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Custom Derper.
http://www.youtube.com/user/darrenweekes/videos?sort=dd&view=0&shelf_index=0

I am getting a bit of a geek-crush on the smoothly spoken Englishman that is DAZ with his insightful and thought-provoking series of derping around missing all the secrets and even items that are right in front of him errrr I mean talking about mapping while playing cool levels. So I thought his channel was worth it's own seperate thread - entertaining for players and mapping veterans, and potentially very useful for newer mappers as DAZ does offer some really good views on mapping theory. Also DAZ go ahead and put all your updates in here.
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the last area with the wooden stairs and poky wooden bits holding the entire thing together is awesome. really love that look. 
Yet Again... 
... a cool DaZ's map review... who needs to play Quake map anymore now ? Just let DaZ make it for you :P

No, seriously, DaZ's comments are always interesting and full of sense: keep it up man ! 
 
yeah, the last few maps i've 'played' have been daz's videos. it's sad. but thanks daz! 
The Final Threat By Than - Apsp1 
https://www.youtube.com/watch?v=OBAEaDOn6z0

Did a video for it as it's the lets play map of the week. Such a cool map! 
 
The Mega Enforcer is from Zerst�rer, not Operation Urth Majik. 
It's From Both 
But Zer was first. 
 
Pretty sure that everyone I listen to on YouTube has a British accent...

Random question which hasn't been researched at all: Have you ever considered analyzing the id1, hip, and rogue maps? 
Formal Request For Review Of Scampie's Deathmatch 2 
 
 
More custom gaming!
More custom streaming!
More custom Steam group events! 
 
FEED ME 
 
Daz does the best reviews. It's like he's a journalist, not just talking. 
Ceremonial Circles By CZG 
https://www.youtube.com/watch?v=m0Em5zOY1TY

Cool map that I hadn't played for years and years! 
HellO 
The layout and shortcuts are nice. I think the map would have benefitted from giving the SNG earlier. It seems like quite a bit of grinding with low-tier weapons for the longest time, although the video makes it look more bearable. That brash presentation of unaligned wizmet near the end... totally czg! 
Great Video, Great Map 
There's a lot I forgot about this one; the Shambler + minion usage! the shortcuts all having an item or monster on top to lead the player there, the cool interconnectivity.

I did feel a couple of areas could have been expanded upon, namely the exit and SK pickup. A bit more floor space and filler areas would have helped there.

When watching I thought 'hah, but you just derped past the GK access!' But then I remember that I did exactly the same. A fiend or ogre through that archway would have fixed everything, making certain the player went through one the door was opened.

The rest of the placement is fantastic though. That Vore on the plinth is genius. 
 
I just played that one yesterday. Spooky!

It is indeed a great map. Some of the same structural things that I liked about czg07 but a little cozier, and with a theme that feels more Quakeish to me.

Also the secret placement is more up my alley. I found 6/7 (I think), just occasionally nosing around and getting a little gold star for my troubles. I can see how folks would prefer more impenetrable secrets that really reward scouring the map, but I don't tend to play that way. 
Secrets In Czg07 
I think, are of a very similar style - there arent' any really tough ones - most are just generally rewarding a teensy bit of extra exploration.
BTW is there any actual bonus for getting them all and collecting the runes? 
 
I really like that YA shortcut lift. You see it first inaccessibly from below, so that when you come back to it from above, it's an obvious landmark. Then it drops as you go for it, making the plat sound, so you know it's now a shortcut lift. No special buttons or "Shortcut unlocked" prints necessary, because the item does the job of luring you into learning. A perfect little design case. 
Re #166 
Yeah the secrets comment wasn't in comparison to czg07. Bad phrasing on my part. 
Yeah 
But watching the video again I realise the same mechanic was being experimented with throughout.

It's just that YA is the clearest (best?) example.

Very cool stuff. 
In Fact 
Daz, why not just do videos of CZGs maps from now on?

CZG - you'll need to step up production! 
Oh And 
Sock's as well... 
 
ijed, I noticed it on another run-through in a few other places, too, you're right.


There's also a clear moment in czg03 when you feel yourself graduate from living mainly on the lower level to living mainly on the upper level, and that moment is grabbing the gold key. You've been up some stairs briefly before, but never stayed up there long before the layout demoted you again. After the gold key door, you pass through every major atrium you've already been to, exclusively via the upper decks you've seen but never visited, all the way around to the silver key and the first fight atop the bloody crown.

Returning to the first halls leading up to the silver door feels a bit like returning as a conquering hero, because you've since been elevated to mastery of the space ... 
Another Thing 
Every time you retrace your steps a second time, you do it in the same direction you did the first time. Your forward movement is never arrested, and you never turn around.

- From the opening area beneath the combat crown, up the embankment and down the hall to the main room: first time at the start of the map, second time traveling from the silver key crown ambush to the silver door.

- Along the rocky shore to the bloody pentagram door (or the 'not quite gold key door'): the closed door diverts you up the stairs behind you, which meanders through the mid-height reaches of that side of the map, leading to a button. That button opens the pentagram door, and if you run right over it and off the ledge, you land back on the rocky shore headed straight for the door again.

- From inside the gold key tower toward the gold key door: first time, you pass the gold key cage in the tower, then the gold key door after it diverts you onto a lower path. Second time, you've come around to grab the gold key from within the bars, which rise, and the gold door is literally in sight right down the same corridor.

These moments feel like you're returning to a shorter "main" path from a brief diversion, but because your movement is always forward into new areas it never feels like a diversion at the time.

That's a consequence, of course, of giving the player precisely zero choices, but if you want a map to be linear and not feel that way, czg03 is an object lesson in how to do that.

fuuuck this map is so good 
Oh My God 
those three loops the player makes are the ceremonial circles</i/>

http://replygif.net/i/510.gif
 
 
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