
Hmm...
#1 posted by
metlslime on 2009/03/06 01:57:31
if the HOMs are few enough, it might be better to have HOMs but much lower r_speeds.
Another pro tip with small-sized gaps, HOMs, etc. is to cover them with a spawned object (rock or bush or crate, depending on the game.) I know you can't add a brush model without rebuilding the bsp, but you could spawn other types of mapobjects with the quoth code.
That aside, I beta tested this map, it's a pretty cool map, nice big setpieces, good sense of place, some fun exploration for secrets.

Flickering Lights
#2 posted by
yhe1 on 2009/03/06 03:15:20
In SRC, I noticed you marked some secrets with Flickering lights. Are there anything like this in this map? I must play this map with r_flatlightstyles 1 and can't see the lights.
#3 posted by
nitin on 2009/03/06 04:29:36
18MB bsp?? this must be some sort of monster :)

Sure It Is!
#4 posted by
madfox on 2009/03/06 06:33:32
a Ford Brilliant, I'm defenitely sure about it.
I used all my whishing spells, acracadabra's and it blew the witty ends out of me.
Only made it on easy skill as that Quoth monsters are sharp, especially in narrow combats.
But the architecture is nice done and the largeness made me feel more like an episode.
It can be a hard ace that fast vis and later find some homs.
Seventeen days is quiet long, but in this case it is more than worth.
You did a big job JPL!

Hipnotic?
#5 posted by
pope on 2009/03/06 07:00:58
you say it needs Quoth2
but in the readme you also list adding
"-hipnotic" to the command line?

I Believe
#6 posted by dooomer on 2009/03/06 07:37:14
the -hipnotic in the commandline is just for enabling the correct status bar.

What Metl Said
#7 posted by bleh on 2009/03/06 08:00:34
I'd rather go with some HOMs than shitty performance. Besides, gl_clear might make it bearable, especially if one chooses an appropriate r_clearcolor to roughly match the environment.
Can't you at least release the fullvised version as an alternative download?

R_speeds Aside
#8 posted by
nitin on 2009/03/06 08:03:52
you have to really admire the ambition. Huge map, with great sense of place and lighting. Did get lost quite a bit and progression is spotty at best but very enjoyable apart from the slowdowns.
Can anything be done to fix that?

Alternate Download
#9 posted by
JPL on 2009/03/06 09:24:43
Well,
After readung the first set of comments, I've added an alternate download link for the fullvis version of the map (that contains
.bsp and .lit file only) here http://lambert.jeanphilippe.free.fr/DownLoad/fort_driant-fullvis.zip
Please moderators add the link in the thread top post ;)
The HOMs are located in the reactor area... mainly (there are 2 big there) and a small one in after the SK door, before the first stairs..
Also, just a note I'd like to add: the maps rewards a lot exploration, as there are 14 secrets...
Thanks a lot for the encouragement ;)

#2
#10 posted by
JPL on 2009/03/06 09:34:46
You should enable the feature yes, as some secrets are located with flashlights... but the flashlights are not the trigger... :)

First Impression
#11 posted by jakub on 2009/03/06 19:47:09
i've just finished full-vised version of the map and it's really monster. first run took me almost an hour. thanks for this map jpl. it's impresive piece of quake art. i've played with darkplaces and find only one bug: can't say exactly where but in one place there was a missing texture and was possible to look outside/inside the level. please, keep mapping :)
#12 posted by
Spirit on 2009/03/06 20:01:34
Not my kind of map so I won't criticise. ;)
Except for the lighting which I found a bit too dark.
Oh and I find it a bit weird to get off from a ladder, had lots of trouble at one fight with that.
I think a map like this would be great in Half-Life. Split into 2-3 smaller ones and with clear objectives.
http://www.quaddicted.com/stuff/fort_spirit.zip