#142 posted by necros on 2011/05/11 23:45:59
And there are no quaternions in 220
oh ok, i just saw [0 0 1 0] in the .map file and assumed it was that.
 Yeah
So did I at first, but it's the offset plus the coordinate axis for X / Y.
 I Have To Be Honest
#144 posted by RickyT33 on 2011/05/12 01:54:14
I dont really know the inner workings of it, or whether or not it is possible to make a completely accurate texture lock without it, I just know that the texture lock in Worldcraft 3.3 and 3.5 works better than any other i've used. But if you made an editor which could load a '220 map and than save it into a standard .map format so that you could then load that .map file into any other editor - that would be very useful :)
 That Does Not Seem To Be Possible
The map would look different after conversion. The textures would be skewed. If that would not be a problem, you can simply do the conversion by hand by converting "[o x y z]" to "o" I think.
 Astounding...
#146 posted by Orl on 2011/05/12 16:11:29
...doesn't even begin to describe this map pack. While the first map may have been the weakest, it was still fun and clever. The rain looked a bit odd yes, but it convinced me it was rain and I just went with it. But what I liked most about the arc1 was its haunting atmosphere. The music wasn't a bother to me either, it added to the creepiness.
The next four maps, as I said, astounding. The gameplay, the lighting, the brushwork, the textures, everything was stupendous. Its hard to, because of the fast run and gun gameplay, but you really have to stop and admire all the details and interconnectivity of the maps. Some of the best I've ever seen in Quake.
This pack is no doubt a perfect 10 in my book. Congrats on a job well done :)
 Map 1
#147 posted by gb on 2011/05/12 22:00:12
Cool brushwork and layout (except those trees). Much too cramped in some places.
I turned the volume down all the way because the music was just too nihilistic to me and there was no way to switch it off ingame. Then I turned the brightness all the way up. That's when I noticed the cool brushwork. I also turned on godmode - on easy :-/
If you make it mandatory to "kill all monsters" in order to proceed, please tell the player so.
If the player presses a button, please tell them what that button did.
The exit was sort of hidden.
-> Too dark, Easy too hard, zombies/axe sucked, music not optional, not always clear where to go next / what to do next.
-> Nice brushwork and layout. Could have been highlighted better by more light.
Streams of blood: A real blood sacrifice is pretty unspectacular compared to this. :-^
-> Drake: Didn't like ported Hexen 2 monsters (use new skins at least). Found the staff a little goofy. Shotgun could have a new sound instead of what people are used to as the SSG sound (it's confusing). Axe should instagib zombies. Beheading was cool.
#148 posted by gb on 2011/05/12 22:06:19
Also, it would have been good to combine the start map and the first proper map of the pack, to avoid the loading screen in between. A start map only really makes sense when you have different branches.
#149 posted by negke on 2011/05/12 22:23:04
The music can be turned of with impulse 117. I agree the new shotgun sounds are bad (ssg sounds weak).
Since the release is going to be updated with the fullvised maps, maybe a few other changes could be made as well? Eg. counter message in arc1, a megahealth for the zombies on all difficulty levels, maybe even monsterjump them off the coffins; NO_INTERMISSION on the arcstart changelevel! And whatever else was mentioned in this thread..
 Gb
#150 posted by negke on 2011/05/12 22:25:09
No, a start map also makes sense if you can select the difficulty. That's the sole purpose.
#151 posted by gb on 2011/05/12 22:51:30
That can easily be done inside the first map of a pack, no?
#152 posted by necros on 2011/05/12 22:52:12
yeah, but that won't spawn/despawn monsters...
so you still need a start map.
#153 posted by gb on 2011/05/12 22:55:17
> The music can be turned of with impulse 117
I'm not reading the readme halfway through a map. There are maps which provide buttons for that purpose, which is a good way to do it without breaking the immersion.
#154 posted by gb on 2011/05/12 22:58:46
> yeah, but that won't spawn/despawn monsters... so you still need a start map.
There must be a way to do that, if you're using QC anyway?
#155 posted by Trinca on 2011/05/12 23:11:04
#156 posted by necros on 2011/05/12 23:28:14
no. the skill level entity inhibition is done by the engine, before they ever get to qc.
 Separate Start Maps Are Good
#157 posted by ericw on 2011/05/12 23:39:42
I like how they appear to be in the game world, but are a contrivance for choosing your difficulty level. When you step through the exit teleporter, you get the feeling that you're /really/ entering Quake. (also, if dying in e1m1 returned you to skill selection, I think it would break immersion.)
 I Dont Mind Start Maps
#158 posted by RickyT33 on 2011/05/12 23:45:24
Its very 'Quake' - I like Guncotton by Kona as a prime example :)
#159 posted by gb on 2011/05/13 00:52:38
Setting all monsters to SPAWNED on all skill levels, then pointing the skill selection triggers at the relevant monsters/entities to activate the ones wanted.
> if dying in e1m1 returned you to skill selection, I think it would break immersion.
Correct, but with checkpoint triggers that'll never happen.
 Yeah
#160 posted by ijed on 2011/05/13 02:38:00
But just about every skill dependant activation check is done on map load.
A groundbreaking feature of HL1 (at least in thought, if not implementation) was the ability to change skills whilst playing.
Granted it just modified the damage / health tables, but it was the germ of modifying map content on the fly that led to ideas like L4D.
Which is of itself only a proof of concept. I can see such dynamic difficulty features becoming a standard.
#161 posted by gb on 2011/05/13 04:19:49
It would be much better to have it engine side, yeah. My example is kludgy, even if you combine that with waiting triggers etc.
#162 posted by Drew on 2011/05/13 04:36:19
ignoring whether it is possible or not, it seems kind of ill-fitting to try to deny such a classic quake staple in this very old schoolesque map pack. I do think the no_intermission would work well there though, as in the original Quake.
#163 posted by gb on 2011/05/13 04:41:23
The loading screen sort of bothered me, that's all. I see your point.
 Oops...
#164 posted by distrans on 2011/05/13 07:34:02
I completely forgot about the no_intermission option on the changelevel. Would've made the transition effect so much smoother. Ah well, if a patch is forthcoming it's the sort of thing that can be easily changed.
 Start Maps.
#165 posted by Shambler on 2011/05/13 11:11:35
Rock. This was a stylish one.
I enjoyed the Arcanum demo immensely when it came out, and I don't exactly like how the rest of the pack deviates from it. The first map was id sized, had plenty of small arms play, and the 'zer meets nsoe' theme was badass.
However amazing looking Pulsar's (mistaken for Tronyn's in the demos, sorry about that) map was, it was another huge, 150+ monsters, Knave-and-only-Knave affair. I liked it a lot at first, but eventually I got tired, as towards the end the map kept shoving me into a climax after a climax, while my health was low (skill 1), and my patience even lower. So I ended up godmoding my way through map 2, and felt numb when I saw a Shambler and 200+ monsters right at the start at map 3.
My 10 years old self might have been thrilled by the "EVIL MEGA SHOWDOWN waiting every next corner!!!" approach, but I've seriously grown out of it.
Sorry.
Five skill1 demos: http://www.quaketastic.com/upload/files/demos/otp_arcanum2.zip
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