
Hrimfaxi
#1 posted by
JPL on 2007/09/13 20:27:25
Downloaded: I'll go play the map right now!

Oooh Yeah
#2 posted by golden_boy on 2007/09/13 21:33:23
det ser godt ut!
:-D
playing asap!

Nais
#3 posted by
Mikko on 2007/09/13 22:30:54
Cool map! Took me 18 minutes. Experienced some fps drops at the top of the castle (near the end) but I was using Darkplaces so that explains it. Ammo/monster balance was just about right (on medium) - I never really ran out of bullets but wasn't able to waste them either. I'm a bit lazy with secret places so I found only one. The castle exteriors looked pretty amazing!

Hm...
#4 posted by golden_boy on 2007/09/13 23:20:55
breakstart:
CDAudio: track 1 is not audio (of course not, it's data.)
The scale is pretty impressive, noticed texture alignment problems with the brick and floor textures, nice lighting. Cool architecture.
Nice to see the Normal slipgate through the floor before you get to it. Looked around but didn't find nightmare.
breakfast:
Error: MAX_PRSTR
If this needs an "enhanced" engine, you should tell us. I used tyrquake.

Great Map
#5 posted by
ijed on 2007/09/14 01:13:49
Impressive vistas and cool set piece battles.
Had alot of fun with this, took 30-odd mins but seems I forgot where to find most of the secrets :|
Couple of things:
I found A quoth bug whereby the weapon strip from the start map still allows you to select the RL when you're in the map, by using impulse 10 (or whichever is prevweapon).
No hammer :*(
Overall, a very nice map.

Good Stuff!
#6 posted by
generic on 2007/09/14 02:36:50
The buildings and overall architecture were top notch with a few very minor texture alignment issues here and there. It would have been nice if some of the buildings weren't obvious facades, though -- all fronts and no backs, you know what I mean?
The combat (on Normal) was good and never overwhelming. Of course, I missed a lot of it by taking what I thought was a secret path and bypassed the gold key door all together :-)
Very nice considering it started as odds and ends ;-) I will definitely be giving it another go tonight!
P.S. The exit was a little bit unnoticeable.

Golden_boy
#7 posted by
Spirit on 2007/09/14 08:06:13
That's tyrquake's fault. A lot of maps will crash with that at the moment. Check the source code for where the max MAX_PRSTR is declared and multiply it.

OK
#8 posted by golden_boy on 2007/09/14 19:10:37
bug report sent, hacking in progress :-)

Golden_boy
#9 posted by
Spirit on 2007/09/14 20:40:57
It's in NQ/progs.h near the end. I set it to 4096 I think. Maybe it is already higher in later versions of the file as Tyrann knows about it (he told me about the "fix").
Now to the map: Dunno, somehow I don't "get warm" with it. It looks pretty awesome (lighting could been some more contrasty), the outdoor panoramas are great. I often felt a bit lost, fell several times into the red water and wondered why I died (heh), died pretty often (I start hating those normal Quoth knights for their "100 units ahead of the actual model"-damage). The ending was AWESOME, loved the floor. Health was pretty rare (agressive skill 1 player). Good work!

Nice Nice Nice !!!
#10 posted by
JPL on 2007/09/14 22:10:17
Good architecture, good gameplay, good ambiance, good ammo/health balance... I played it in normal, and never been lower than 50 health... except at the end... fucking vermis, and the last "surprised" was about to kill me....
When there are no more... there are more would be the sentence for the end ;)
Very good level, again a pure moment of fun!
Kep it up !
#11 posted by golden_boy on 2007/09/14 22:38:22
SZ_GetSpace overflow, even with -heapsize 48000.
So this needs an "enhanced" engine?

That Mem/heapsize Confusion Always Hits Me Too
#12 posted by
Spirit on 2007/09/14 23:05:35
Tyrquake uses -mem.