 Errr Just One Thing.
#22 posted by Shambler on 2009/01/14 13:01:28
How do you defeat the finish, especially if you retreated before collecting the RA and then it disappears?
 You Load The Savegame And Try Again ;)
#23 posted by than on 2009/01/14 14:03:47
Shambler: There are a lot of cells and a lightning gun, right? There are lots of crates to hide behind too, and although it might take a little while to figure out how best to get around the room, it's perfectly doable. However, I should perhaps have taken Negke's advice and made it a bit easier, as it's pretty hard on nightmare unless you know the optimal route, and even then there is a good chance you will get smashed to pieces.
Anyway, once you have the lg and a reasonable number of cells you should be able to find your way to a safe spot to fire from, although it may not be easy to spot when you are frantically trying not to die.
In coop you could probably just sacrifice yourself to make it easier on a buddy and discharge all your cells ;)
Spy: There is only one exit. The edie encounter is just something that happens some way into the map.
 Than Ok I See
#24 posted by spy on 2009/01/14 14:21:17
 Demo
#25 posted by than on 2009/01/14 14:48:22
I made a demo for anyone interested. skill 3, 100% kills & secrets.
http://than.quaddicted.com/files/apsp2_thansk3.7z
Whilst making the demo I noticed a few bugs from last minute changes I made to the map that I didn't check thoroughly, so there are a few extra health packs, including one clipping through a nail pack and a couple of non-rotten healths. GRR, so annoying.
 Hmmm K.
#26 posted by Shambler on 2009/01/14 15:00:59
When I played it, the end room was, errr, flooded...
#27 posted by JneeraZ on 2009/01/14 15:22:33
"When I played it, the end room was, errr, flooded..."
That doesn't invalidate anything that than said. :) Find a dry spot to shoot from.
 Than
Do you play with autoaim or something?
 No
#29 posted by than on 2009/01/14 15:40:14
sv_aim 2, non-inverted, no crosshair. The way it is meant to be played ;)
If you were watching the demo and thought I was too accurate, it's just because I know where everthing is.
 A Little Bit Late But
#30 posted by spy on 2009/01/14 15:43:51
#31 posted by JneeraZ on 2009/01/14 15:55:50
What does "sv_aim 2" do to the aiming?
 It
#32 posted by Spirit on 2009/01/14 16:09:44
disables any auto-aiming (normally Quake does some vertical help). Anything above 1 disables if I recall correctly.
Every \m/ true \m/ Quaker has sv_aim 666 in his config. ;)
#33 posted by JneeraZ on 2009/01/14 16:18:49
Oh OK, I usually just go with 1.0. :P
 Hmm
#34 posted by nonentity on 2009/01/14 16:34:43
Hawter than fizzy peach drink. Will d/l it when I get home. And find my Quake 'CD'...
 Hmm
In the demo it seems that you are often aiming above an enemy but still hit it with the shotty. That's odd.
 Ending,.
#36 posted by Shambler on 2009/01/14 19:20:55
Oh, I get it now. Bit of an odd one that. Very easy if you get it right and very hard if you don't.
 P.S.
#37 posted by Shambler on 2009/01/14 19:29:09
How the fuck do I get to the MH that's partway down the main lift shaft?
The interconnectivity and compactness of this map is astounding. It makes the best Sadlark maps seem like sprawling messes.
#38 posted by JneeraZ on 2009/01/14 19:30:14
"How the fuck do I get to the MH that's partway down the main lift shaft? "
I never got that either. Not sure what it wanted me to do there.
 Holy Cow
!
 Than
#40 posted by JPL on 2009/01/14 21:24:07
Waht to say about this level except it is awesome. Architecturally this one of the better map I've ever saw.
Gameplay is also very good, while I would have fill the area with more monsters in some areas... though.. However, ammo/monster/health balance is good, while I found the map quite easy...
Also, maybe the ambience could have been improved with some custom sounds, but with this foggy effect: it is very good already !
Only complain: I've been lost for a while before finding the way to the vermis... at least I had time to visit the map ;)
Very good release: I wanna play more ! go map
 What To Say
#41 posted by CI475 on 2009/01/14 21:36:16
that someone hasn't already said?
Impressive on every count.
Maybe I'm the only one who loved the gameplay as all the others factors.
For example the fights were so much fun! Fighting the soldier guys in these tight halls was challenging. I found my self taking cover. In quake. You really made it right.
 One Thing
#42 posted by Spirit on 2009/01/14 21:52:40
There is something that has not been honored yet. The fantastic sounds (JPL, play with the soundtrack ;) ). The cdtrack fits the map so well. There are just the right ambience sounds on just the right places. And the monsters feel totally in place.
I have no yet finished it, searching for the progression after the silver key & very low on health.
Since this, as it's the first map this year, simply cannot be the best map of this year just yet, there's got to be something so fricking amazing later in the year my yaw will fall off and start fellatio or what? ;) Well, it will be damn damn hard to top this. FHSFNSFHSFNNG!
#43 posted by JneeraZ on 2009/01/14 21:58:21
Way to take the wind out of everyone's sails this year, ASSHOLE! :)
#44 posted by Spirit on 2009/01/14 22:11:50
Haaaa!
Jaw, UP! You nasty thing.
 Hmph
#45 posted by BlackDog on 2009/01/14 22:24:07
I found this too convoluted to enjoy: my play time was a ridiculous 73:01, and you can bet I wasn't having any fun for the last forty minutes of that. The cheap boss fight didn't help. Was I *really* meant to stand in one place holding mouse1 to win the level?
Visually and architecturally the entire level is brilliant, possibly the most cohesive and structurally clever quake map I've seen. The gameplay, though, doesn't work for me.
#46 posted by Spirit on 2009/01/14 22:27:30
Finished, loved it. Such atmosphere.
I am not sure these are all the demos, but hey. http://www.quaketastic.com/upload/files/demos/apsp2_spirit.zip
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