Do I Reinstalled
#76 posted by how on 2011/02/14 21:21:54
#77 posted by [Kona]
on 2011/02/15 02:35:43
Awesome maps. liked the new enemies, especially the flying enforcer. he probably could have had cells though, at that same speed but similar damage to nails. Hated the turrets though... hope I never see those again.
The first map I liked... tight and a little confusing but looked good. The second map was bigger, but didn't look quite as good on a detail level, especially the central arena.
CZG's map was obviously the most epic. Great design and spot on ammo/health. I had plenty going into the 1st end battle but it was still quite hard and took a few tries. Final battle was too easy but at that point you didn't really need a second battle. Only gripes with this map were FAR too many tin cans (floyd?), they got old real quick, and the map was way too dark in darkplaces. Even in a dark room it was hard to see in places you didn't need to see, so it felt like the darkness was hiding the less-detailed areas. Still, i'm the only one that complained about that, so maybe it was more dp or my settings.
Overall great maps!
#78 posted by gb on 2011/02/15 18:03:11
0.27 0.21 0.229 you filthy heathen.
Secret Hunter's Delight
#79 posted by Scragbait on 2011/02/16 00:16:40
I finished Rubicon 2 on Skill 2 and got all kills but more importantly, I found all 22 secrets in Rubicon 2 without cheating. If you like clever and interesting secrets with lots of variety and new spaces to see, this is a great map set. Some drove me crazy and took many revists to ferret out but they all were fair game.
Overall, I loved this map set and it stays true to the grimy industrial feel that is Rubicon. Layouts were complex and quite maze-like for two of the maps but that gave a stronger sense of being trapped in this hostile regime. I loved the dam in the Hydro map. Crates and pipes abound and fog creates a mood of menace.
Supply balance was good for the most part but I do recall on one of the maps getting thin on ammo. Health was good and on skill 2, no battles were impossible - some got intense but I didn't feel they were too hard.
The one thing I did notice was that on my PC (it is about 9 years old), the shoot function either didn't respond or lagged and often didn't sustain fire when pressed while fighting the defense bots and the disk men. Shooting was fairly normal otherwise.
Fantastic map set and I'd play it again. It's stuff like this that keeps Quake going and going and going...
#80 posted by ijed
on 2011/02/16 01:47:57
This is the best map pack in years, and I'm not just being polite.
Still missing a secret in each map.
#81 posted by RaverX
on 2011/02/16 01:52:30
What's the recommended engine for this ?
#82 posted by rj
on 2011/02/16 02:07:30
It should run with any Quake engine, but for the optimal experience I recommend Fitzquake or any derivative engine such as Quakespasm or RMQ.
#83 posted by [Kona]
on 2011/02/16 02:12:35
i found 2 secrets. the mh one in czg's which was easy (and useful for that final battle), and the grey armour in the first map which was pointless.
i suck at secrets :P
#84 posted by RaverX
on 2011/02/16 02:18:20
rj, thanks, but fitzquake085 looks very bad, I think it's the colored lights - everything looks like a rainbow :(
I played a little the czg map : awesome work, great feeling.
Fitzquake Looks Fine
#85 posted by jt_
on 2011/02/16 02:43:30
But your monitor seems to suck.
The Disco-Lights Effect
#86 posted by RickyT33
on 2011/02/16 02:49:14
Check your id1\maps DIR for a start.lit. I bet there's one there. Delete or re-name it. Try loading a map from the console:
#87 posted by metlslime
on 2011/02/16 03:21:08
Check your id1\maps DIR for a start.lit. I bet there's one there. Delete or re-name it.
This brings up a good point in that fitzquake should probably do some sanity checking on a lit file before loading it, since the common case of start.bsp being replaced in a mod will cause errors that an average user might not be able to diagnose.
#88 posted by RaverX
on 2011/02/16 03:34:00
RickyT23 : thanks. Removing the .lit file from id1\maps solved the problem and the map looks awesome :)
jt_ : yeah, sure, my monitor sucks only in fitzquake - you are very smart... (end sarcasm)
#89 posted by Lardarse
on 2011/02/16 03:50:25
By definition, the .lit file should be 3 times the size as the light lump in the map, right? Would that be enough of a check?
I have had the blessing of seeing the error in question once, so I would probably recognise it again. Fortunately, it was only in the ending room of e1m1red, where I had the lit file from e1m1rmx (this was before I extended that room). The results in that room were interesting, to say the least.
I LIEK CHOCOLATE MILK
#90 posted by jt_
on 2011/02/16 03:50:50
Lit File Loading
#91 posted by szo on 2011/02/16 08:16:53
> This brings up a good point in that fitzquake
> should probably do some sanity checking on a lit
> file before loading it, since the common case
I added a paranoid check in quakespasm for that, so that the engine allows the lit file only if it is from the same gamedir as the map itself.
> By definition, the .lit file should be 3 times the
> size as the light lump in the map, right? Would
> that be enough of a check?
Well, no check is fool-proof, but that seems another way of feeling safe.
#92 posted by metlslime
on 2011/02/16 09:09:57
Thanks for the feedback and demos everyone. I have now watched all the demos now except zwiffle's, because fitzquake can't playback multi-map demos. Something I should fix :)
Oh and Ricky: sure, you can post videos if you want, i have no problem with that.
It's good to see people figuring out the turrets fairly quickly. Sometimes frustrating when people look right at a secret and then don't seem to recognize it. I also saw some common behaviors like shooting every flickering light you see, randomly axing computer screens, and everyone seems to want to climb up the crates by the green armor in rub2m2. Several people used the trickjump shortcut in rub2m1 to skip the row of blasters, including one person who didn't realize what it was they were skipping until they backtracked :) Getting the megahealth in rub2m1 the "wrong" way was also common, i should have extended the trigger_secret to cover that situation better.
#93 posted by Vondur
on 2011/02/16 09:44:20
axing computer screens is true quake dude behaviour! :)
I Do It
all the time!
#95 posted by Lunaran
on 2011/02/16 15:18:41
These are Quake maps. These have the Quake atmosphere. These have the Quake Gameplay.
This is what I came to say. I'd be really proud to have made this.
(completely forgot to record demos. :( )
I Have Now Watched All The Demos Now Except Zwiffle's
#96 posted by Zwiffle
on 2011/02/16 16:31:14
You're not missing much.
Also, hi Lunaran. When is your next Quake map out?
#97 posted by megaman
on 2011/02/16 18:10:53
Frankly, I liked czg's gameplay better, but loved all the touches in metl's maps that tell me how good of a level designer he is. Awesome maps.
The flyers are nice, the Droids are okish (tedious to fight), hated the flamethrowers because they look exactly like the usual quake guys (and i have a strong tendency to run up to them to shoot them in the face). With water the flamethrower guys were pretty cool. Missed the gl in the first two maps, the third had way too much ammo. The new enemies can be pretty devastating if you run into them in the wrong way or get stuck somewhere, that nearly killed me a few times.
Secrets are hard to find, i think i got 5/7 on all of the maps but couldn't find the others :(
#98 posted by Denizen T on 2011/02/16 23:45:23
wow, just wow.
A Vary Short Demo;
#99 posted by meTch
on 2011/02/17 17:39:06
Being able to climb down them (with +movedown perhaps) would've been nice.
I thought about this, too, but figured it isn't needed. How often do you climb down ladders instead of just jumping down, if health isn't an issue?
That said, I do prefer the Quoth/RMQ ladders because you can just walk up to them and you'll ascend, without the need of pressing another key. (Again, this is a typical onetruepurple overly perfectionist complaint)