 In Fact
#18 posted by Drew on 2013/10/23 17:44:53
it's pretty damn good
as others said, it's very beautiful in many places.
I actually found the tape pretty distracting and out of place, but the wires and computer terminals added a great sense of place.
This is a good map, and it is undoubtedly worth playing.
#19 posted by - on 2013/10/23 18:13:52
Very nice looking, but very buggy as people said. Also dislike the silent teleporting dogs.
https://dl.dropboxusercontent.com/u/103186490/mfxsp17_scamp.zip
28ish mins, didn't kill the last couple enemies as I had no ammo. 2 secrets I think?
 Congrats MFX
#20 posted by sock on 2013/10/23 18:27:21
A beautiful tech/base map with a couple of minor gameplay issues which should not be missed. The visuals and atmospherics are gorgeous and I really enjoyed finding the secrets.
The operation of the lifts could have been better and I often found myself stuck trying to reach the lower buttons with the lift above. The final exit teleporter is amazing, a lovely brushwork design with a subtle Quake symbol in the background.
 Argh
#21 posted by Spirit on 2013/10/23 19:05:18
You can walk through a wall: http://i.imgur.com/Gs4danM.jpg
Replayed on Nightmare. The end fight is insanely hard. :D
 Drew
#22 posted by yesterday on 2013/10/23 19:33:26
You're right. It's not that bad.
It's worse.
When you do that so early in the level, even with a low tier enemy like a dog, you are basically making a contract with the player, saying that you will do this again when the stakes are much higher. When the player cannot deal with the enemy as effectively, and is going to use a lot more resources dealing with the problem.
So, no, I can not say that a map that decides to kill the player on a whim is a good map.
(Also: It's possible to get stuck behind the moving crate at '-1796 -2815 +408'.)
 Mostly Great.
#23 posted by Shambler on 2013/10/23 19:44:09
Except the few blindingly obvious issues which would have been picked up by beta-testing or even playing the map yourself.
HOM / greyflash in "cablecar" room is really horrible. Also present in a few other places.
Lifts are tedious to use and call and dangerous if trapped. Ladders a bit awkward too.
Enemy and sounds a bit sparse in places.
But...
Architecture is great. Layout is great and the interconnectivity is pretty mind-bending in places. Fog and coloured lighting are spot on. Details such as the radioactive taping, cables, pipes, dual-layer lava are really well done.
Gameplay is mostly good and well balanced. Enemy are well placed, hunting around and exploring is well rewarded. Quouth enemies are not too bad at all. Secrets are very fun but again there are a few too many details that make the secrets stand out less. Ending is rather cool although I had read Daz's spoiler so it was very easy staying by the button with 3-Nail + LG secret. It could have been quite IMBA otherwise. Dog ambushes were not a particular highlight nor problem.
#24 posted by gb on 2013/10/23 20:26:21
so, as someone who usually has to play custom Quake levels on Easy, should I download this?
 I Had Fun
Definitely better than the beta versions. I get huge HOM errors in the end also (QuakeSpasm 0.85.9 on OS X). Of course I died at the end, too ;-).
Skill 2 demo: http://www.quaketastic.com/files/demos/sleep_mfxsp17.dem.7z
 Will There Be A HOM Fixed Version?
#26 posted by nitin on 2013/10/24 00:02:13
 Thanks For This Awesome Map
#27 posted by Trinca on 2013/10/24 00:12:04
didn't resist to play today, first run the balance is fantastic :p
http://www.quaketastic.com/files/demos/tr_mfxsp17.rar
fantastic map, love it!
 Very Nice Map, But...
#28 posted by Rick on 2013/10/24 00:15:31
For the most part a very good level, and I enjoyed playing it. Lighting and overall layout were very well done. Nicely restrained colored lighting, not overly saturated or garish. Two places seemed a little too hard, shortly after getting the gold key and the ending. I managed to survive the ending, but I probably wouldn't have if I hadn't found the secret power up.
It's a shame all the little errors, poorly designed spots, and various minor lighting defects weren't tested out before releasing this map. All combined they do tend to cause an overall bad impression.
Seriously, how do you build these maps with all that gray flash? Huge parts of the map just disappear at times. I wouldn't be able to do that if I tried.
Seriously, how do you build these maps with all that gray flash? Huge parts of the map just disappear at times. I wouldn't be able to do that if I tried.
QuArK.
#30 posted by Kyran on 2013/10/24 02:12:53
The game disagreed that I pushed the jump button. I died in the lava.
Darkplaces Demo: http://stratagus.com/forums/MFXSP17_Kyran.zip
#31 posted by Rick on 2013/10/24 02:21:49
Quark? maybe. I kind of looked at the map file using Netradiant and I have to wonder about the use of detail brushes. All the rock walls in the area where the gray flash is the worst are marked as detail. I'm no expert when it comes to using detail in Quake, so maybe I'm wrong, but I'd have to say that a lot of what's marked as detail in this map I would consider required brushwork as far as vis is concerned.
#32 posted by Yhe1 on 2013/10/24 09:18:10
Does r_novis 1 get rid of the HOMs?
#33 posted by Yhe1 on 2013/10/24 09:21:12
Does r_novis 1 get rid of the HOMs?
#34 posted by AAS on 2013/10/24 12:37:03
Great map , thank you!
Here is my demo(spasmquake): http://temp-share.com/show/Pf3mp4pK2
Flickering walls were my arch-enemies :\
 Thanks Guys
#35 posted by mfx on 2013/10/24 12:51:31
For your kind comments and for not hacking me into pieces like "he did it again"
Reason for the huge hom is a ugly portal error, caused by a func_detail touching the void.
Dont know how i managed to produce this:)
Anyhow, as i'm afk till next week, due to a trip to holland, you'll have to wait,
Or again r_novis 1 should fix it.
Sorry.
 "He Did It Again".
#36 posted by Shambler on 2013/10/24 13:06:27
He also produced a generally very cool base map again ;)
 Yes
#37 posted by Rick on 2013/10/24 14:05:16
It's a great base map, one of the best I've ever played. Yes, r_novis 1 should fix the problems with gray flash/hom.
I tried removing the detail from the brushes, but the map leaked when BSPed after that. Maybe I did something wrong or Netradiant just screwed it up. I ran the original map from the zip file through txqbsp_xt and it didn't leak, but generated 29 compiler errors.
All the error warnings were Checkface: point off plane and CutNodePortals type, probably because of QuArK. It took a couple of minutes to light, but then wvis claimed the portal file wasn't a portal file and wouldn't run. So I played it without vising it and everything looked fine.
 Looks Pretty Cool So Far...
#38 posted by distrans on 2013/10/25 15:47:13
...will try a complete run through in the light of day.
I followed installation instructions and couldn't get the thing to run. In the end I manually moved all the files into what I believed to be the proper directories under "Quoth" and it worked. Did anyone else have te same problem?
 Oh Yeah.
#39 posted by Shambler on 2013/10/25 15:59:06
Installation instructions are balls.
 Oh Good...
#40 posted by distrans on 2013/10/26 02:59:32
...not senile just yet.
 I Did The Same Thing
#41 posted by Drew on 2013/10/26 04:31:10
 Played It With R_novis 1
#42 posted by nitin on 2013/10/26 08:58:06
no errors or slowdowns (but this should really be fixed).
Anyway, the design is superb. There's few areas that dont quite make sense from a practical viewpoint but on the whole the architecture is very eye catching and pleasing.
Gameplay is pretty good but felt a bit random rather than properly setup.
Keep it up mfx.
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