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Post by gm94385 on May 28, 2021 15:47:09 GMT -5
Although my overall impressions were favorable, when I was at Southern Logistics Hub, I came to the point where I could not continue - there was a tank guarding a door and a very small lift. When I tried to take that lift downstairs, player character could not fit in, it was too small, and I suspect that downstairs is where the unlock mechanism for this tank-guarded door must be. I suppose noclip console command might work, but didn't check it out when I played.
Elevator on the left, Tank in the middle, and on the right... you have a button in the form of a keyboard. Touch it and a forcefield will be deactivated. The elevator isn't as small as you think it is. So, is that lift changed in newest version 0.3.1? I noticed that some levels were added so I'd like to play it again someday (cannot continue my saves on new version, as maps are different).
As far as I remember, this solution to the problem has been helping since I published the first version of the mission pack. New versions of my maps aren't released often. However, it's worth checking the changelog - especially you should pay attention to adding new maps, as well as fixing bugs that effectively prevent the game from going further. For Venus, it's best to try to complete all 11 levels (Dark Cave to Mysterious Cavern) before downloading the new version of map. Btw, I created a mission pack so that every downloader can play it at least once, and if he wants to go back to playing the mission pack, he should do it in a year at the earliest. As I mentioned earlier, updates don't come out very often, it can be at hand even those who have just discovered my maps.
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Post by carloss4444 on May 29, 2021 8:31:39 GMT -5
For Venus, it's best to try to complete all 11 levels (Dark Cave to Mysterious Cavern) before downloading the new version of map. Btw, I created a mission pack so that every downloader can play it at least once, and if he wants to go back to playing the mission pack, he should do it in a year at the earliest. As I mentioned earlier, updates don't come out very often, it can be at hand even those who have just discovered my maps. Thanks for the info! Well, I think I'll just continue from 0.2 saves and finish then, and maybe try newer version in some time, like you suggested.
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Post by carloss4444 on Sept 14, 2021 17:34:12 GMT -5
I came to Navigation Center, where objective is to destroy Mobile Command Center, and it said that I deactivated lasers, but the lasers (red ones) are still active. Explored whole map, but those lasers prohibit further progress I'm afraid.
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Post by gm94385 on Sept 16, 2021 12:49:34 GMT -5
I assume that it's a stage called Navigation Core. If I remember correctly, there are two stations, 4 buttons each + a hidden shootable button, more or less where there are many Daedalus to beat. The stands I'm writing about are in turn where you can come across:
* several Parasites and a standing Tank
* also Tank, but accompanied by Daedalus who look straight at him
This is some post from you, which mainly concerns problems with completing the mission pack. I created "Venus" not only for the usual arcade battle, but also for those who want to think how to continue exploring the levels.
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Post by carloss4444 on Sept 16, 2021 16:34:31 GMT -5
Thanks, I tried one more time and it turned out that I simply missed some of the buttons near first tank, I completed the other buttons before, so now the lasers has been turned off and I can continue.
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Post by carloss4444 on Sept 27, 2021 16:19:30 GMT -5
Well, once again I'm at a loss, hopefully for the final time. I returned to Inner Nav Lobby and the objective is to "find platform that lead to mines". I have killed every enemy, found 3 out of 4 secrets, and explored the whole level a couple of times now, but still I do not see this platform, so any hint would be nice, thanks in advance.
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Post by Guggenheim on Sept 28, 2021 7:40:18 GMT -5
Tried your mappack, and had a lot of fun. But I have a few comments: 1) Somewhere architecture looks interesting, but somewhere it's really poor. Try to add some more details to the empty areas like this:
Try to add some trim to the upper part of the wall, maybe add some pillars/supports. This particular place looks deserted. There are more such areas. I'm not going to list them all, just giving you an idea.
2) That mortars at nav outskirts look really primitive. Come up with a more interesting design. You can use model of anti-aircraft cannon from Ground Zero on map RHANGAR1, just decompile it. I'm not good at designing turrets, so in my maps I just used ones from decompiled ID maps.
3) Strarting from Nav Outskirts, there are too few health!
4) That laser trap with body armor. How to get out without noclip? That won't do. Add some way to escape: for example, when player pick up that arnmor, alarm is activated and a couple of stroggs appear. Kill them to get free from trap.
Maybe I'll add more later. And honestly I got stuck at the place, where I have to collect to 4 power cubes.
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Post by gm94385 on Sept 28, 2021 14:08:27 GMT -5
4) That laser trap with body armor. How to get out without noclip? That won't do. Add some way to escape: for example, when player pick up that arnmor, alarm is activated and a couple of stroggs appear. Kill them to get free from trap.
Yes, body armor is a trap item. However, on the other hand, I intentionally created a laser trap so as not to make the gameplay too much easier (Body Armor + Power Shield makes the player very difficult to defeat). Believe me again, Unit 2 & 3 are complete without having to take Body Armor from the Inner Nav Lobby. And honestly I got stuck at the place, where I have to collect to 4 power cubes. Sometimes you have to go back to previous level and even penetrate it well again. Let me tell you that you have to look for the Power Cube more or less where Unit 2 starts (after the ride from Crisis Center to Nav Outskirts). My idea of a slightly unusual way to find the Power Cube is also dictated by plot. Besides, we're already in 2021! And 2022 is already fast approaching. Creators of fan maps for Quake II (there aren't too many of them, but I can't help) should introduce really interesting solutions in their maps that go beyond what was in the original and official addons. For example, I remember a product placement of a website that was used on one of maps (somehow I can't remember the name - neither the map nor the mentioned page) or map's design, the structure of which is inspired by characteristics of the genre "Kaizo". Of course, these solutions don't have to concern only the gameplay, you can (and if I'm willing) introduce innovations in the construction of these maps (as shown in point 1).
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Sept 29, 2021 2:53:14 GMT -5
gm94385: You're right. There are too many Quake2 maps that are just the same over and over again. But you also have to be able to accept criticism. Your maps sometimes have good verticality and architecture. But very often the levels look simple and out of place. Some places are nicely lit and offer great details, on the other hand there are places that look unfinished. Sometimes you have hidden important objects with unnecessary difficulty and in illogical places. That disrupts the flow of the game. Also, honestly, I couldn't tell what your addon was doing differently than other map packs. Please take our criticism constructively, the Quake2 community needs good designers like you and take more time on your next project.
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Post by carloss4444 on Oct 12, 2021 11:55:33 GMT -5
Just in case my previous post was buried, any hints on how to get to the platform leading to mines? Or how does this platform look like at least? In Inner Nav Lobby objective is to "find platform that lead to mines", like I said I have killed every enemy, found 3 out of 4 secrets, and explored the whole level a couple of times, but still I do not see this platform, so any hint would be nice, thanks in advance.
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Post by gm94385 on Aug 16, 2022 11:09:57 GMT -5
I release version 1.0 of mission pack. Link to download is at beginning of the topic. Below a list of changes compared to the previous release (version 0.3.1):
* Twenty new maps have been added, simultaneously deleted 'venus00' map. * Compatibility with a vannila Q2 game has been increased. Bug with keyboard shortcuts was fixed. * Minor cosmetic and balance changes have been made to the existing maps. * Added the last weapon to the repertoire of available weapons - Phalanx Particle Cannon. * A mechanism of tertiary tasks has been introduced, for the completion of which the player receives a reward in form of e.g. ammunition or health. * A new graphics have been added to the game, mostly informative signs.
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Post by pelinalcrusader on Aug 27, 2022 16:46:04 GMT -5
I release version 1.0 of mission pack. Link to download is at beginning of the topic. Below a list of changes compared to the previous release (version 0.3.1): * Twenty new maps have been added, simultaneously deleted 'venus00' map. * Compatibility with a vannila Q2 game has been increased. Bug with keyboard shortcuts was fixed. * Minor cosmetic and balance changes have been made to the existing maps. * Added the last weapon to the repertoire of available weapons - Phalanx Particle Cannon. * A mechanism of tertiary tasks has been introduced, for the completion of which the player receives a reward in form of e.g. ammunition or health. * A new graphics have been added to the game, mostly informative signs.
will you update the moddb page?
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Post by gm94385 on Sept 2, 2022 14:40:51 GMT -5
I've been waiting for this for almost three weeks. ModDB moderators still probably checking to see if the addon is playable, especially since there are 31 levels to play. Compatibility with KMQuakeII is full, in the case of vanilla version of the game, I've specified errors that could appear while playing the mission pack. They shouldn't happen too often, or you should take care of frequent quicksaves in the "Inner Shell" stage - this is the penultimate level.
I could always try to write an email to the mod site about it. Although I never know if I'll wait as long for their answer as they'll take care of my seven units to play (because that's what "Venus" counts, the division is important even due to proper operation of target crosslevel triggers).
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Sept 21, 2022 10:10:59 GMT -5
Hi gm94385,
I played your updated map pack. Your new maps have a much better architecture. Your map pack is very comprehensive but sometimes too long. A lot and also illogical backtracking (e.g. Nav Unit). What bothers me the most are the turrets (far too many!) and default enemies with doubled health.
If you adjust this and streamline the map pack a bit (e.g. less backtracking, remove or merge parts with simple map architecture), then the motivations towards the end would not decrease so much.
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Post by gm94385 on Sept 25, 2022 3:43:13 GMT -5
Your map pack is very comprehensive but sometimes too long. A lot and also illogical backtracking (e.g. Nav Unit). The decision to create relatively large maps and the repeated need to return to the same place was partly dictated by plot considerations. I made navigation of my maps a bit easier by creating a special marking, which was missing in previous releases. What bothers me the most are the turrets (far too many!) and default enemies with doubled health. It's worth knowing that I tested all the maps primarily on the highest possible difficulty level (hard+). In the lower ones, I mainly checked if there was any obstacle, the presence of which could prevent the continuation to walkthrough of my mission pack. And this is probably not what any map maker wants... As for the large number of turrets, as well as the increased HP's enemy 3 or even 6 times, there are also innovations that balance the mission pack's difficulty level. First of all, the amount of ammunition in pick-up packages is automatically increased (example: one package can hold up to 200 bullets), but on the other hand, this novelty may force the player to switch weapons more often. I just fixed this problem with increased amount of ammo a player can carry since he took a Bandolier or Ammo Pack at least once - generally speaking, the greater amount of ammo available in one pack is something that will manifest itself more often the more we are aware that we have picked it up any of these permanent power-ups. In the original plans, empowered opponents were also supposed to deal 3 or 6 times more damage, but I abandoned this idea long time ago. Even mentioning the turrets, some are easy to destroy, others a bit more difficult (especially those with railguns, and many of the cannons at Unit 4's beginning - it starts from a moment you land on the conveyor belt, without weapons). If you adjust this and streamline the map pack a bit (e.g. less backtracking, remove or merge parts with simple map architecture), then the motivations towards the end would not decrease so much. It'll be rather difficult to achieve. Of course, I don't exclude further revision releases, but it'll probably be easier to slightly reduce the difficulty level than to construct the maps in the way you mentioned earlier. Maybe as part of the map pack's update, I'll upload somewhere a backstage of balancing the difficulty level of community-created maps to Quake II. I just need to come up with a decent text, not just tables, so that everyone can understand why this is so.
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