Pirst Fost.
#1 posted by Shambler on 2009/04/29 00:23:50
S'okay, new gameplay is fun, not keen on base monsters in a gothic map tho. E1M5 was one of my fave Id maps. The ending is kinda cool.
Think it would have been better to do a more involved remake with more differenter architecture and effects n shizzle.
Casual demo: http://www.quaketastic.com/upload/files/e1m5_sham.zip (in wrong dir so may be moved at some point)
#2 posted by JneeraZ on 2009/04/29 02:38:06
Its
#3 posted by meTch on 2009/04/29 03:35:18
quite interesting :O
but i kinda like Gloomkeep with the purple sky :/
and all the light is kinda distracting
but its quite fun:D, so dont mind my bitching :P
Good One, Ankh...
...My feelings are the same as Shambler's. Gameplay is definitely spot on, would have loved more Gothic/Medieval monsters...
The ending is very very good.
Exploding bits add a lot to fights' atmosphere and the new secret is... very cool! ;)
I agree with Shambler about a more "in deep" remake, even though the idea of merging maps from the original is definitely a good one, and should be explored.
Will post a demo tonight...
Tedious Day. Sooner Than Expected.
One Would Hope...
#6 posted by Shambler on 2009/04/29 17:07:08
100% secrets would be standard :)
All Of A Sudden, The Day Got Worse.
Didn't the last Shambler die on Shub Niggurat's pit walkway?
One nasty, chatty specimen must've escaped its doom...
Gotta load my SNG...
LOL.
#8 posted by Shambler on 2009/04/29 18:23:04
Cxvc
#9 posted by gbvb on 2009/04/29 23:35:19
#10 posted by Trinca on 2009/04/30 10:15:22
Nice map Ankh had very fun time... :)
The first run hard demo already sent to your email :)
#11 posted by Spirit on 2009/04/30 17:24:48
Nice map. I did not like the base monsters either. Liked the breaking things (and still not like non-bleeding breakables). Found 4/5 secrets. Some tiny bugs (black cut before the mechanic push things, some bad texture somewhere else). Transparent water :( .
More please!
Gubs
#12 posted by Spirit on 2009/04/30 17:37:31
Joequake derivates (I guess) give a message: WARNING: Couldn't load sound/progs/glass.mdl
And there seems to be a walkmonster in wall (or however you call it).
Still liking the map though. :P
Proquake Had That Wrning Too
#13 posted by meTch on 2009/04/30 18:50:29
:P
:}
Success!
#14 posted by generic on 2009/05/01 01:03:45
I'd say this was a pretty successful experiment that helps highlight some of the great gameplay you can get from Quoth. The missing glass model seems to be tied to the window on the roof, which I never could get to. A proper remake is now in order ;)
Good job!
Ummm
#15 posted by Shambler on 2009/05/01 11:29:52
The missing glass model seems to be tied to the window on the roof, which I never could get to.
Tell me you people aren't serious. Who got 4/5 secrets too, oh the shame!! They're the same secrets as the stock map!! (and quite nice secrets too)
I Got 4/5 Secrets Too
#16 posted by spy on 2009/05/01 11:44:03
its seems i missed the jump up secret
Depends On Your Definition Of Success...
#17 posted by Lardarse on 2009/05/01 21:02:29
I think it was a success in demonstrating how excessively difficult the Quoth monsters are, and how to use them badly...
It's hard to know where the faults with this map start and the faults with Quoth end. So instead, I'll focus on the parts that don't suck too much:
The 5th secret that no-one here seems to have spotted is moved to a nice location, to the point where it actually feels "secret" again.
The quad that is on the top of the level is still a quad. Well done for resisting the temptation to turn it into a trinity just because it exists...
The boss combat at the end is an interesting idea, and mostly works. However, the boss is shootable from well outside of its range., which means that it can end up being a bit easier than anticipated.
Apart from that, it feels like a pretty standard "quoth inside" offering from func_...
#18 posted by yhe1 on 2009/05/02 21:31:11
Couldn't basically all your base enemies be replaced by death guards on this map?
#19 posted by Lardarse on 2009/05/03 01:19:47
I don't object to base monsters... I don't even object to base monsters in non-base settings... I just object to the base monsters that Quoth adds...
#20 posted by robot on 2009/05/03 18:58:30
Map got me rememberin stuff ...fun level! I extracted the glass.mdl from quoth's pak and stuck it in a sound/progs folder and got a funny reply in Fitzquake.
OMG
#21 posted by RickyT33 on 2009/05/04 04:58:08
Heh - pissed now, made a demo last week, s00ry totally forgot to post it. Skill 3 very funny jumped into hole vermis died in at end and perished. OOps! Very fun gameplay, like the original but the re-hash was good fun. Very wel positioned monsters throughout. Good on skill 3.
#22 posted by RickyT33 on 2009/05/04 05:03:55
Great adaptation. I absolutely loved it ;>
The breakables and smash entries are jaw dropping, and the use of quoth and stock monsters is great imho. The ending(s) too. Thanks.
Uhuh
#24 posted by Shambler on 2009/05/09 11:06:05
Incisive commentary there.
#25 posted by Ankh on 2009/05/09 17:35:24
Big thanks for the demos. They were very interesting to watch. Most players managed well to get through the map in one piece. Thank you for the comments also.
I have set up the gameplay to be tough but as the demos show it is still manageable on first go. I always try to set up the monsters in places that favour them. I must say I love quoth base monsters they are pretty equal to the player if set up right. I didn't change the health supply comparing to the original but I think there was trice as much armour and everybody knows the secrets already. Now I think that I could have hidden at least 2 more of them in a different way, it would make the map more interesting.
Lardarse why do you say the monsters were used badly?
No one mentioned infighting but I found it very interesting sometimes. Quoth monsters make it happen more often than original I think. Or maybe the increased number of monster types rises the chance. The more interesting were eddie vs eddie, eddie vs polyp, eddie vs fiend, vermis vs wizard and bob vs pyro.
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