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  • #91
    In the sacrifical chamber of the start map, I thought if you killed the demon in
    that sacrificial circle something would happen.

    That would really leave an impression if you had a reward for doing so, complete with special effects
    Gnounc's Project Graveyard Gnounc's git repo

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    • #92
      Originally posted by Amran View Post
      Very much enjoyed the methodical puzzle like quality of the new stealth mechanics
      Yeah that is how I wanted the stealth to work out, each encounter is like a puzzle, which enemy do you turn first, which enemy needs distracting, which enemy can safely be poisoned or ignored? I wanted players to stop, think and plan their way through a map. This is essentially what stealth is about and probably the hardest thing for a vanilla "run/gun" player to see because they have to approach things different.

      Originally posted by Amran View Post
      I'd be interested in seeing some documentation or tools released for for the mod.
      I need to finish off all the code and features, but it is certainly something I want to do, release all the source files and let other people play with it.

      Originally posted by gnounc View Post
      In the sacrifical chamber of the start map, I thought if you killed the demon in that sacrificial circle something would happen.
      Well the demon is dead already, it is a visual clue that demons are around (you can hear one behind the locked door) and to be careful.

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      • #93
        I meant the underground chamber. the library iirc.
        Gnounc's Project Graveyard Gnounc's git repo

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        • #94
          Daz from custom gamer (youtube channel) has posted a couple of video review/playthrough's of the MOD. If you cannot play the mod then these video's should give you a good impression of what it is about, plus they are short enough to watched during a lunch break!

          Part 1 - https://www.youtube.com/watch?v=FcoMu-w1dvE
          Part 2 - https://www.youtube.com/watch?v=TG77nf9QumQ
          Part 3 - https://www.youtube.com/watch?v=1RGbxniJz_g

          @gnounc, There is only one dead demon in the start map lying on a pent circle. I am not sure what to do with this because dead bodies in Quake don't interact with bullets (or anything) and I don't want to implement code for just this one instance. It certainly would be cool to do something with this body but at this point I am not sure what.

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          • #95
            i think gnounc means in that secret area where there is a dead demon, if you kill the other one from behind the door in the pent circle then it does something special....
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #96
              Sorry I forgot where it actually was. I was talking about this right here.

              er no..I mean this right here..

              Theres a demon, and a sacrificial circle.
              Gnounc's Project Graveyard Gnounc's git repo

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              • #97
                Originally posted by gnounc View Post
                Theres a demon, and a sacrificial circle.
                Umm, that demon you see as you come down on the lift. He spawns in and then attacks the hell knight, they fight and the knight usually dies leaving a very weak demon for the player to finish off. Once the demon is dead the particle effect on the summoning circle is switched off. I can certainly add an extra particle effect to the circle being switched off but what else did you have in mind?

                Also something like this (special events) suffer from the worse possible problem, if the player does not look in the right direction any surprise/effect will be missed! Getting players to notice things in games is the hardest thing to do. I totally understand why Valve did the look at trigger in HL2 because otherwise things that are setup will be missed.

                Also I am glad you found my noclip secret!

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                • #98
                  I dont know what I had in mind, it just felt a bit like the storyline was documenting how to sacrifice demons in the circle, and then I had a chance to do it myself.
                  The sacrificial circle brings your attention, if you're trying to kill a demon in that circle, you'll be paying attention, if you werent then maybe you dont deserve whatever the reward would be.

                  Quad? Haste? Pentagram of protection? Doesnt have to be much, it would just be neat if it was something. Something with some pretty visuals to go along

                  Yeah I wouldnt have found the noclip secret if I wasnt trying to figure out where that event was lol.
                  Gnounc's Project Graveyard Gnounc's git repo

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                  • #99
                    Originally posted by gnounc View Post
                    it just felt a bit like the storyline was documenting how to sacrifice demons in the circle, and then I had a chance to do it myself.
                    Ok I think I know what you mean, you want to kill the demon while standing inside of the floor pentagram and get a surprise gift for doing it?

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                    • ya, he thought that the secret area that had a dead demon in the pent was a cue to a secret down stairs near the pit of bones.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • i want to kill the demon, and its corpse fall dead inside the circle, and get a gift : )

                        Originally posted by R00k View Post
                        ya, he thought that the secret area that had a dead demon in the pent was a cue to a secret down stairs near the pit of bones.
                        exactly
                        Last edited by gnounc; 12-20-2012, 12:52 PM.
                        Gnounc's Project Graveyard Gnounc's git repo

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                        • Hello, everyone! I'm happy to be here, it's amazing how much, both in terms of quantity and quality, this community has created.

                          First of all, sock, your mapping is just superb. The initial screenshots were amazing, and it looks even better ingame.

                          Running the mod in Fitzquake 0.85 requires max_edicts n command. Without it the game returns "ed_alloc: no free edicts" message. I assumed everyone here just has it added to the command line. Still, I haven't found anything about it in readme.

                          My first run through the mod was a bit short since I accidentally switched to Nightmare at the very beginning. But that might be just me jumping into the game headfirst, without reading the manual properly. Still, maybe the first message you recieve after shooting the pillars could be something like "Not every glowing bit should be shot".

                          There are some doors locked by single wooden horizontal bars across them. Those bars looked quite thin and were low enough for me to try breaking them. Switching the texture to metal, maybe?

                          There is some repetition, since every room and hallway (at least, in the start area I managed to see) shares the same floor/wall/column/ceiling texture set, which can be confusing sometimes. Could I suggest some colour variation? Like, for example, coloured lines painted on the walls guiding to different map sections in the beginning of Half-Life 1? You have most of your geometry trimmed along the edges, so colouring the trims could be enough, without changing the major surfaces. One or several main routes could be marked this way, while secondary/secret passages could be left as they are.

                          Is there any visual clue that slime in the first room (with a demon, ssg and elevator) is actually slime, not water? They're both green-ish and I was stupid enough to dive in.

                          Hell Knights don't turn on each other after being hit by a fireball, at least on Nightmare. Is that intended?

                          I must mention that I haven't ever played Quake 1 before, so most of the problems above might be just me being new to both configuring and playing. In that case, sorry.
                          There's a demo of my first playthrough, but it's surprisingly heavy, being 23 mb and lasting only around 5 minutes. I've used 'record n' and 'stop' commands, assuming they're the defaults for that. Has something gone wrong?

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                          • Seconded about the slime not looking enough like slime. I also thought it could be water. I wouldn't have jumped in there (and hence not found the library, and perhaps not died) if it actually looked like it might hurt people.
                            Scout's Journey
                            Rune of Earth Magic

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                            • Originally posted by gnounc View Post
                              i want to kill the demon, and its corpse fall dead inside the circle, and get a gift : )
                              I could certainly add a feature to the floor pentagram that if the right demon is killed inside of the circle you get a surprise gift but I really can't see anyone getting this. I imagine it will be blind luck that someone accidently kills a demon while in the circle. I am not sure about the gift, I will think about maybe opening a secret wall close by instead. I need to think about this more.

                              Welcome to the forums Eloke, it is always good to see another quake player around here.

                              Originally posted by Eloke View Post
                              Running the mod in Fitzquake 0.85 requires max_edicts n command. Without it the game returns "ed_alloc: no free edicts" message.
                              If you run the engine without the -game command parameter the engine will not run the quake.rc file buried in the pak file which has all these settings for the engine.

                              Originally posted by Eloke View Post
                              My first run through the mod was a bit short since I accidentally switched to Nightmare at the very beginning.
                              If you shoot every pillar then it will switch to nightmare mode but the map does warn you several times with text messages 'Is this what you really want?'

                              Originally posted by Eloke View Post
                              There is some repetition, since every room and hallway (at least, in the start area I managed to see) shares the same floor/wall/column/ceiling texture set, which can be confusing sometimes.
                              It certainly can be confusing but I am fixing this by focusing the player down certain routes the first time they play the map.

                              Originally posted by Eloke View Post
                              Is there any visual clue that slime in the first room (with a demon, ssg and elevator) is actually slime, not water? They're both green-ish and I was stupid enough to dive in.
                              The surrounding walls are all green down by the slime, the books talk about slime and dunking the cages. On easy skill level there is an environment suit you can find. For some reason the quake compiler always adds water noise to slime, I will see if I can a burning/bubble sound to hint that the liquid is dangerous.

                              Originally posted by gnounc View Post
                              There's a demo of my first playthrough
                              I would like to see your first play through demo, can you post a link to it? You can upload it to sites like zippyshare. ( Zippyshare.com - Free File Hosting )

                              Originally posted by golden_boy View Post
                              Seconded about the slime not looking enough like slime. I also thought it could be water. I wouldn't have jumped in there (and hence not found the library, and perhaps not died) if it actually looked like it might hurt people.
                              Did you ever get back to playing the MOD? Last time we spoke you were reading books on the start map, did you get to the next maps? (s1m1, s1m2) Did you record any demo's? Did you try stealth mode?

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                              • After the second play session it's apparent how irrelevant my previous comments were. The skill pillars mention Nightmare directly after the second shot and the slime is hinted, even if the texture resembles water. Should've been more attentive.

                                Here's the demo Zippyshare.com - its01.zip

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