Ubiquitous, thanks for this. I've uploaded my first-run demos here
. The demos are protocol 666 (QuakeSpasm default), Hard skill, playing your v1.1 release.
I was pretty tired when I played, and my play in the demos isn't the best. I was enticed by the screenshots showing those sinister old artworks transplanted into the Quake universe, which is a really cool concept, and made me want to play through this despite the late hour.
I had good fun with the first and third maps. But I'm sorry to say there was one thing which really spoiled the second map for me. It's the fact that this release implements proportional fall-damage for the player, but it doesn't communicate this change to the player up-front.
To illustrate why this was such a problem, I'll explain what was going through my head while I was recording the demos.
I recorded three demos for the second map:
is my first and second attempts. During the first attempt, I quickly died by accidentally backing into a bottomless pit. Ignore that. During the second attempt, I made it all the way to the tall elevator near the end. At the top of the elevator, the two Scrags were firing at me, so to avoid their attacks, I jumped off the top of the elevator, expecting that I'd survive the fall (because Quake doesn't have proportional fall-damage). But when I died from the fall, I assumed that I must have had 5 or less health before I jumped (because Quake doesn't have proportional fall-damage). So I still wasn't any the wiser.
is my third attempt. This time, I reached the top of the elevator again, and killed the two Scrags. I then failed to make the jump onto the very thin metal bar, and got insta-killed by fall-damage. However, I had no reason to expect that failing that jump would be fatal (because Quake doesn't have proportional fall-damage), so I didn't save before attempting the jump. So when I got insta-killed, I had to start over from the beginning again. That was pretty frustrating.
is my fourth attempt. From my previous death, I realised that proportional fall-damage was in effect, and played accordingly, and made it to the end.
advice would be: if you're changing the rules of a game that your player is already familiar with, and if that change might lead to confusion and frustration, please communicate the change clearly to the player up-front! =P
Even with something abstract like changing fall-damage, there are ways this could be communicated to the player in advance, during gameplay. For example: an early situation could be included where QuakeGuy has to carefully get down from a lethal height. When the player approaches the edge, a message could be displayed like "Hmm, I won't be able to survive that fall."
Anyhow. Please don't be discouraged by the fact that I've spent this post mostly grumbling about one thing. Apart from that, I had a good time playing. There was some really nice atmosphere in these maps. I hope the demos give an idea of how I fared with the rest of the episode. I'll certainly re-play this at some point, on Nightmare, and try to find the secrets I missed.