#1 posted by Joel B
on 2020/08/22 01:49:11
Played on skill 2. Short form: is very good, everyone play now plz thanks.
Long form I will more or less regurgitate my twitter posts:
Still exploring the multilevel-narrow-tower thing I see. :-) Love the lighting, the sense of height, and A+ for those little bricks with purple detail. Cool ambushes and uses of monsterjump too.
Navigation was nice in something that could have been overly maze-y... good use of signs, open sightlines, and texture/lighting variety. Some good sound effects too (& I assume an intentional choice of no music).
Alas I ended up with fully zero secrets found.
#2 posted by Joel B
on 2020/08/22 01:49:42
(Now, off to go watch that secrets demo.)
#3 posted by faelnor
on 2020/08/22 08:30:21
There are a couple times when I didn't enjoy the navigation, I wish the level design made it obvious that I would have to backtrack, I think it wasn't the case for me because several rooms seemed like small stylistically-independent arenas, and those somehow (to me!) hinted towards linear progression.
On the other hand, I loved the vertical design, architectural detail and combat. Enemy placement was perfect, always hard but fair and interesting, with some opportunities for monster infighting.
#4 posted by faelnor
on 2020/08/22 08:32:37
Especially liked the use of shamblers, which are usually my least favourite enemy.
This Map Is Delicious!
#5 posted by Barnak
on 2020/08/22 18:50:35
Cool map, I love it. It's well done, nice architecture, nice atmosphere. Thumbs up!
Thanks For The Kind Words Y'all
#6 posted by fw
on 2020/08/23 12:14:46
I'm thankful everyone is enjoying this so much! I was worried the split-down-the-middle style path was going to get people confused, but it seems most people figured it out pretty well.
In retrospect I feel like I could have more evenly spread out the secrets, as they're a little bit stacked into the left path as of now. And I'd definitely do a second pass-over of visuals just to keep things distinctly different. I was trying to keep it solid and vanillaesque also.
#7 posted by Joel B
on 2020/08/24 04:25:46
The aesthetic of brick or stone ruins intermingling with the terrain of a cave or valley has always been one of my favorite Quake things. Modern maps that add distance fog and pump up the verticality -- maybe throw in some cozy flickering lights near ground level -- just take that to the next level. Strong look, no complaints here.
#8 posted by Barnak
on 2020/08/24 05:54:12
I noticed that there's a start map hidden in this map. How do we trigger it? I didn't saw any information on it in the read me.
Also, there's no nightmare slipgate in that start map...
By the way, I played the map with the copper mod, and it plays very well. No troubles at all!
And Runic Room
#9 posted by Barnak
on 2020/08/24 05:55:01
How do we get to that runinc room? The secret demo doesn't show it.
#10 posted by fw
on 2020/08/24 16:59:02
The start map is incomplete and inaccessible, only left in because it was cut so close to release. I originally had the level feature a Sock-esque in-level start map, but unfortunately that is not compatible with co-op, so I cut it for those reasons.
As for this 'runic room'? I have no idea, the secrets demo shows all possible secrets in the level, I ain't hiding anything :)
#11 posted by arkngt
on 2020/08/24 17:13:31
Nice architecture and combat. The vore setup was a bit nasty, but in a good way. Thanks for the release!
So There's A Super-secret In There...
#12 posted by Barnak
on 2020/08/24 17:41:27
#13 posted by maiden
on 2020/08/24 23:22:12
I think he was confused about the rune in the start map, wondering if it served some ulterior purpose :)
#14 posted by fw
on 2020/08/25 02:00:26
Yeah nah, runes are used for in-bsp start maps to send the player to start2 after a reload. I said I wasn't hiding nothing!