Pritchard/Sleep
#16 posted by ericw on 2016/09/19 23:43:02
I have made the same mistake (clearing the text field intending it to delete the key). I put some ideas on github here:
https://github.com/kduske/TrenchBroom/issues/1444
WC/JACK/Hammer Behavior
#17 posted by Qmaster on 2016/09/20 00:02:29
is to remove any blank keys that are defined in the fgd but have the input as "".
A Great First Map
#18 posted by Orl on 2016/09/20 06:51:48
A very nice map for your first release, you clearly know the basics of what makes a good single player experience. Basic, but clean brushwork and interconnectivity, coupled with challenging but fair gameplay. Lighting of course, being the weakest aspect here. With regular updates to tyrlight and a page full of lighting options to choose from, it can be a bit overwhelming to newcomers. But as anyone will tell you, the more you use it and experiment, the better you will be in the future.
First run demo, hard skill. I technically died at one point, because I fell off into the void. http://www.quaketastic.com/files/demos/orl_lpqsp1.rar
With an admirable first map, you have the potential to only improve your mapping skills in every aspect from here on out.
#19 posted by lpowell on 2016/09/20 09:37:39
Thanks a lot ORL! I'll get to your demo (and Jaromir83's, which I missed earlier) tomorrow.
The zip file in the drive has been replaced with an updated version. Only two changes affect gameplay, one being the infamous rocket box, the other being a pair of health packs in the final arena (skill 0/1 only) that fell out of the map. The others are purely cosmetic, including the odd sliding button negke pointed out, and the lighting in the initial cave area that gave a lovely view of the rocks connecting with the void.
The archive should be good to go for Quaddicted.
Demo
#20 posted by parubaru on 2016/09/20 12:35:01
Great to see a new debut, even more so because it is for one of my favourite mods. And thank you for your trouble with the update.
http://quaketastic.com/files/demos/lpqsp1_paru.zip
First playtrhough in five parts (skill 2).
Twice stuck, twice dead in the final arena.
There is a screenshot in the zip. Loading the map in 'developer 1' it shows 4 items falling out on skill 2. (QS-0.90.0 32-bit). There are 4 'walkmonster in wall' reports too. There is a drole with teleport flag but no targetname.
Update: the latest version has the drole and the pair of health fixed. 'Item_spikes' and 'item_armor1' still fall out though. And the walkmonster reports persisted.
#21 posted by lpowell on 2016/09/20 17:36:52
Ill check it out later. Probably will delete those items as it plays how I want it to. Hold it for qyaddicted, negke...
#22 posted by lpowell on 2016/09/20 20:21:43
Ok, last update. The console actually still reports that error for two of the monsters, but they don't actually appear to be stuck, and behave as I would expect normally. Actually that was the case to begin with, so whatever I guess.
Get that shit to Quaddicted. ;)
#23 posted by Mugwump on 2016/09/20 21:39:21
I can't get the demos to work. I put them in the \quoth folder and tried both with DP (20140430 build) and QS 0.92 but to no avail. QS console only returns an "error: couldn't open [filename]" message and DP displays a wall of hexadecimal code apparently pertaining to sounds (a bunch of .wav files is listed in the rightmost column).
Ideas, anyone?
#24 posted by lpowell on 2016/09/21 03:12:42
They probably don't work with the updated version of the map.
#25 posted by lpowell on 2016/09/21 03:13:35
I can reupload the original if you want
#26 posted by Mugwump on 2016/09/21 05:02:35
Nah, don't bother. It was only to see how the others were faring, because I find skill 2 tougher than usual.
#27 posted by lpowell on 2016/09/22 09:37:21
Gotcha. I designed skill 2 to be pretty tough for me--not that I'm the best Quake player in the world, but I'm pretty decent and I enjoy a bit of horde-style combat--and given the amount of saves I used while making sure I left enough ammo and health around, I think I succeeded. There's more ammo supplies than I initially envisioned, but health it pretty sparing, I think. The final battle is chaotic.
Skill 1 should also be a decent challenge, I think. My friend (who is a Quake noob) played it as soon as I uploaded it and found it tough.
#28 posted by Mugwump on 2016/09/24 17:59:30
Has this map been submitted to Quaddicted? Infernal Ascent's already been there since a couple days.
I'll Get To It Soon
#29 posted by negke on 2016/09/24 20:27:23
#30 posted by Mike Woodham on 2016/09/25 08:41:50
Couldn't load sound/water6.wav
Anyway, played it. Liked the end battle especially.
Mike
#31 posted by negke on 2016/09/25 09:07:24
#32 posted by lpowell on 2016/09/25 09:11:48
It gives that error in the console for me but the sounds play anyway--not sure why.
Thanks for playing!
#33 posted by Mugwump on 2016/09/25 09:19:02
I have the latest Quoth version installed but I get this error too.
Ah, Right
#34 posted by negke on 2016/09/25 09:30:03
The reason is that one of the ambient_generalpurpose entity links to water6.wav instead of necros/water6.wav like the others.
#35 posted by Mugwump on 2016/09/25 10:00:18
Lane, maybe a little fix before submitting to Quaddicted?
Nope
#36 posted by lpowell on 2016/09/25 10:22:09
I reopened the map file and checked the ambient_generalpurpose entities and they're linked correctly. Every sound plays where it should in the map. I definitely linked them incorrectly when I was first placing them but quickly realized my mistake on rereading the Quoth documentation, so it's possible there's a stray entity floating around somewhere that I forgot to delete. Not too worried about it.
K
#37 posted by Mugwump on 2016/09/25 10:25:00
As long as the map plays fine, it's no biggie I guess.
Oh!
#38 posted by Qmaster on 2016/09/27 03:17:17
There's a new Quoth patch? I have 2.1. No wonder all these new maps keep giving me wierd errors. @Kell Seriously update your site please.
#39 posted by PRITCHARD on 2016/09/27 03:49:46
I feel like a better site for quoth things is Preach's wordpress (D:) site here
Very Nice Map
#40 posted by PuLSaR on 2016/09/28 21:11:35
though very hard on skill 2. It was tricky to survive the final fight with 2 hp left while lots of monsters still keep spawning. But I've managed to do that after all.
I'd like to see more maps from you.
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