 Wiggle Room
#763 posted by sock on 2016/04/09 16:52:46
I didn't find any good place to point out bugs, so should I mention it here?
Yes here is a good place or email directly if you want. I check this thread every couple of days and add stuff to my lists.
Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case)
Yes everything in AD requires 8 map units around it so that it can settle on the ground and not be stuck. If there is a problem with something check with developer 1 on and there should be yellow diamonds at spawn locations.
Are you using the new editor FGD/DEF files? If there are bounding box errors in the editor let me know and I can fix these. Generally as a rule I would not recommend 64 unit corridors as they are really tricky for several monsters to navigate properly.
 Developer Mode
#764 posted by negke on 2016/04/09 17:18:58
IMO, the console spam (whatever the contanstantly updated output is) should be moved to developer 2 in order to keep 1 free for normal dev purposes when testing a map.
 Crossed Wires
#765 posted by sock on 2016/04/09 17:51:31
the console spam should be moved to developer 2
Sorry I am confused, what console messages are you talking about?
#766 posted by negke on 2016/04/09 19:36:16
Sorry, nevermind. Turns out I didn't have patch 2 installed.
 Neggers You Shit
 Items Etc Not Spawning
I suggest having a look if adding this to the world spawn helps -
no_item_offset 1
 Lmao Nrgke
 1.5FinalFinalFinal
#770 posted by sock on 2016/04/10 15:00:41
I didn't have patch 2 installed
I did not realize so many people would avoid the patch. I added bonus maps to tempt everyone, but I even saw streamers without the patch.
Hopefully this will all be fixed with the new version! :P
 AD 1.5 Progress
#771 posted by sock on 2016/04/27 02:18:26
2 new remix maps ready with extra routes, visuals and gameplay changes for the AD 1.5 update in June!
Metal Monstrosity 1 2 3 Video
The Horde of Zendar 1 2 3 Video
 !
JUNE
#773 posted by Joel B on 2016/04/27 06:50:58
joooooon
 I Expect.
#774 posted by Shambler on 2016/04/27 10:27:58
At least 2000% extra breakable window secrets in Zendar.
 Great Expectations
#775 posted by sock on 2016/04/27 12:09:37
The Horde of Zendar does indeed contain breakables, has the original monster layout/types and lots of new routes to discover!
 Umm
#776 posted by nitin on 2016/04/27 14:01:21
those new zendar screenies, particularly the first one, I dont even know what to say!!!
 I Loved The Original Zendar
No doubt I'll equally love the AD version.
 Zendar++
#778 posted by sock on 2016/04/27 16:11:32
I think the new AD version of Zendar is much better; it has less barrier/doors, better use of the rooftop area, more alternative routes, still has the existing encounter design, loads of phong/dirt mapping and a much richer sound landscape!
#779 posted by skacky on 2016/04/27 18:15:29
You mean you managed to improve an already perfect map? I can barely contain the hype. :P
 Tough Map Made Tougher
#780 posted by anonymous user on 2016/04/27 19:57:38
Fending off the Bobs in the original Metal Monstrosity was already a challenge, and it's a challenge that's going to be made even tougher with the lack of hitscan shotguns in AD. I see that you've added those pesky Centurions in as well. It seems like it's going to take quite a bit of skill to beat the AD version.
MM is one of the most dynamic maps I've ever played in Quake. Whenever I play it again after it has been a month or so since my last playthrough and forget the exact and most efficient way I can beat it, the slight differences I make in the way I go about the map end up surprising me and causing me to face familiar enemies in unfamiliar positions. I really love this map so I look forward to the challenge.
 Tough Metal
#781 posted by sock on 2016/04/28 14:26:38
The AD version of Metal Monstrosity has wider platforms, a slightly different weapon progression and better access to starting items. The trick with the jim/bob in AD is to use the Single Shotgun, its 2x the speed of nails and can easily deal with their attack pattern.
MM is always going to be a love/hate level because of the lack of floor space and extreme vertical (jim/bob) combat. The map has many monsters on patrols which creates dynamic encounters and it certainly pays to take your time and find the better routes.
I managed to complete Metal Monstrosity using a 360 controller, which is what I have tested a few maps with now. This helps someone like myself to temper the difficulty as I am pretty much able to complete most quake maps on my first attempt.
 Device Input Dictates Design
#783 posted by sock on 2016/04/28 15:10:50
using a 360 controller, which is what I have tested a few maps
I would not recommend testing with a 360 controller. Quake maps are often designed for pc keyboard/mouse controls with precise movement, vertical combat and quick reaction times. If the primary input device was a controller I would certainly design my levels differently.
Used purely as a handicap. One of the main complaints I got about my own map is that it was too hard.
#785 posted by Kinn on 2016/04/28 16:27:08
Controllers get a bad rap because consoles are mass market and most casual players are bad - and then PC "master race" types see all these gimpy nooby games designed for casuals and wrongly think they are designed for controller limitations. That's not the case - they are designed for bad players.
A good controller player can handle anything a mouse & kb player can. I would cite myself as proof of that.
 Kinn
 Fat Thumbs
#787 posted by sock on 2016/04/28 17:44:47
@Fifth, using a controller to create a handicap as a way to determine skill level is a really bad idea. If you want to make better skill levels then apply design limitations!
* Reduce attack vector of enemies (infront mostly)
* Reduce quantity of enemies (small packs)
* Reduce vertical enemies (less fighting up)
* Wake up enemies in smaller groups
* Limit back spawning enemies
There are countless ways to create better skill levels, turning the player into a slow moving lump of treacle is not one of them! :P
@Kinn, I am well aware that some gifted individuals can use a controller as good as a mouse and keyboard player, but most people struggle with controllers with vertical combat and quick reaction times.
I am simply stating that the design of maps are often dictated by the primary input devices. I would certainly create no precise movement areas, use less vertical enemies and try to focus combat more infront of the player if the primary device was a controller!
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