Thanks for the source. Those light bridges are really complex set ups. Worth it though, one of the coolest effects I have seen for a while.
Missed Opportunity
#30 posted by negke on 2014/05/28 19:51:10
You know what really would have made this map tense (since tarbabies are out of the question)? Polyps!
#31 posted by Joel B on 2014/05/29 06:39:02
Played thru it on hard just now. Good times!
One of the things I enjoyed was that sometimes I was really motivated to stay out of the open, and then the situation would flip and make me desperate to get out into the open.
P.S. Quake Injector will incorrectly try to start map metmon1d, instead of metmon.
Missed Opportunity?
#32 posted by jakub on 2014/05/29 06:55:20
one of the best thing about metal monstrosity is that there are no polyps. these little bastards would make gameplay unfair. what would you fight polyps on narrow bridges?
it's good they are absent this time..
#33 posted by negke on 2014/05/29 09:00:25
Johnny: fixed.
jakub: joked.
#34 posted by jakub on 2014/05/29 12:32:07
i know :-)
but i couldn't help myself. hate those green little f**ers.
Haha
This is a great map. Cheers man :)
7/10 secrets on normal skill. Fights were fun, and only died from ledge/adventure mishaps. Loved the whole setup, and portal sphere was an ace touch.
My granny nag is - having the bfg where it is, i didnt find it mainly cause i lost track of which i'd visited and couldnt be arsed. But probably made the finale fairer that way.
Played It Quickly
#36 posted by Drew on 2014/05/30 08:20:41
quakespasm, quoth 2.2, skill2, no deaths, 5 secrets, most of the monsters.
I'm supposed to be doing something else so this was a break, and as such I didn't get too crazy with the secret hunting. I did play carefully and methodically doing lots of sniping etc, mainly due to everyones comments regarding difficulty. Actually I think my playing style is well suited to this map, and also I'm super familiar with the Quoth bestiary due to my own mapping predilections. As such I didn't find it overly difficult. It was pretty spot on.
That's an understatement of course. This map is so good, glad you finally got around to doing a quoth/ base-ish map/ coagula map. Makes me want to do a shitty rip off! Of course, I'm going to stick with a black skybox and more darkness all around if I do so... as is my way.
http://www.quaketastic.com/files/demos/metmon_drew.zip
Oh
#37 posted by Drew on 2014/05/30 08:22:49
Just reading thread now... maybe I played in normal? I never saw a Gug. That would explain why it was so 'easy'...
Feedback
#38 posted by sock on 2014/05/30 13:10:31
@negke, I wanted to keep the monster theme consist and avoid any medieval creatures, Polyps falls into that category for me. I can see players getting really frustrated with that mob after being knocked off bridges and ledges!
@Fifth, the bridges can be costly on entities, remember to stagger the setup state of them at the beginning otherwise you might get packet over errors with the state of too many entities changing at once. The func_togglewalls have a relay delay so that the monster drops into the void and not slide with the func_door entity.
@JohnnyLaw, glad you enjoyed it, the bobs always make me run for the inside areas of the towers.
@stevenaaus, The Plasma Gun is difficult to find because it makes the map far too easy. Every time a tester found the gun I kept moving it to someone more difficult to find!
@Drew, indeed you played on normal skill level, the next skill up is crazy hard, even for Quoth veterans.
I wouldn't call it crazy hard. There were no tarbabies!!
Dude
#40 posted by Drew on 2014/05/30 13:57:34
Gugs are totally medieval.
Anyway, will try a hard run soon!
Options
#41 posted by sock on 2014/05/30 15:20:39
Gugs are totally medieval
Yep, very true, there is nothing else to end a tech based map with? Gug, Drole, Shambler, Shalrath, Fiends (all mid to high level monsters, all medieval) Only option I could think of was a couple of Edie's, but that is not much fun to fight and I had those throughout the map already.
The tech theme/style has always been at odds with the Quake universe because it was always a starting theme. Quoth certainly adds some extra units (mostly re-skins) but a tech style boss monster is really needed.
Creative Writing
#42 posted by sock on 2014/05/30 15:23:43
It seems my news post got put on the front page of the site! :)
#43 posted by skacky on 2014/05/30 15:39:35
Gugs are perfectly fine in tech maps, they work wonders with the theme in warpb for example.
As Do Polyps
#45 posted by Drew on 2014/05/30 18:24:40
"my immersion"
Cool stuff there Sock. Great to see Quake still getting first page news, it's kind of weird to see you get first page for this map though since Zendar is clearly your magnum opus and ITS is also well worthy of first page news.
That Was Fun
A really beautiful map with a nice layout. Quite challenging due to the constant threat of falling down. Good use of flamethrower enforcers. I found the Gug a bit out of place, but apart from that the final fight was nice! I also find the limited weapon selection a plus.
Sorry, I don't have any constructive criticism... but I recorded a demo on skill 2. Two demos, actually, because I dropped to my death in the first one...
http://www.quaketastic.com/files/demos/sleep_metmon.7z
#48 posted by sock on 2014/05/31 14:54:28
@OTP, I see you want to join the #evilgameplay club with Negke! :P
@Fifth, I am totally surprised by the news, it is indeed a shame that Zendar did not get noticed the same way, but Zendar does look traditional brown Quake, Metal Monstrosity is bright and purple!
@SleepwalkR, nice first run, funny to see the bob at the end fighting the Gug! Hard skill is a frugal ammo situation, you need to explore.
Brilliant
#49 posted by nitin on 2014/06/01 05:55:59
really this is easily one of the best coagula/void maps ever made. The gameplay was an absolute blast IMHO, the layout and forcefield pathways allow so many variations in both route and attack choice.
Looks wise, I loved some of the cubic type detailing, very nice touch. The skybox is of course every fitting, especially with that fog.
Can I Ask How Long Something Like This To Make Sock?
#50 posted by nitin on 2014/06/01 05:56:15
Duh
#51 posted by nitin on 2014/06/01 05:56:31
took to make
Construction
#52 posted by sock on 2014/06/01 15:17:43
Most of the level was built over a long weekend (4 day) holiday.
The first part was to create the central tower and dish as this was the primary landmark which would determine the scale of the structure. I always build the landmark first because it sets the tone and style of the rest of the map.
The second day was to create a second tower with platforms that spirals upwards towards the dish tower. This was rough blocks, ramps and simple monster placement. I generally place AI as I go because I want them to suit the architecture for paths, line of sight etc.
The third day was creating the power cube idea of what makes the structures float. This was about the detail that went downwards and across to other platforms. I originally had solid walkways connecting the lower stuff but it looked too chunky so I went back to my test map and played with some entities and textures until I had something that was fun to play with and looked good.
The fourth day was to create the rest of the central platforms and AI placement using new Quoth units as accents to the encounters. I spent a while creating more textures, expanding the theme of runic metal and removing the brown metal as much as possible.
The next week was about getting the skybox sorted, it took me several attempts (over night renders) to get the right light source orientation and lower cloud setup. The latest version of Terragen has a lot of options which affect how fast or slow the render can be and the resolution was really high, so it took a lot longer than normal.
The second week was creating the final arena battle, playing with lightning and expanding the texture set with more trims and details which worked their way into the structure.
The third week was testing, testing and more testing. Trying to find bugs, balance the AI and build the skill selection area. I always build the first part of the map last so it looks the best with the textures. After a while of using a texture set you get into a certain rhyme of how they lock together and this usually leads to the best architecture / texture combinations.
Total time to build the map was about 3 weeks, but the majority of the time was spent in the first couple of days and there was a lot of overnight skybox rendering.
Thanks For That Insight
#53 posted by nitin on 2014/06/01 15:58:47
I'm no mapper but that sounds like very very efficient mapping timewise.
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