Thanks
#10 posted by Gotshun on 2016/11/26 20:30:41
If you go to the read me it states: Jam1 influenced, CZG architectural design, and also the craftsmanship of sock.In past posts I also stated that this map was based on Jam1. Just something I wanted to do.
So it seems by the comments that I achieved my goal.....so thank you for confirming this!!
Wanted so say thanks to Skacky, MFX, and Bloughsburgh for the demos..great job!
Hey Bloughsburgh...as far as I'm concerned...you can use anything you want in the map.Also "To use the texture lighting technique for window detail is genius" is all Damaged Inc. genius, so the credit goes to him. He was the one who showed me how to implement this.
Pete(Gotshun)D.
Awesome Map!
#11 posted by PuLSaR on 2016/11/26 20:57:53
It gets "Catch every grenade with my the face" award from me=)
This is a really cool and fun map, but man, backspawning sucks. I had a lot of fun with it anyway.
skill 2 demos
Yeah Right Whatever.
#12 posted by Shambler on 2016/11/27 14:43:02
I am totally stealing the "catch every grenade with my face" award from pUlsAr....
Played this twice. Found it tough the first time. Second time I thought I'd cruise it....nope! Still died once. I think my Quakeguy has a grenade magnet on his helmet. Or maybe it's just me. Pretty fair challenge though, except the secret YA is a bit useless having just got a normal YA. I do like the teleporter arena room, much nicer set-up and more fun than the usual arenas.
So yeah a good map. Cool style, good designs, good build quality. I'd have liked a few more secrets though, there's a lot of nooks and crannies and it would have fitted well with the exploratory vibe. I found the lighting a bit muted without the lit file, also that made the edge of areas a bit harder to spot so the void was more worrying than it should have been.
Keep the mapping going man, you're very solid at it. Try to do some different styles and designs tho!
Shambler
#13 posted by Gotshun on 2016/11/27 19:02:23
The first zip file had no lit file, that was my mistake. I just simply forgot to include it.
If you want to try the map again, you need to download the file "jump with lit."
This has the lighting I used for the map.
Thanks again and I'm glad you enjoyed playing it.
I will keep mapping and thanks for the feed back.
New original maps coming up. This time my own style of architect and craftsmanship.
Pete(Gotshun)D.
#14 posted by Mugwump on 2016/11/28 05:39:46
I haven't played Jam 1 yet so I can't draw any comparison but I very much enjoyed playing this very good map. See how a bit of fog can do wonders for atmosphere? Loved the interconnectivity, though I agree with Skacky about better signposting - it would seem that some comments about Requiem's too "in your face" signposting made you go a bit too far in the other direction. Some middle ground between the two would be perfect.
A bit too much reliance on backspawning. Pretty generous on ammo (skill 2) but one or two more armor pickups wouldn't have hurt - I spent the final part of the map from the teleporter arena to the end with 0 armor. Nice design on those teleporters BTW.
Secrets were nice but too few in a map of this size. BTW, how do you open the quad secret? Couldn't figure this one out.
Encountered some overbright issues in Darkplaces (in the large windows to the outside) that forced me to turn RTworld off - this is becoming a trend among new maps lately :( Real-time lighting looks so nice, it's a bit of a shame to have to switch it off. Another issue was that the transparent windows weren't transparent at all.
After finishing the map there were still 4 monsters left, so I noclipped through it. Found them alive at the bottom of a pit, where the player shouldn't be in regular play.
#15 posted by dwere on 2016/11/28 06:13:59
Speaking about pits.
http://i.imgur.com/P3aPLkQ.png
There was a scrag that ignored me until I started shooting into the pit blindly. And I think I heard a knight there. Apparently, I managed to kill everything I needed to kill by doing so, and the necessary passage opened, but it was counter-intuitive.
Normal skill, Mark V.
Oh, and I liked the map a lot. Lots of Honey lately, which is a good thing.
Ran in circles quite a bit, because I often felt the urge to backtrack for supplies, and forgot my way back to the action.
Wait...
#16 posted by Mugwump on 2016/11/28 06:55:56
This is the room you arrive in after taking the first jump pad, right? That's where I found my missing monsters too! 1 scrag and 3 knights.
Yeah, It's That One
#17 posted by dwere on 2016/11/28 11:34:38
#18 posted by Mugwump on 2016/11/28 11:40:28
Well, I first thought it may be a DP-related issue but it looks like it's actually a bug in the map itself, since two different engines encounter the issue. Anyone else experiencing it?
23 Minutes Of Pleasure
#19 posted by Orl on 2016/11/28 16:33:52
A familiar theme, but a very enjoyable map. Great interconnectivity that involves a lot of backtracking, but at no point did I feel lost, my path was always clearly laid out. Very nice lightning, and great gameplay. Difficult at times but never unfair. I actually died when a fiend caught me by surprise.
First run demo, hard skill: http://qrf.servequake.com/~orl/misc/orl_petes1_demo.rar
Definitely keep on mapping Gotshun, you show enormous potential. If this map is anything to go by, I foresee even greater things from you. Well done.
Speaking Of Lighting...
#20 posted by Mugwump on 2016/11/28 16:39:52
I just noticed that the torches/flames don't have any flickering light style. It would've been even better if they did. Think about it next time.
@Mugwump
#21 posted by damage_inc on 2016/11/28 17:52:40
We've talked about that exact idea! I told him how when I see "flickering" torches and there's no "flickering" light my brain says "doesn't make sense", hehe.
Recently I played through Return to Castle Wolfenstien, they attempted to do it most of the time.
Now, seeing as how ALL of the lights are torches, sans the window lighting, I think there would be a problem if you were to try and be consistent. Visually, and maybe even technically.
Either way, didn't make it in :-P Next time.
#22 posted by dwere on 2016/11/28 18:16:51
RTCW does flickering with subtle dynamic lights. Probably cheaper than animating half the lightmap. At least in that engine.
I Should Think Before I Hit Submit, Grrr
#23 posted by damage_inc on 2016/11/28 18:34:53
"... seeing as how ALL of the lights are torches"
This is so obviously wrong, derrr
Very Good
#24 posted by Drew on 2016/11/29 00:46:18
quite tricky at parts on hard but only occasionally frustrating.
Probably could have used a lil' more health in the arena section but beyond that didnt' have too many troubles. Only found the first secret then sucked. Actualy I sucked from the start because i didn't record a demo.
Lots of grenade facials.
Cool
#25 posted by Qmaster on 2016/11/29 01:51:55
Pretty fun map.
Got a bit annoying having shamblers pop in behind me all the time with no warning or noise.
Nice interconnected layout. Could have used a tad more health maybe. Left the map with 1 health.
4/5, would be 5 if it weren't for the back stabbing. Great appearance and AD-level quality. (that means really good).
Ooohh The Quad Secret.
#26 posted by Gotshun on 2016/11/29 19:33:52
O.K. Spoiler alert!! The quad secret is on the ceiling beams.....that is to say, the shootable button. The good thing about the quad is you have three ways of using it....I'll let you decide but as for me....I like to use it before I get into the "Gold Key Room."
When you go through the first set of doors "After the first Hell Knight Fight," look up and to your left then turn around while your still looking up...Ooohh there it is!! Stupid level designer!!
Thanks for the positive feed back...means alot. I'll keep the torch thing in mind next time.
Thanks again
Pete(Gotshun)D.
Haha
#27 posted by Qmaster on 2016/11/29 22:11:00
I found all 3 secrets. I was a little dissapointed there weren't more since it is such an interconnected beauty.
I Will Include More Goodies In The Next Map
#28 posted by Gotshun on 2016/11/30 00:35:54
Thanks Qmaster glad you enjoyed it.
#29 posted by Mugwump on 2016/12/01 15:36:58
Upon closer inspection, it would appear that the transparent windows are indeed transparent in Darkplaces. The clouds outside are just much harder to see than in Quakespasm because I'm using a hi-res version of the sky texture that blends much better (it doesn't have these big dark pixels) and I set the sky scrolling a lot slower. So all is good in the end, it works.
Streaming In 30 Mins
#30 posted by kaffikopp on 2016/12/01 19:36:49
@kaffikopp
#31 posted by damage_inc on 2016/12/01 20:21:53
Your stream never gets past loading icon for me. When I check video stats your bitrate is crazy all over the place 5000+ to 10000!
I tried.
#32 posted by damage_inc on 2016/12/01 20:33:19
Seems my connection is to slow. Have a friend in Germany that loaded it just fine. But yeah, html5 player reports crazy jumping bitrate.
#33 posted by kaffikopp on 2016/12/01 20:45:56
That's strange, I've enabled CBR and set max bitrate to 5000, so should be fine.
Played the map, overall map design was really nice, lovely details, reminiscent of Honey but not completely similar. Layout and interconnectivity was good.
Gameplay was decent, although a bit too ambush- and monsterjumpy for my tastes. The shambler backstab got a bit old by about the third time it occured. Would have liked to get the GL much earlier to deal with clusters of enemies, a bit boring being restricted to just the shotguns and NG for the first half of the map.
Overall I did enjoy it though, despite my reservations with the map.
Link to vod here
Agree
#34 posted by Drew on 2016/12/02 04:36:24
actually re GL
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