 Model Mix-up
#183 posted by generic on 2011/05/15 21:28:29
Just type 'kill' in the console and reload. I think.
 Map 3
#184 posted by gb on 2011/05/15 21:50:43
Fuckin' A.
This is maybe THE best Quake map I've seen in a long time. Architecture and flow of this map are great. Reminds me of a Negke map, only with a much bigger scale.
Shame I had to godmode it on Easy.
Also, with the crossbow secret, don't use a 32 unit high shore. People with lower FPS won't be able to get out. I had to noclip.
Otherwise great, just the ridiculous difficulty again. Does this pack even HAVE skill settings?
 Difficulty?
#185 posted by Shambler on 2011/05/15 22:27:30
No probs on hard skill compared to the typical map these days. Tough fights but generally space to move and lots of supplies. Wand snipes otherwise...
 Map 4
#186 posted by gb on 2011/05/15 22:31:26
Also great. How many rooms were that, 2? 3? Very good flow again.
God-moding becomes routine...
 Map 5
#187 posted by gb on 2011/05/15 22:36:31
Great stuff again.
Those last 3 maps are insane. If it had been just that, the pack would probably be a 20 on your own scale, Tronyn.
My problems with it are on the mod side, and with difficulty settings. And while the first two maps are good, they seem to detract from the awesomeness.
Difficulty: For me, skill 0 is already a bad joke.
 Neither Of Us Should Review Tronyn Releases
#188 posted by negke on 2011/05/15 22:46:33
You would rant about them being too hard and complain they're not RMQ, I would bitch at great length about technical things that no one else notices or cares about.
So maybe it would be best if Quakis did one on TAW, for example. Or TeamShambler.
#189 posted by gb on 2011/05/15 22:58:25
It's great stuff anyway.
I appear to be the only person who hates the Vore with such burning intensity to the point of never wanting to use it. Then people use those god awful floating vore wraith things from DoE which are even worse... yays practically unavoidable projectiles...And they get used in packs... sigh.
Still, in copying enemies from Hexen 2 you didn't copy the fucking annoying bints that shield every time you hit them. Or perhaps you did and I haven't reached them yet :p
#191 posted by Zwiffle on 2011/05/16 18:49:36
Yeah they shield if you use rockets/grenades from what I noticed. That's why I switched to dbs to kill them, seems to work better.
 Vores.
#192 posted by Shambler on 2011/05/16 19:02:22
Are teh awesome.
 Cheers
One of your most balanced packs Tronyn ;> The finale was right up there, and all maps were great. Love the chainsaw gibbing action and crossbow.
+1 the mismatched model problem on game load.
 K
#194 posted by Tronyn on 2011/06/03 04:49:56
going to try to put together a rerelease for QEXPO, along with Unforgiven. Feedback in this thread will be taken into account. Just wanted to take the time to formally bitch here about this not being on Quaddicted: if the arcanum demo is fine to be there, why not the full version of the same project? There's no mod stuff here that wasn't in Dry Sorrow/Sludge Factory, and indeed, much of the content here was in A Roman Wilderness of Pain and SoE: Indian Summer/nsoe2. I know the definition thing has been discussed to death re: RMQ, but it still seems pretty arbitrary to me. Plus RMQ is obviously the future, as a side note.
#195 posted by [Kona] on 2011/06/03 05:30:24
Are tc's and pc's not allowed on quaddicted? that's a bit odd. for a game that barely gets several releases a year, if it's worthy of playing, it should be on quaddicted. oh well
 Wb Tronyn
#196 posted by necros on 2011/06/03 05:52:45
:)
#197 posted by anonymous user on 2011/06/03 06:34:27
If I recalled correctly, the RemakeQuake team accepted that quaddicted is Spirit's site, and Spirit himself said that Arcanum feels vanilla enough.
 Tronyn
#198 posted by negke on 2011/06/03 09:33:53
It's there. I just didn't make the description page yet.
#199 posted by Yhe1 on 2011/06/03 19:26:55
Has the model mismatch bug been fixed?
#200 posted by necros on 2011/06/03 20:12:25
afaik, the mismatch bug arises from the qc, not the map.
#201 posted by Yhe1 on 2011/06/04 02:05:59
This release shouldn't be on quaddicted, right? It has unvised maps, better to wait until the rerelease.
 Right
#202 posted by Tronyn on 2011/06/04 02:41:27
fair enough
#203 posted by Apm on 2011/06/04 04:21:11
stutters like crazy in fitz085 making it unplayable. Any advice?
#204 posted by Yhe1 on 2011/06/04 04:33:34
Maps are unvised, wait for the rerelease
 Or Use RMQ Engine
#205 posted by Drew on 2011/06/04 07:43:21
also, the aforementioned r_flatlightstyles 1 command
#206 posted by Yhe1 on 2011/06/04 08:05:12
or -nomtex with Aguirre quake
#207 posted by Spirit on 2011/06/04 10:07:23
Tronyn, have you read my posts above? If you have further questions please ask. But as negke already said, I gave in and uploaded the file a while ago, it just does not have a description yet and I myself will not prepare that.
In hindsight I would not actually call it "vanilla-enough" since it fundamentally changes most of the gameplay. So consider this an exception and thank the Remake Quake mob for the trouble. Previously I always bent the rules because you asked me nicely to host your latest releases.
If I was to restart Quaddicted from scratch most of your releases would not make it since they are very different from vanilla Quake. This has nothing to do with quality or taste but the scope of the site.
As I said before, if someone came up with a well working and solid system how to integrate all kinds of mods I would be open-minded and very thankful about it. I made one first (badly chosen) post about it ( http://www.quaddicted.com/quaddictedcom/problems-with-mods-1-packaging-and-compression-format/ ) but did not follow up with more examples of problems because I simply do not personally care. It was an attempt to defend myself but I realised that it was futile.
And for the record, maps being unvised is completely irrelevant. And I am getting really tired of being told what to do.
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