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False Dawn Quake 4 Single Player Mod Released
Just spotted this over at Rock Paper Shotgun whilst looking through Quakecon news:

"After missing its plan to launch during QCon 2013, Quake IV single-player mod False Dawn has launched alongside this year�s fragging festivities. It brings a new story with 90-120 minutes of non-linear Strogg-shooting and a few tweaks to good old Q4."

http://www.moddb.com/mods/false-dawn

Screenshots look pretty decent, and Quake 4's SP was mostly quite fun, so it might be worth checking out.
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>He's pointing out that your blanket statement that corridors are always boring is silly.
He's not pointing that, and that's not what i wanted to say. I said that the level which consists only of corridors is boring, because it's always the same thing over and over again. He's the one with a genius statement "buildings have corridors, what are you, DUMB HUH". Yeah, thanks captain.

>I'm just saying that to look at a picture of a corridor and then assume that the level is entirely linear is pretty short-sighted, that's all.
That's what you're saying NOW, your first post was quite different. I never assumed that, but i definitely felt some doubts about its non-linear gameplay implementation. 
 
You said:

"I'll need some examples of that. Corridors are always boring, even hi-poly hi-def."

Sorry if I misunderstood the part where you used the actual words, "Corridors are always boring". 
 
I was implying "that the level which consists only of corridors is boring", because i thought that we were talking about level design. Definitely not about corridors as entities. Ugh, i can't believe i'm actually explaining this, what a waste of time. That's why i left forums forever. "And then comes a mod and bans me for trolling." 
 
I just said

(and I quote):

'Non-linear gameplay and corridors can co-exist quite happily, I'll have you know... '

I think I have proven my point.

You just keep digging, don't you....

You said

(and I quote):

'Lots of corridors on the screenshots here, even tho the author claims non-linear gameplay.'

My point is that you could have a level that entirely consists of corridors, but has fantastic non-linear gameplay.

And that your comment that I have cited in this post, is exactly what you said - 'dumb'.

FFS.

I haven't changed my tune. You're the one who is trying to back-track now, not me.

My first post explained that I AGREED with most of what you said, but that the part about the corridors was stupid. Which it was. And I have explained why, with various real and hypothetical examples. And you are the one who keeps trying to bend this. 
 
I'm sure you can do an interesting looking corridor, but it will still play like any other corridor, and it's definitely not the most interesting gameplay. 
Also 
You said in a subsequent post:

I said that the level which consists only of corridors is boring, because it's always the same thing over and over again.

No, you didn't say that. You said something else. Which is evidence that you are back-tracking. Not me. These posts are on the public internet now. You cannot remove or edit them. 
Post #18 
Is more acceptable, I agree with it! :) 
 
>My point is that you could have a level that entirely consists of corridors, but has fantastic non-linear gameplay.
And then i asked for an example and you couldn't list one.

Bullshit, i always had one pont, you're the one who went from non-linear games to corridors. 
 
OH FOR CHRIST SAKE 
 
SEE YOU IN HALF A YEAR 
Well. 
Best make it a year, just in case. 
OK 
BYE

FOR THE RECORD I STILL DON'T GET YOUR POINT

Yes - non-linear games have corridors

Yes - non-linear shooter levels have corridors

Yes - I gave examples of both

Can we finish now please? 
I Smell A Flamewar In This Thread. 
 
Nah. 
It's just passing gas.

This looks like an interesting mod. Also has sikkpin's name on it, so. 
 
"I'm sure you can do an interesting looking corridor, but it will still play like any other corridor, and it's definitely not the most interesting gameplay. "

Then you lack imagination.

See you in a year! 
 
So what say you all ... Corridor Map Jam? 
 
"hm, suddenly 26 posts in this thread, maybe some people reinstalled Quake4 and gave this a thorough look"

"nope, another stupid fucking flamewar"

can we please stop trying to win dickwaving contests with people new to func? 
 
... maybe some people reinstalled Quake4..."

Let me stop you right there... 
 
yeah, i never uninstalled it.





^_^; 
 
I never installed it!

Maybe I should, Lunaran sent me this great book "Quake4 mods for Dummies" (yes, really) 
 
I never installed it!

Maybe I should, Lunaran sent me this great book "Quake4 mods for Dummies" (yes, really) 
Someone Release A Map 
So bored people stop with offtopic and flamewars. 
Better, 8 Maps Released On Friday 
 
Okay 
I feel I need to chime in here because I actually did play the mod.

It's not linear, in fact you are given three choices where to go from the start in a hub like room, each area after completing it leads you back to said hub, before finally making your way to the final arena.

As for the mod itself, I enjoyed it. The gameplay was what you expect from Quake 4, fast paced with plenty of enemies attacking you at once, and this mod sure does do a good job of that. It's fun and challenging, but certainly not impossible. It had a nice diverse selection of enemies, along with some clever traps scattered throughout. The level design was fantastic, as you might expect.

The voice acting is bleh, but its a mod so that's okay. The plot was pretty basic, but it did have quite a surprise ending that I didn't see coming.

Whether you liked having them with you or not (I did) there are no marines to help fight along side you. It's just you and the strogg.

This is one of the best mods for Quake 4, and if you at the very least enjoyed Quake 4 like I did, this is reason enough to re-install it for a good time. 
Friday Is Too Late 
Two days of bored people. It is better to aspire to zero.

Be always ambitious, as long it doesnt kill you. 
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