Thank you for your feedback! I know I should have done more with skillchoices etc., but this was my first Quake 2-singleplayer unit and I would have spent a lot of time figuring out how to do it and how to balance it...
I agree with most of the feedback, but it was a learning process, but again, even with my newest unit, there are still things I did not get the time for to tweak, unfortunately. I prefer to just place brushes, the rest can be a chore as it takes a long time to do and it needs to be done really well.
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.
Post by knightmare on Oct 24, 2018 11:00:41 GMT -5
I recently finished this unit, and overall, I must say, great job!
I loved the detail you put into these maps, particularly the first one. In one area, the visible world surfaces went over 4000, with no lag. This would have certainly not been feasible (both hardware and engine optimization-wise) in the 1998 heyday of Quake2 mapping The only downside was the *extremely* tricky to get blue key, which had me quit several times. I finally came back after several months and managed to find the way into that room in the big water chamber.
I also liked the multiple entrances and exploration areas you put into the power station map, including that semi-hidden battle arena. The rotating cylinder that you climb up into and jump back and forth to get to a switch was also clever. The movement was nearly seamless with the Lazarus turn_rider feature I included in KMQuake2.
I also liked the water cavern with the spiral staircase in the subterranean complex map. The changed objective with the blocked entrance was something you don't often see in SPQ2 maps. But the real exit could have been a bit farther away so that the surprise would have meant more.
I'm currently playing through your Sonic Mayhem unit, and liking what I see.