I'll post feedback on this when I have time to play it.
When you say "Advanced engine required: limit removing", you should name some engine(s) that do this. Your average Q2 player who only uses R1Q2 or Q2Pro (neither of which increases engine limits) for multiplayer purposes probably won't know which engine to use.
BTW, I noticed this in the readme: "How to install and play Hexen II: Black Plague"
Last Edit: Jun 4, 2016 1:09:45 GMT -5 by knightmare
Post by MaRiNe [Q2C] on Jun 7, 2016 8:15:22 GMT -5
Thank you for making this unit. I'm very pleasantly surprised that 2016 has seen at least three SPQ2 releases so far. Here's hoping this won't be the last one!
I very much enjoyed Zero Signal. Good lighting, brush & entity work, architecture. Nice blend of vanilla and new base-themed textures to create a unique aesthetic for the Strogg base. Six secrets to be discovered (I only managed to find the four in Immolation Site) and some non-linear segments as well.
I think you were a bit too generous with the weapons & items even on hard difficulty, though the battle with the two Super Tanks was legitimately challenging and I had to reload several times before I could get past them.
Oh, and I liked the ending too, lol. Quite the awesome twist there.
Overall, great job with this level. I'm hoping this won't be the last SPQ2 effort that we see from you!
I just finished it. This is up there with the better Q2 SP maps/units released. Great job on honing your skills and releasing a well put-together set of maps.
The secrets were easy enough to find, though I don't consider a health kit behind an exploding barrel and a corner to be much of a secret. Maybe an adrenaline would be a better prize.
The boss fight would have been tough; however, I saved that quad damage for it and finished off both super tanks quickly.
Also, a better custom sound could be used for the breaking vent covers, the stock breaking glass sound felt out of place.
One thing about the custom textures- if you're requiring an enhanced engine, then there's absolutely no reason not to use 24-bit textures for your custom additions. It's a fairly universally supported feature. And converting textures created for other games to Quake2's palette usually loses a good bit of the quality. Sure, you probably need 8-bit .wals for your map editor, but include the originals in a 24-bit format (TGA, JPEG or PNG) as well. Higher-res textures are also commonly supported; the lower-res .wals used in the editor are still needed by enhanced Q2 engines as size references.