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Post by cocerello on Dec 16, 2017 9:24:40 GMT -5
Yes, the link works, but i can't say that i'll play it in the next days, as i am too busy at the moment.
Better update the first post with it and get rid of the previous to avoid problems.
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Post by cocerello on Dec 9, 2017 16:57:23 GMT -5
If it is your first time, then you did an excellent job here. Congratulations! Visually and layout wise the map is superb, and the issues come from gameplay and that is fixed with asking someone to test your maps. The comment about skills was also about why you said on Tumblr ''In the console enter “skill 1″ (or else you will risk dying at the start).'' as i tried the three of them and saw no difference. Also, something i forgot to say: you should update the title of the thread, as it still says WIP and 2/3 done and that will make many stay away from playing it. By the way, i replayed the third map, made a demo of it (olde3a) and added it to the pack, but forgot to tell. Enjoy it. The link is the same dl.dropbox.com/s/62bu91kw5v331d4/olde_coce.zip?dl=1And i saw that you released another. I'll try to find the time to play.
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Post by cocerello on Dec 7, 2017 14:09:00 GMT -5
Almost every hosting service on Internet, or in other words any hosting service that lets others download your files no matter who are or what they have (Dropbox, MediaFire, Uploaded, Depositfiles, Fileshare, Rapidshare, Solidfiles... the list is VERY long).
But truth to be told, i think i have downloaded from Goggle Drive without account before, and hosting services that ask an account to download are a minority. It's strange. Maybe there is some configuration to it but i never had an account so i can't help you with that.
EDIT: taking a quick look, i see that the link you provide doesn't go anywhere, as is a link for a generic place in Goggle Drive not related to you or your account in any way. You have to provide a valid link for the folder the file is in or he file itself, so maybe you can use Google Drive after all.
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Post by cocerello on Nov 7, 2017 4:46:07 GMT -5
I is OK for a first attempt at SP and fun for a quick blast, but i think it would benefit more if you put the time you invested on the video on improving the map, as it is easy for the enemies or the player to get stuck in the brushes, it is lacking an exit which would tell the player that all is done in the map giving a sense of achievement instead of doubt, and it is too easy. I made a demo for you to enjoy dl.dropbox.com/s/g2dhod3ajfcdtgm/dudemars-v2-b12_coce.zip?dl=1In this case, if you want to make a solid map the easy way, the best approach is to NOT go big: make first what you planned on 5-10 hours, no matter if it is unpolished, small or looks crappy, and from there, if you like it, you polish and release, if not dump it or reuse parts of it for the next one. That way you'll improve heaps and it won't feel like a chore, and by the time you get good, mapping will be more fun an easy. I'll be waiting for the next one.
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Post by cocerello on Nov 7, 2017 4:18:29 GMT -5
Played it and I am surprised: Leaving aside the looks which are good and have no issues with in the slightest, the gameplay didn't felt as hard as expected. Yes, it makes the player save a lot so its frustrating, but it is doable for most areas because the loads can happen any time and what kills the player is something more related to repeating or trial and error than to difficulty, and the map felt more creepy than hectic, so i think it doesn't capture the Kaizo feel, where the player has to be constantly moving and depending on the right timing. But the map is good, and i liked the final lasers, the part about jumping over lasers, the grenade part, the screenshot room leaving aside that they can be sniped and even more the side areas.
There is some things i think the map could change as it is:
- There is four enemies placed inside or too close to brushes, so they cannot move. - On the first tank. Why the explodig barrel insta-kill the player no matter where he is? Feels counter intuitive to me, as the player is told to see what is around to use, and make the player wary of the rest of the explosives, even though they are required to progress later. Also couldn't find an use to the silencer. - It says in one door that it requires the Security pass, but the door opens without it, even though the pass it is on top of a crate before. - Most enemies can be sniped without retaliation from the right place, and with just a Blaster it takes a LONG time, making it boring and easy. - After the slippery part of the screenshot, it warns about more slippery parts but there is nothing like that ... strange. - The Guards part: killing them felt underwhelming and a huge contrast to the other areas as it is too easy. Also, there is no way out the water, so i think it would be way better to put lava there to accelerate the gameplay killng fast the player to load again instead of having the player lose the time realizing there is no way out and load. - Opposite to most of the areas, the two areas that require to have mastery over trickjumping (Guard and endless pit jumping on the red lights) are a big spike in difficulty and are the hardest ones by far. - It is a rollercoaster in gameplay, some parts are easy, others insane, some hectic, other peaceful, needs more coherence.
To summarize, it is good, but not what i expected from a Kaizo map.
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Post by cocerello on Nov 5, 2017 10:04:50 GMT -5
Hi, Giftmacher! Finally got time to play this latest maps and yours was next. As usual, and even though i know you moved from Quake 2, made some demos as feedback for you on normal skill. dl.dropbox.com/s/nwavnh7pzinabxc/crash_coce.zip?dl=1Just in case you come back to mapping, i'll comment a bit more: the unit is good and more important, enjoyable, more considering it is your first unit. It is a pity you couldn't make it on the same level on visuals as your DM maps due to the editor, but the gameplay makes up for it. On the part about things that i think could be improved in next maps: - There is several areas were the lighting is deficient and had to use the blaster to light up, even though the place was lit already. - It doesn't give notifications on the log for several of the minor sub-objectives, like in Id maps. - It would be nice if there was more connections between maps, as it is one of the selling points of this game. - Even thought it is balanced with more armour and health packs than usual, i still don't like the extra difficulty, on normal difficulty, that comes from some of your setups, and some can be considered unfair. Would work better with less Gladiators on the first maps, as their RG is quite unforgiving when placed on tighter parts without big weapons or good cover. - About the first map, the ambush before the laser trap and the laser trap itself its hard to even survive on the first try. I suppose that you expected the people to jump past the lava and harmlessly shoot them to death, but with a Guard in front and that hazard, only the mapper would think that in that situation so quickly. Also it would be nice to repopulate a bit the way after taking down the forcefield. There is also some kind of invisible wall my grenades explode on when i try to kill the Gunners on the room with the rising water. - On the second map, i tried to find the way forward and even found some secrets on the way, but couldn't realize how to go through till i cheated to see how the layout went after each barrier. Looks like you expected people to strafe jump for the button and open the way to deactivate the lasers that way, but most people that play SP don't know how to do trick jumps, so you could have added func_walls to make the jump easier for at least easy and probably normal difficulty too and leave the trick jumping for hard. After that, having to jump down so much height isn't a good idea, as unavoidable damage is almost never a good idea and it could be fixed easily with some steps or a ladder which would have made more sense in that situation. - On the third, at the very first lift, there is below it what it seems a big clip brush which looks bad, as if the player can get stuck down there you just needed to add and slope in one side and it wold solve the problem easier. Apart from that, there is only praises for this map. - On the fourth: The medic at the very beginning does have not a single one to heal or revive, making the poor one a bit useless. The ambush with the Icarus group is a bit unfair and only possible to survive with a good amount of health and armour, making a better option getting damage from drowning than facing them on that room, as you can see in the demo. It would be way better if you made some way to go to the other side of the boxes after grabbing the data disk, and that would too save the player from the damage of having to fall down that high as the button for the lift is impossible to activate. I'll be waiting eagerly for the day you come back. Good work!
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Post by cocerello on Nov 3, 2017 4:55:31 GMT -5
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=1About 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. SPOILERS AHEAD>>>>>>>>>>>>>>>>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.
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Post by cocerello on Nov 1, 2017 13:07:37 GMT -5
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Post by cocerello on Oct 20, 2017 5:16:17 GMT -5
Yeah, unfortunately we are very few. If Quake 2 MP has not many mappers SP has a lot less. You can try to advertise every release also on Func_msgboard and Quakeone for better results, as some people tried and got more answers than in Quake 2 sites, but be very careful of Quake fanatics there or you'll run into problems.
I personally have in mind to play all these recent Quake 2 SP maps but have not much time for the next weeks, sorry. I'll see if i can get some time, as it is a pity to see Quake 2 mapping agonizing.
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Post by cocerello on Jun 19, 2017 5:46:54 GMT -5
Also, carving is the worst thing one can do when working with brushwork (not for Unreal) and gives tons of problems, worst case it could force to delete half the map due to compiling and in-game errors. Really? Okay, conceptually I can imagine that it might require a custom BSP tool to calculate everything. Honestly it should be able to create the exact same final result, but someone would have needed to do a lot of work for that. Yeah, it's really bad. The problem is the splitting of the brushes created by the carving, as there cannot be concave brushes, only convex. They can go wrong in two ways: - Out of grid points, which can be found on the editor or not and will create leaks and all kind of problems, each one weirder than the previous, that can affect even to far away brushes, making hunting for the problem even harder, - Or a messy group of brushwork that the compiler can't handle, give performance problems or is hard to continue editing. Doing carving when working with brushwork is something everyone of us has done at our first maps thinking that it speeds up things but we end up fearing it and running from it like hell. Hmm, if it converts it directly to BSP, then I would need an additional tool that lets me edit the BSP data to add the lights and entities. Anyone seen such a tool? Any idea what that unreal to Quake converter was called? When I try to google it I just get results for the opposite direction. About the first, is probably not needed and the light data is put on the .obj already or while converting. Bsp editing is a pain, messy, and only a few programs can do that (quark for example). Go to the link i provided for details, and ask any doubts there. About the second, yeah it says is for converting to Unreal, i always thought it was for both directions. It's this one: forums.unrealengine.com/showthread.php?94470-HammUEr-a-Hammer-Worldcraft-map-importer-for-Unreal-Engine3. I get the palette from Wally, a program to work with Quake and Quake 2 textures, which you'll probably need. I mean to edit the palette, not just view it. I've seen it already, but I will want to alter it for the project I am working on. Any image editing program will do, it's what everyone of us uses to.
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Post by cocerello on Jun 18, 2017 4:59:01 GMT -5
1. I don't know anything like that. You'll probably just have to get accustomed to it, or try Grieve's suggestion but Quark is one of the hardest to learn level editors out there, so be prepared. Also, carving is the worst thing one can do when working with brushwork (not for Unreal) and gives tons of problems, worst case it could force to delete half the map due to compiling and in-game errors. 2. There are some, but i don't care much about them, so i can't tell you in detail. - There is a paying one that can convert from Unreal to .bsp. I think that it was on Steam too. - Another one, free, to convert from Blender/3DStudio/... (.obj) to .bsp www.celephais.net/board/view_thread.php?id=61207&start=138 . Used to make setpieces and models, mainly. 3. I get the palette from Wally, a program to work with Quake and Quake 2 textures, which you'll probably need.
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Post by cocerello on May 31, 2017 13:58:32 GMT -5
Then it must be because Jack uses Half Life's map format 220, which makes aligning textures way easier and makes some alignments possible, but gives problems with other editors. AS far as i know, for Quake 2 mapping, only Trenchbroom can open that format aside from Jack. For Quake, there is some more.
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Post by cocerello on Feb 16, 2017 10:29:06 GMT -5
Don't worry, he said he will release later a new free version too, with no Steam features, but he is focusing on the Steam one now, obviously. You can ask for help with no worries on that link (no need even to create an account to post), many of us have done that after he released the Steam only version, and also, there is always the possibility that what you are reporting haven't been fixed in the Steam only version so it can be that with that you are helping them.
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Post by cocerello on Feb 14, 2017 9:59:30 GMT -5
Sorry, but checked all around and couldn't get to it. Also, your log looks quite clean. The models not showing is probably a small bug or some error in your configuration, but those missing models should be in the places it says. The only thing that ticks me off is that you have a slightly different and newer build. So you are using one for Linux or maybe you got the latest one there was at the time and not the latest stable one, and that one comes with some minor bugs. Download the latest stable from the page and install it over and see what happens. If that doesn't help you, just go to www.celephais.net/board/view_thread.php?id=61338 and ask there for help. XaeroX tends to read it so he'll answer fast.
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Post by cocerello on Feb 14, 2017 7:13:15 GMT -5
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