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Q1SP: Of Three Plantagenets By Ubiquitous
This is a new mini-episode consisting of three maps plus a custom start map.

Download from Quaketastic here:
http://www.quaketastic.com/files/single_player/maps/e1ubi_plantegenets_v1_1.zip

A Quaddicted link is pending.

Screenshots can be viewed here:
https://ubiquitousgame.wordpress.com/2019/07/29/quake-min-episode-of-three-plantagenets/
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Very Nice Mini Episode 
good new maps, but why You decide to remove incredible symphony of science? 
 
I'm not sure I understand. Symphony of Science is available here:

https://www.quaddicted.com/reviews/symphony_v101.html

Thanks for the comments! 
 
I played some time ago previous version where Symphony of Science was second or third map. First map was the same. Will there be a sequel? 
 
It's true that an early beta version has Symphony of Science. But I took it out of the final release because a bunch of people have already played that map and I thought they'd be mad if I made them play it again just to progress through the episode. 
 
Great level design, some nice original designs in places. I like your take on the Honey theme in map 2. Also found your placement of dogs excellent on more than one occasion, like when I was dropping down a dark chute from a secret only to get mauled from behind. Not a fan of the random monster spawning or the imposing renaissance textures in map 1. Overall a very high quality release. 
Good Stuff! 
Played through a couple of hours ago: https://youtu.be/2LEWsZHXHzU 
 
Thanks both for playing and sharing your comments; thanks for the playthrough video @Auhsan. Impressive work in the finale!

@maiden: you liked exactly the things I thought people might find annoying, and disliked the things I thought people would like most ¯\_(ツ)_/¯ 
Update With Bug Fixes 
Here is an updated version with a bug fix (file name capitalisation for Linux):

http://www.quaketastic.com/files/single_player/maps/e1ubi_plantegenets_v1_2.zip 
 
Ubiquitous, thanks for this. I've uploaded my first-run demos here. The demos are protocol 666 (QuakeSpasm default), Hard skill, playing your v1.1 release.

I was pretty tired when I played, and my play in the demos isn't the best. I was enticed by the screenshots showing those sinister old artworks transplanted into the Quake universe, which is a really cool concept, and made me want to play through this despite the late hour.

I had good fun with the first and third maps. But I'm sorry to say there was one thing which really spoiled the second map for me. It's the fact that this release implements proportional fall-damage for the player, but it doesn't communicate this change to the player up-front.

To illustrate why this was such a problem, I'll explain what was going through my head while I was recording the demos.

I recorded three demos for the second map:

* e1m2ubi_iw1.dem is my first and second attempts. During the first attempt, I quickly died by accidentally backing into a bottomless pit. Ignore that. During the second attempt, I made it all the way to the tall elevator near the end. At the top of the elevator, the two Scrags were firing at me, so to avoid their attacks, I jumped off the top of the elevator, expecting that I'd survive the fall (because Quake doesn't have proportional fall-damage). But when I died from the fall, I assumed that I must have had 5 or less health before I jumped (because Quake doesn't have proportional fall-damage). So I still wasn't any the wiser.

* e1m2ubi_iw2.dem is my third attempt. This time, I reached the top of the elevator again, and killed the two Scrags. I then failed to make the jump onto the very thin metal bar, and got insta-killed by fall-damage. However, I had no reason to expect that failing that jump would be fatal (because Quake doesn't have proportional fall-damage), so I didn't save before attempting the jump. So when I got insta-killed, I had to start over from the beginning again. That was pretty frustrating.

* e1m2ubi_iw3.dem is my fourth attempt. From my previous death, I realised that proportional fall-damage was in effect, and played accordingly, and made it to the end.

My tl;dr advice would be: if you're changing the rules of a game that your player is already familiar with, and if that change might lead to confusion and frustration, please communicate the change clearly to the player up-front! =P

Even with something abstract like changing fall-damage, there are ways this could be communicated to the player in advance, during gameplay. For example: an early situation could be included where QuakeGuy has to carefully get down from a lethal height. When the player approaches the edge, a message could be displayed like "Hmm, I won't be able to survive that fall."

Anyhow. Please don't be discouraged by the fact that I've spent this post mostly grumbling about one thing. Apart from that, I had a good time playing. There was some really nice atmosphere in these maps. I hope the demos give an idea of how I fared with the rest of the episode. I'll certainly re-play this at some point, on Nightmare, and try to find the secrets I missed. 
 
iw, thanks for this. Some earlier testers also complained about the fall damage so I decided to reset it to the default behaviour with capped damage. But I left a stray line of code in place which is why the damage still ended up being non-standard in the version you played.

I fiexd this bug in a new release: http://www.quaketastic.com/files/single_player/maps/e1ubi_plantegenets_v1_3.zip 
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