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Q2SP: Outpost N
After de 'bacle of my last map, I made instead this time a map that is supposed to be playable on a machine from 1998. It has comparable r_speeds to base1, and in many cases lower than some of the later levels. However, it's got a lot of Strogg, so gameplay experience from 1998 will not be good enough. You will be needing a few more to make the most out of it. ;w;

Twitter-link to screenshots and download-URL:

Direct download:
Shots Look 
real nice 
RTX On! 
Not My Thing 
I like the original look!
But congrats on the streamlined release :) 
This level has some nice non-linearity and interconnectivity. I even got lost for short stretches of time, which really does not happen often.

A tricky situation was when I activated all 3 switches and *THAT DOOR* opened somewhere. Since there were also all those one-way security doors I was confused and started to run in circles. It would have been helpful if it said more precisely "sewer door opened". And even better if the sewer door looked distinctly different compared to the trapezoid base doors (maybe more sewer style).

Combat was fun and medics were put to good use. The supertanks could be defeated a bit too easy because you can use the level architecture to your advantage.

Visually a very solid 1998 Strogg base. Wouldn't mind some more elaborate architecture.

Really enjoyed that one. 
Well This Was Good Too. 
Interesting change of style compared to the previous one, quite nice to get back to basics architecture-wise. Very much Strogg-how-Id-did-it, and why the hell not?? ALthough still some serious, and cool, interconnectivity there. Love the shortcuts opening up as usual. Visuals are nice enough and consistent, although now quite plain compared to your other maps - I think somewhere halfway between here and Cerberon would have been perfect.

I liked the gameplay a lot, although I did get very low on health after getting carried away and getting careless (and not using the energy shield as I thought it was overkill). I like the "meaty weapons and meaty enemies" from the start approach, nice to be thrown in at the deep end. The ending was maybe a bit repetitive and could have been streamlined, perhaps with an obvious exit where the first boss was. As Tetz said, medics were definitely well used. He's also right that a bit better sign-posting would help (and more down-to-earth centre print messages rather than all the banter ones). 
Since shambler bumped this thread, I looked at the screenshots, and those are some remarkably tasteful high-res replacement textures. 
I've been getting back into Q2, it is really rather fun.

Also I don't think I had those textures in the version I played? Is it a universal texture replacement pack or something? 
Someone used AI (ESRGAN) to upscale the original Q2 textures. Not sure if there was any manual editing/post work done but the result is quite good. Worth a look if nothing else.

If using Yamagi, which reads zip files, just drop the zip in the baseq2 folder and you're good to go. 
Cheers Will Check! 
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