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#44 posted by Spirit on 2009/01/22 20:38:08
I died many times too on Normal. :)
Solid map indeed. You'll see funny deaths in my demos, especially where I am getting squished. I was pretty pissed by that. The lighting was very bright and dull at many places, that's the only criticism I want to give. Nice fun to play!
Weird choice for the soundtrack though, heh. I guess it was the default in Worldcraft or something?
Spirit, Link. Link, Spirit. Hi Link!
#45 posted by Spirit on 2009/01/22 20:38:38
Eeedieet
... that beginning is so great, but way too hard. Great use of Edies ;>. Half way through but and hating that quoth GL.
Ricky
#47 posted by CI475 on 2009/01/22 22:33:13
The gameplay is great, fun, and simple.
Brushwork also was simple but on a grand scale.
I liked the colored lighting and I have to admit that you used it very well also in your other releases.
Gameplay wins on this one, keep up the great work.
Hmm
#48 posted by nonentity on 2009/01/22 23:45:48
"Twat up" is possibly the best phrase I've heard in a while...
Ricky
#49 posted by Shambler on 2009/01/23 00:09:58
I think what shows through more is, well, my enjoyment of levels that are this engrossing, but also my respect for the challenge and stuff. Just trying to play well, at my relative standard. I was chuffed with secret 6 tho.
#50 posted by Drew on 2009/01/23 05:29:55
skill 1
not too hard at all to start, but didn't finish. got lost after 2nd gold key and then didn't have time to figure it out so quit. Great scale - Kind of CZGish in size, though not nearly as pretty. Liked the architecture very much though. Favourite part was definitely the staircase that shambler mentioned before.
No demo, sorry.
Keep it up! Base or not, its all good.
Skill 3 Demo
#51 posted by spy on 2009/01/23 06:34:59
Glad To See...
everyone accepted gladly my pledge for demos in .zip form...
Thanks guys...
Here's mine. 100% kills&secrets, 37 something.
Plain boring(the demo, the map rocks).
http://www.quaketastic.com/upload/files/demos/starkmon_nm_100_thesilent.zip
BTW. At home, on a PC, i was able to savor the full experience. Great stuff. A little more attention to colored light intensity and placement would have made this perfect. As it is, it's only great! Love it! Thanks Ricky!
Good Base Map
#53 posted by generic on 2009/01/23 14:41:59
Like most have said already, I appreciated the scale, unique combat scenarios, and architecture. Compared to Than's flooded base map, things were a bit more clunky -- albeit more Quakey -- and the layout was waaay more spread out. I enjoyed the moving stairs/platforms and especially like the SNG secret. The end fight was a bit weak and I thought some of the lava areas could have been better utilized but, all in all, this was a monsterous success. Good job, Ricky!
P.S. As a player who prefers to hug walls and avoid open areas, there seemed to be an excessive amount of door opening/closing and out-of-sight monster sounds in this map.
Played It...
#54 posted by JPL on 2009/01/23 23:13:06
Well, what to say more than others said already. Huge map, good combat, some minor things to improve (colored lights... too much.. make it smoother) but, well: good base map, good architecture and design. Well, yopu definitely have a good Quake-ish sense of mapping :)
Keep it up !
#55 posted by Omus on 2009/01/24 17:59:21
Satisfying gameplay and solid visuals. The style of architecture, coloured lighting and new base monsters made it a very Quake2-ish experience. I enjoyed being able to mindlessly rush through the map and not have to reload or backtrack later, like a deathmatch game with monsters, because of the interconnected layout. On the other hand this approach did get me lost a few times.
Worthy of special applause is that you have broken that annoying habit of putting gugs at the top of long elevators.
Finished It Yesterday...
#56 posted by metlslime on 2009/01/25 08:29:56
lots of people have said what i would say; i think the only thing worth repeating is how deliciously nonlinear this level is. I think the techical term for this layout is a "braid maze" -- a maze with no dead ends, where you end up going in loops if you choose the wrong path. It was a series of loops, where you would either continue in the same loop, or find a passage to the next loop in the series. It's a good model to follow if you want to build a nonlinear map that maintains a sense of progression from start to finish.
Uff... What A Long, Strange Trip It's Been...
Oh, It's Skill 3.
I forgot.
NahkahiirR Has Done A Speedrun!
#59 posted by RickyT33 on 2009/02/03 16:44:12
http://nahkahiir.thps3.net/quake/starkmon_059.zip
<RickyT23> Do you mind if I post the demo URL on Func?
<NahkahiiR> Go ahead.
<NahkahiiR> Wait.
<NahkahiiR> I found a faster route.
<RickyT23> hehe...
<NahkahiiR> Nah, just post it, this trick is a bit harder. :)
<NahkahiiR> Double grenade jump off of an "edie."
<NahkahiiR> To the secret quad or whatever quoth name it has.
Anotherrrr Speedrun.
#60 posted by nahkahiir on 2009/02/03 17:55:53
I just did what I described above. A fiend boost was a nice extra.
http://nahkahiir.thps3.net/quake/starkmon_049.zip
Of course not optimal.
Nice One
#61 posted by Shambler on 2009/02/03 20:29:16
Good effort with the 0:49 Nahk :)
Hmmm....
#62 posted by nahkahiir on 2009/02/03 23:01:45
Nice bananas. I have got it down to 36 seconds now. I found out there is a faster way to grenade launcher. Also the edie boost + gj works better than double gj.
http://nahkahiir.thps3.net/quake/starkmon_036.zip
If somebody finds a faster route, please tell me and I'll run it. :)
I'm now working on the Easy 100%...
I disliked quoth earlier because I didn't get used to monsters and such. Now it feels easier to play. Thanks Ricky for tempting me to speedrun your map!
Easy 100% In 6:02
#63 posted by nahkahiir on 2009/02/04 10:50:20
I'm getting somewhat used to quoth monsters. Still they are bigger pain in the ass than normal quake monsters. I directed all my aggression at them and did this speedrun:
http://nahkahiir.thps3.net/quake/starkmon_602.zip
NIGHTMARE 100% coming next...
Nahkahiir:
#64 posted by metlslime on 2009/02/04 12:15:54
what engine did you record that in? crashes fitzquake and glquake after about 2 minutes, but seems to work in glquakebjp.
#65 posted by Trinca on 2009/02/04 12:32:01
joequake for sure...
nice demo Nahk you rock...
Yeah JoeQuake
#66 posted by RickyT33 on 2009/02/04 12:36:18
Its the 8oBs - they crash Fitz in demo playback if recorded in tomaz engines AFAIK - JoeQuake is OK though I guess
0:36
#67 posted by Shambler on 2009/02/04 13:50:44
Sweet dude, nice improvements.
Demo Crash...
#68 posted by jdhack on 2009/02/05 05:24:43
... is caused by the transparent effect on certain explosions (eg. the Bob's). The Quoth QC must set the .alpha field, which JoeQuake reads and then stores in the demo. So to play it back, you need an engine that supports alpha models (any Nehahra engine, or aguirRe's GL).
metl: haven't you added U_TRANS to the new FitzQuake yet? ;)
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