
Same
#10 posted by
Drew on 2013/07/15 21:10:08
Always good commentary, even if I disagree at points.

Just Watched Mfxsp6
#11 posted by
Drew on 2013/07/18 06:54:38
Agree with Shambler, but also am glad you put up your review. Hopefully it'll inspire him to test a bit more with the next one... where did mfx go, anyway?

Right Here!
#12 posted by mfx on 2013/07/19 11:56:37

Derping
#13 posted by
mfx on 2013/08/02 22:55:49
with, at least what my GF says, a 'sexy voice'....
Don�t die
10.000 feet below...

And..
#14 posted by
mfx on 2013/08/02 23:18:33
tbh i like Daz�s videos, they are teacherous at some point, which actually helps a lot!
And at the other hand, he shares his insights about leveldesign, which offers nearly everytime a totally new view on some issues...(to me).
DaZ yeah, keep on doing this!

An Array Of Squares That Change Colour 30 Times A Second
#16 posted by
DaZ on 2013/08/09 21:37:12
A past and future secret by Matthias Worch and Negke -
https://www.youtube.com/watch?v=KR4O_VFfUUo

Nice One Daz. P.s. Add It To Map News Thread Too.
#17 posted by
Shambler on 2013/08/09 23:14:00
You've highlighted all the gameplay qualities well. I like you describing the Ogre corridor as very "classic Quake" - that sums up what I liked about this map, that a lot of the gameplay trickery and ambushes felt like how Quake felt for the first time - subtle little tricks and surprises that keep adding spice throughout the map.
I too really liked the silver key area. I know neggers was agonising over that to try to make it interesting but palatable to most players, and it worked well.
You can just straight jump to the GL BTW.
#18 posted by
Joel B on 2013/08/10 21:15:27
My memories of the original BB were a lot about the (as Shambler says) "subtle little tricks and surprises that keep adding spice", so it was nice that this release had the same spirit.

Those
#19 posted by
ijed on 2013/08/11 01:45:31
ogre cages really did me over - it's rare that the bounce of their projectiles is used horizontally.

@DaZ
#22 posted by mfx not logged in on 2013/08/12 21:31:21
....very good video, thank you!

Carved In Flesh
#23 posted by
DaZ on 2013/08/27 15:28:18
By Shaun "[Kona]" Ross -
https://www.youtube.com/watch?v=QFTtEB4qC3s
I would have done a single video for all 3 maps but my internet has been dodgy as shit lately so smaller uploads = good atm. Part 2 coming as soon as I can figure out how to give myself the custom weapons used in this mod with console commands :P
#24 posted by
Spirit on 2013/08/27 18:37:02
you can resume uploads to youtube, I think up to 24h. just upload the same file again and it will continue where you left. At least with chromium.

Hmm
#25 posted by
DaZ on 2013/08/27 18:42:17
Doesn't seem to work so well with FF I guess. Had a whole bunch of dead uploads :P
Will have to try chrome again soon!

Nice
#26 posted by
ALLCAPS on 2013/08/29 03:45:08
I like the channel as well. The intro on Trenchbroom was what pulled me into the Q1 mapping scene again.

Well Derped As Usual.
#29 posted by
Shambler on 2013/10/10 17:25:32
I like the gameplay review, although I found the map pretty easy, I do agree on the style of it.
Couple of things:
"Shortcut activated" is always a shortcut to somewhere you've already been.
The navigation in the first mine - there is only one route there! You're right that after the SK door it gets potentially more confusing.

P.S.
#31 posted by
Shambler on 2013/10/10 17:27:22
Nice comments about the arena and the rockwork too. Astute!

Thanks
#32 posted by
sock on 2013/10/10 17:45:41
for the video review, some very good comments about the navigation. It is so easy to forget when designing maps that other will not know the map inside out.
Thanks for mentioning the func thread, it might be helpful to add the thread link to the video about section? then anyone who is interested can read the comments.

Its There
#33 posted by
DaZ on 2013/10/10 18:05:04
Youtube is nob ended and cuts off the description too early, I'll move links to the top :P