 You'll Have To
#42 posted by aguirRe on 2005/09/04 05:08:50
look around more carefully; don't just keep your head banging to the
walls ...
 Strangely Enough ...
#43 posted by Text_Fish on 2005/09/04 10:12:41
the least well hidden of the secrets kept me guessing for the longest! I think I must've shot just about every grille and light fitting in the map before accidentally stumbling across it.
Really liked the MH secret too, it was very satisfying.
 Secrets
#44 posted by Ankh on 2005/09/04 12:06:30
uff - finally I have found all of them :)
 Hmmm.
#45 posted by Shambler on 2005/09/04 14:45:37
Sorry if my earlier comments were a bit blah, was tired and felt blargh. I do think it is a good map, and the problem with the gameplay was my fault, other than that it played well. Also in addition to the architecture, I like the interconnected design. That bit where you can look down on the large area was cool.
Still frustrated by the secrets tho!
 Ankh:
#46 posted by metlslime on 2005/09/04 15:44:26
i probably should have put a teleporter back to the start, but it's too late now.
 There It Goes...
#47 posted by Trinca on 2005/09/05 10:31:25
 Trinca
#48 posted by Mike Woodham on 2005/09/05 11:21:37
authentication required?
 What???
#49 posted by Trinca on 2005/09/05 14:22:40
in my webpage getright dont work maby is that...
 Secrets Aren't That Hard...
#50 posted by Scragbait on 2005/09/05 19:57:46
I found the first 4 in a row while progressing without backpeddling and found the 5th and last after reloading a saved game (and it didn't take that long to find.) They are good and fair but you need to look all around as you go along your merry way.
I like old skool maps that are well made. This and Ceremonial Circles (which I played not so long ago) are a total delight. Long live id! I really like copper maps and this one is well made and laid out.
I played on Hard and found the map to be good, challenging and fair but there was a spell about 75-80% through when I only had rockets as ammo - not a great situation.
Texture work was great and took me back to the Windtunnels. Limitations on texture alignment were obvious and while not at the standard of today's fine map releases does give this map a nostalgic feel.
Thanks Metlslime - it's nice to see some pickup in the SPQ1 scene with this and other nice maps that have come out after a worrisome drought.
#51 posted by Trinca on 2005/09/07 01:20:26
Mike Woodham did it work know?
#52 posted by anonymous user on 2005/09/07 01:59:52
No, not yet. But I use Download Accelerator and the usual by-pass (ALT key) doesn't seem to work.
Ah, but 'alf a mo'. What are these formats: .qwd and mvd?
Slight pause...
... OK, I disabled browser integration for DAP and have now downloaded the files.
So, how do I view them in FitzQuake?
#53 posted by Trinca on 2005/09/07 02:57:15
you can�t i guess...:) is for fuhquake, zquake or ezquake ;) i just use Fitzquake for mods that dont run in fuhquake
 Fuhquake Bleh
#54 posted by lodis on 2005/09/07 04:27:33
playing sp levels in fuhquake is bleh, at least for semi-purist like me. Fuhquake is a qw-client which allows you to play single player in a qw-world. I.e. you get qw-physics which differ from regular quake physics (there are probably other differences as well).
Speedrunning wise, which is where I'm coming from, it's a no-no since you can perform tricks and do jumps not possible in regular quake.
Of course, you do whatever you like, but I think maps designed for regular quake should be played in regular quake, but hey, maybe that's just me.
 Yeah
#55 posted by bambuz on 2005/09/07 06:34:37
qw physics have easier bunny and some other things so they are not "right" for the sp maps, I agree.
In z/fuh/ez the mouse and fps and whatnot refresh rates etc are smooth and good and there is the possibility of weapon scripts and pickup finetuning etc, something all of which is a bit different, harder or impossible to make or configure in fitzquake, so it is often easier for qw players to just run their normal qw client with the inbuilt zquake server and spprogs.dat. (Just typing deathmatch 0 and map ant etc...)
I don't know if the bunny there could be made sp-proper. Probably to at least some degree, if you can motivate the qw client guys. Of course the qw bunny option should also be kept for practice purposes on localhost. Maybe bind it to deathmatch 0/1.
 Can't Explain...
#56 posted by madfox on 2005/09/07 07:52:40
but the Windtunnels were my favorite map, and this one came pretty close to it. Made me forget everything, like playing Quake 9 years ago.
Thanks for challenge, Metlslime!
#57 posted by Trinca on 2005/09/07 08:09:43
u wright lodis :) but is fun becouse i�m use to that config...
 Trinca
#58 posted by Mike Woodham on 2005/09/07 08:51:40
Got it. Watched it. Enjoyed it.
#59 posted by Trinca on 2005/09/07 09:59:30
;) was at work in small screen and software :)
vid_height "240"
vid_width "320"
:) at home just play dm online wend i got time for it... that is very few :(
#60 posted by Gunter on 2005/09/07 14:49:16
It crashes me in GLquake??
 Uh Oh...
#61 posted by metlslime on 2005/09/07 15:55:03
i only tested in winquake :P
 Hmmm...
#62 posted by metlslime on 2005/09/08 01:19:27
well i just tried loading it in GLQuake, and it worked fine. So you'll have to be more specific about when it crashes, and what the error message is.
#63 posted by Gunter on 2005/09/08 11:20:58
Ok, I was getting a "greater then free hunk" crash and found that I needed to give more memory to GLquake.... It's because I'm also running a big mod.... (FvF, in Quest mode, which makes the monsters a LOT harder, heh, and is designed for coop play - http://fvfpage.servequake.com - I might run this on the server sometime if I get some players to download it).
Using "-heapsize 32000" on my command line makes it work.
 Solid
#64 posted by Lunaran on 2005/09/10 18:42:51
Nice map. Bits were a little unfair on skill 2 (I thought it was still customary to at least give the player something to hide behind or some place to go when fighting shamblers and vores).
It's interesting to think how many new episodes of Quake the people on this board have produced. Terra alone could have shipped with the fucking game. So could this, and so many other maps.
There's a nice idea - take a half dozen or so of the best single standalone SP maps, rebalance the monsters/items so they can be played in sequence, and make an episode out of them. Starting, of course, with one of Biff's idbase maps.
 Lunaran:
#65 posted by metlslime on 2005/09/10 19:39:39
Bits were a little unfair on skill 2 (I thought it was still customary to at least give the player something to hide behind or some place to go when fighting shamblers and vores).
Regarding this, I was actually trying to introduce some new challenges for what I assume are exremely seasoned players. I think if you're playing on hard it's fair to give you a few situations that are uncomfortable.
Fighting a shambler in a room full of pillars is something most of us can do in our sleep. A shambler in a room with no cover forces you to work a little harder, but there's still the fairly well-known technique of running forward to trigger his melee attack, and backing up before it can hit you, repeat as needed. If you know how to do that, figure it's a reasonable next step to force you to deal with two shamblers in a bare room -- you do the close/far trick on shambler A, while keeping him on the line-of-sight between you and shambler B.
As for that vore, this is a little tougher, but since it's a skippable battle, i figure it's okay. The way i deal with vores when there's no cover is to get as close as possible and unload grenades as fast as possible -- this should give you at most one voreball to deal with. Another, trickier trick is to not kill the ogre, drop down onto the bridge, and then use the ogre to block the voreballs.
There's a nice idea - take a half dozen or so of the best single standalone SP maps, rebalance the monsters/items so they can be played in sequence, and make an episode out of them. Starting, of course, with one of Biff's idbase maps.
Yes, the "id replacements" episode idea is attractive to me. If we can get a collection of levels that have consistent build quality and are fairly reminiscent of one of the original episodes, it would be pretty cool. With the GPL-map-file trend increasing, it wouldn't be too hard for one person to actually collect the appropriate maps and remix them into a gameplay-tuned episode.
This is probably one of those projects that people talk about but never happens.
 Yeh!
#66 posted by madfox on 2005/09/11 08:01:30
and when it happens, mostly it's a lunid newby
who realizes he better start mapping with some more adequat knowhow from the people on this board.
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