Since I have to focus elsewhere for a while, and since I just finished the 2nd map, here’s what I have of my Quake 2 map unit so far. :3
It consists of 2 of 3 maps in total, but you can complete the 2nd map fully. The 1st map is played in two (or more) parts that I have disabled for now until I get the 3rd map ready. However, you need to play through the 1st map to be able to do it decent through the 2nd map.
Start up the Quake 2 (any client except for Q2Pro will do).
In the soul of the con, type “skill 0″, and then “map olde1″.
Bonus: Let me know if you have any feedback on the maps.
Power Station creates a really weird PF_findindex: overflow-error in Q2Pro which I have tried to find out how it could happen, but so far I haven’t been able to. It’s the only part of that code block on github that is not documented, which makes it even harder for me to guess when I try to debug.
Awesome stuff man! I may sound crazy here when I say this but not only do your maps capture the spirit of Quake 2 but also Quake 1. I think it's the corridors/stairs and tech style that give it a Q1 vibe for me.
Can't wait till the last one is complete. Took me a while to figure out how to get the blue key lol. I'm a bit rusty with the old school FPS games; been playing too many handholding modern games I guess.
Loved the layout and vertical gameplay. Keep up the good work dude.
Post by MaRiNe [Q2C] on Feb 15, 2017 7:53:15 GMT -5
That was an awesome unit, Quakeulf! You have no idea how happy it makes me to see a new Quake II single player level being made ~20 years after the release of the game. But what's even more surprising than a new Q2SP level these days is a genuinely fantastic Q2SP level, which yours absolutely is. Amazing architecture, great layout, awesomely designed secrets (the way you designed secrets reminded me of the early Doom games as well as classic Quake, and that can only be a good thing) and definitely a very challenging start. Good sound ambience and last, but not least, the levels are very well connected to each other in a non-linear fashion.
Judging by one of your most recent Tumblr posts, you're already working on a new Q2SP level - I can't wait! I can't think of a better way to celebrate the game's 20th anniversary than with some awesome Q2SP levels like yours. I can't wait to see more from you man - great job!
Yes, while that's true and i usually do the same as you, Knightmare, there is also to take into account that while 7zip is the third most used format and i prefer it, if there is the need to spread own's works as much as possible the less barriers the better, even more in this century where handheld and give thing as much cooked as possible is the basis of everything.
Off-topic apart, i played your unit, Quakeulf, and i provide some demos of my play, but unfortunately i have not recorded one for your third map and part of the second, and i lost the saves for replaying it. The order of the demos goes 1-1b-2-2b-1c-2c-missing one-1d, but you'll probably want to miss the first demo after i begin to search for the blue key, as it took me around 20 minutes to figure it out and while at some point I stopped recording till i found the way to not bore you, there is still a lot of boring searching in the first demo. dl.dropbox.com/s/62bu91kw5v331d4/olde_coce.zip?dl=1
About the unit itself, it is very good, fun and well done. The layout is interesting, has a good reuse of areas, the lighting is very good and atmospheric, there is no issues with textures and there is lots of details in them, the combats are well planned and not unfair ambushes except maybe one or two, well hidden and with adequate rewards secrets, good placing and choice of ammo, an extra detail in the messages, and the rotating part is awesome and well executed.
About the more negative part: - It is not clear where to go sometimes, but you usually block the way to mitigate this. - The map is well balanced and not too difficult, but still skill choices would be good. I read the text file but i didn't see any difference while playing later on other skill levels, neither i had it worse to survive. What you were referring to there? - On the first map: is it possible to get out of the last pond of water? I couldn't find the way. The idea for the button for the blue key is good, but not many will expect it to be where you put it and if its seen what it does except for the texture used. A better idea would be for it to be a button near the door on the inside, like if it were a normal door switch. - On the second: it is nice the first time one drops to the water that it send the player to different area and can go back through the first map, but for accidental falls, that much walking can be frustrating. - Overall, the third map looks like you wanted to end it soon or it lacks playtesting, as it has more flaws than the rest, and usually on the latest parts. - The bosses can't do much where placed. It is easy to abuse that, and the worst case with the tank_boss, that never tried to even shot me, because my higher position stopped him from doing so. The flyer one could go with some minions like in the original Id level. - If the Railgun wasn't in an early secret, then you gave too much ammo before reaching it. I had seen around 13 slugs packs by the time i took it. - I could snipe without retaliation or just not receiving any damage due to their Minigun's spread from the enemies in several encounters, using the blaster, till i could find the RL and RG for that. It is a bit of a pity that they were unable to do a thing. - Near the end of the third, when the 3 tank are waiting for the player, i took them out from their backs without the others noticing at all. There is also a similar case on the red key room where a group of guards and later another that i think was of gunners, that even though they were looking at me, they didn't react till i began firing at them, even though the second group was clearly seeing the first one. - I would have liked to see more of the other power-ups this game offers, like the suits for slime and underwater-diving, or armour shards. - After the rotating part, it would be better if the tank would awake after the player lands on the ground. - The Brains where nonthreatening where they were placed, for most of the time, and just a waste of ammo. I think it would be better to put them in the closets that close behind the player or other panic situation. Mutants were a bit like that too.
I hope i see your next unit soon. And if you need help with playtesting, feel free to PM me.
Last Edit: Nov 5, 2017 10:15:46 GMT -5 by cocerello