Wait...
#26 posted by than on 2012/12/12 04:34:11
you played with Quoth? It's an id1 map!
Sometimes quoth works fine with other maps, but I guess not here. Perhaps it has something to do with the point entity trigger_teleport hack I used for monster spawning? I never saw any telefragging going on when I was testing, otherwise I would have fixed it. I did have monsters become disabled (can see them, but they don't move and you can't kill them) a couple of times.
Will check out demos tonight.
Highly Polished
#27 posted by nitin on 2012/12/12 11:20:56
and entertaining map, with great lighting!
Keep em coming Than.
"It's Raining Than, Hallelujah" (-- The Nether Girls)
#28 posted by negke on 2012/12/12 17:58:23
This is the kind of map that should set an example. Small and sweet, solid construction and detail, yet short production time. I mean, once again, as opposed to the "bigger=better" notion that has been keeping the level per year number low for a long time.
I didn't mind the spam from above (yes, you need to look up for a change), except maybe more of the monsters should have had the ambush flag set or been visually impaired so as to keep the upper level populated for when the player gets there.
As for deathmatch: Quad and RA right next to each other looks like a great source of unbalance.
#29 posted by erc on 2012/12/12 21:38:44
This is compact yet extremely stylish. Pretty good work, fun little map.
Bueno
#30 posted by Megazoid on 2012/12/12 23:59:00
I failed to complete the simple task of making a demo. Great map, 4/4 64/64 in 17+ mins. Got lost after getting the gold key for about 5 minutes for some reason.
Thanks
#31 posted by than on 2012/12/13 05:59:36
negke: I thought dm was supposed to have some imbalance? I didn't really play Q1 dm enough to know how to effectively do an imbalanced map I guess :/
Also, most of the enemies on the top levels have the ambush flag set I think.
Megazoid: A couple of the demos I watched had players get momentarily lost after the gold key. I thought this was impossible because the gold key switch is one of the first things you see in the map - perhaps the initial combat is distracting enough that memory of the gold key doesn't stick well? There were also a couple of people who seemed to get lost after pressing the overflow entrance switch - I should have made that opening a little more obvious by using the ratchet sound I used on the shambler door.
#32 posted by - on 2012/12/13 08:19:53
the overflow entrance
The problem was that it wasn't clear they were doors/grates to begin with, they are just dark corners, and the sign saying 'Overflow Entrance" doesn't really help, because for all the player knows, the entire map is 'the overflow'.
Than
#33 posted by negke on 2012/12/13 10:49:09
No. It's supposed to be balanced so that no player can easily dominate a map/match by controlling a single area. If all items (and routes) are evenly distributed, it comes down to playing skill rather than using an unfair advantage in the environment. Ideally, anyway. Otherwise it becomes more of a "king of the hill"-kind of scenario. The id maps aren't really perfect examples.
I Was Thinking It Might Work In Teamplay :)
#34 posted by than on 2012/12/13 11:25:53
I took dm3 as the example, which has HORRIBLE item distribution if you happen to spawn on the side with the super nailgun and ring. Also very poor connectivity since it is kind of divided into two halves, with the quad/ring/mh room as the centre. Hmm, maybe it was only popular because it was the largest default map?
With dm5rmx, there are plenty of entrances to the quad area, though not all of them are especially safe if there is someone in there waiting for you I guess :)
Well, nobody will ever play it in dm anyway, so it doesn't really matter so much at the end of the day I guess :(
Negke Sucks
I had stuck to my theory that balance is best in deathmatch design, and that theory fell a bit flat with this map. Too much balance eliminates ways that players can use the design against their enemies, which is the meat of the deathmatch metagame; without that you're just firing rockets.
http://lunaran.com/page.php?id=17
Nice Map
#36 posted by Orbs on 2012/12/13 15:22:37
sloppy speedrun: members.upc.nl/verorber/dm5rmx_116.dem
Unslopped A Little
#37 posted by Orbs on 2012/12/13 16:03:33
close to 114 but had enough now:)
members.upc.nl/verorber/dm5rmx_115.dem
..
#38 posted by Orbs on 2012/12/13 16:04:22
members.upc.nl/verorber/dm5rmx_115.dem
Needs Http?
#39 posted by Orbs on 2012/12/13 16:05:01
http:/members.upc.nl/verorber/dm5rmx_115.dem
Blerp
#40 posted by orbs on 2012/12/13 16:05:32
noob for life!
Too Bad, I Would Have Liked To See The Demo ;)
#41 posted by than on 2012/12/13 16:27:10
you need "http://"
http://www.celephais.net/board/faq.php
otherwise you could just tell me the filename and I will be ok.
Guesses
#42 posted by Mandel on 2012/12/13 19:59:36
Ty
#43 posted by Orbs on 2012/12/14 19:23:54
nice geuss
#44 posted by Ankh on 2012/12/14 21:42:33
I like such maps. Not too big but best quality.
Skill 1 demo.
A bit rusty. Didn't play much quake in recent months.
http://www.quaketastic.com/upload/files/demos/dm5rmx_ankh01.zip
#45 posted by [Kona] on 2012/12/15 05:32:01
Played and enjoyed. I'm not a big fan of the plainer old textures and didn't like the maze-like underwater sequence (although it was unique) but otherwise a good map.
Underwater Maze?
#46 posted by nitin on 2012/12/15 07:51:30
whaaat?
Kona
#47 posted by Preach on 2012/12/15 11:48:46
Are you remembering the OTHER dm5 remix?
My Scheme Succeeds
#48 posted by negke on 2012/12/15 12:26:16
Spoiling than's map was my intention all along!
This Is Sweet
#49 posted by biff_debris on 2012/12/17 06:00:03
Goddamn beautiful map than. Loove the curves, and tex and the phat pipes and trims. The spawning was weird tho (one grunt got stuck in some pipeage, and a scrag got isolated and was easily dispatched), and I still can't find the hard secret. But I don't care because it's so beautiful (and so are you).
Just About To Play It
#50 posted by metlslime on 2012/12/17 08:10:29
SPIRIT: quake injector says the release date was Oct. 12th, it's actually Dec. 10th.
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