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Post by MaRiNe [Q2C] on Aug 17, 2019 18:29:34 GMT -5
Yeah, I have to echo what Knightmare said here. Those lasers are really cheap and I kind of lost interest in the playthrough after I saw them appear a second time. There's no indication that they're there and there's no skill involved in dodging them after you've already inevitably died to them once.
I got flashbacks from those awful moments in Ground Zero where you'd have turrets lying in wait above every doorway, which really slowed the pace of the gameplay in that mission pack. You really don't want that for a Quake level.
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Post by MaRiNe [Q2C] on Apr 19, 2019 19:26:29 GMT -5
Great stuff, it's nice to know that someone is still making Q2SP maps.
I quite enjoyed this one. It's interesting that there are two different methods of level interconnectivity here, one of which being the vents you can crawl through to avoid enemies. This makes the action less straightforward. A great deal of the environment can be damaged too even if it's not related to the mission objective, which I also liked.
I hope you do more Q2SP in the future. As a suggestion, a level like this could have used some vertical expansion.
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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!
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Post by MaRiNe [Q2C] on Jun 14, 2016 5:35:40 GMT -5
www.youtube.com/watch?v=sa-6fQyNkZoSo the next mainline Quake entry was announced the other day at Bethesda's E3 conference - Quake Champions. Aaaand they turned it into a hero shooter. What a f**king disappointment. After the success of Doom I was hoping that Quake would get a proper reboot as well - with single player component akin to Quake 1's and Quake 2's - but I feel like that's a pipe dream at this point. Still, how could they mess up even the multi-player? Nobody plays Quake for the "memorable characters" (they actually said that at the conference) or for the various classes that have "unique skills". Quake multi-player is supposed to be pure, unadulterated deathmatch, along with other modes, with everybody being on equal ground. No classes, no skills, no gimmicks, no bullshit. This isn't really what the fans want. Most of them, myself included, would've liked a return to the Lovecraftian Quake 1 world or at the very least would've appreciated a return of the classic retro fast-paced single player component to the franchise that has been sorely missing since Quake 2's release in 1997. I guess the future right now is Doom. I can't wait for a sequel to that game. That is how you return to your roots and please the fans. I'll be skipping Quake Champions.
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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!
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Post by MaRiNe [Q2C] on Apr 2, 2016 5:14:04 GMT -5
Ooh, a new Quake II SP map? I'm definitely excited to try this out. Will give my thoughts when I've played through it.
However, even if you think it's frustrating to play, why don't you include an easier difficulty?
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Post by MaRiNe [Q2C] on Jan 2, 2016 8:03:57 GMT -5
Excellent work, Giftmacher! I loved it! You have recreated the feel and atmosphere of Quake II so well that I was reminded why I love the game in the first place. The sewer theme is one of my favorites and I really adored the way the four levels looked in this unit. Good use of sound ambience as well, something that a lot of designers forget about. Also, amazing brush work and clever use of entities! Challenging on hard difficulty too - I had to quick load a fair number of times. Could you provide a guide or screenshots for all the secrets in Crash Site, by the way? I missed four of them (one per each level) and I'm curious to see where they were placed. The only issue that I encountered is in this room: After the water level rises after when press the button in this room, the water still remains in its original position. That is, you basically swim in thin air because the water texture remains where it is. I don't know if this bug is because of the client I'm using (R1Q2) but I wanted to let you know regardless.
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Post by MaRiNe [Q2C] on Dec 7, 2015 9:59:01 GMT -5
Thanks a lot for the tips, Margaal & Giftmacher! I'll be sure to check out Sock and GlassMan's stuff!
Man, the Quake Injector is INCREDIBLY useful. I sure wish we had something like that for Quake II - that would be amazing.
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Post by MaRiNe [Q2C] on Dec 5, 2015 21:45:29 GMT -5
Speaking of Quake 1, can anyone recommend me really good Q1SP maps? I've played pretty much every Q2SP map out there and I feel like spicing things up with some classic Quake.
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Post by MaRiNe [Q2C] on Dec 1, 2015 16:57:28 GMT -5
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Post by MaRiNe [Q2C] on Nov 27, 2015 4:35:33 GMT -5
The only other thing I could add is that I remember the "castle" to be sort of near-East or India influenced, rather like Iikka Keränen's Quake map architecture. Hmm... maybe Love Story of Prince of Stroggos? Though that one doesn't have the rock face or the machinegun guards you described earlier.
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Post by MaRiNe [Q2C] on Nov 23, 2015 13:57:55 GMT -5
Hah, I guess I'm not the only one taking a break right now then. Those screenshots look great, Giftmacher. Loving the underwater one especially. Can't wait to frag some Strogg there! I wanted to make sure that folks hadn't given up on their projects. That would suck - we desperately need some fresh SPQ2 maps.
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Post by MaRiNe [Q2C] on Nov 22, 2015 6:36:10 GMT -5
So how's progress for everybody?
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Post by MaRiNe [Q2C] on Oct 27, 2015 12:14:10 GMT -5
If you're going to do your own radio voicing, definitely don't be like the guy from Ground Zero. It always sounds as if he's just about to fall asleep each time he talks. Personally, to make my unit a more immersive experience, I make use of "message" triggers combined with the "message received" sound instead of doing actual voices. Poorly voice-acted radio transmissions can take away from the game instead of add to it.
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Post by MaRiNe [Q2C] on Oct 27, 2015 8:15:50 GMT -5
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