed around the same time as Masque in 2005), I slowly chopped it up and fixed it, and put the snow theme near the end, which I think really helped the atmosphere.
Tronyn, Thank You Very Much. Drake Source Code.
#114 posted by AlexQuaker on 2014/02/21 05:44:14
It's a very beautiful mod for Quake, especially on the first map! Both Heretic, Hexen, Serious Sam and Quake - in one package! Yes, I played Heretic, Doom and Hexen :) The latest drake beta quakec source code seems to support Unforgiven.
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