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Bit of a gameplay question, but, how do you defeat the boss? Shooting him seems like it hurts him for a little while but it stops hurting him and I have no idea what to do
Whfg xrrc fubbgvat. Gur obkrf bs ebpxrg nzzb arne gur obff erfcnja sbe n ernfba...
Also, thanks for the mirror.
16:03:04 <gb> when I put in a sng, I think I might need nails
16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve
MH: i know what the problem is, i'm on stock integrated intel laptop graphics; i was just hoping there was a cmd line thing i could use but i guess not :/
So after downloading and playing this second demo, here are my thoughts!
I made it up all the way up to the boss fight (on hard skill), yet have not gotten around to beating it yet. I enjoyed the monster, like a version of Chthon even more Lovecraftish. The main problem that was quite frustrating for me were the boilers. I stood at the corner where the RL was, yet when a boiler exploded, it still managed to instagib me. Earlier I tried confronting the monstrosity once again, yet the explosion reduced me to 50 health from 94 armor and 200 health... I think that is a bit harsh considering how far away I was from the boiler. I could not tell if I was really hitting the boilers as well... I ended up shooting towards the top where I noticed some different yellow particles coming out, and that seemed to do some damage. I am guessing that to properly beat this fight requires some good use of the grappling hook.
The grappling hook behavior I liked, the grapple points made it such that the level cannot be "cheated", like the usual Quake grappling hook behavior (hook off of anything). Agreed with Bloodshot there.
The sound effects... still need some work in my opinion (granted it is a demo, maybe they are just placeholders). Particularly some oddities with the lava sizzling noise from QuakeII. Nothing huge, but as I was grappling up to the grenade launcher they seemed to cut off almost instantly, rather than becoming faint in the background. The slight "merging" of QuakeII aspects (textures, lava, machinery), I didn't particularly like... Its not very Quakey . Sometimes I almost felt as if I was playing QII (the armor shards, health vials) I enjoy Quake II, when I'm playing QII.
That aside, I did like the behavior of the monsters and some of the new additions. I reloaded the level one time and found myself face to face with an Elder Ogre... Reminiscent of ID's earlier ogre designs... Nonetheless it gave me a beatdown, which is why they seem so rare . The new behavior of the scrags I enjoyed, they almost seemed like ghosts with their teleportation. Makes them much more of a challenge (and more scary). Also, the resting shambler was a neat touch .
The sliding box puzzles... I thought were OK.. it took quite awhile for me to complete the first one, I think they should be able to be moved a bit faster. Jamming up the doors with the boxes was some good design. My thoughts are that the puzzles should be kept to a minimum, and they should be able to be completed fairly quickly. If not quickly... then have bits of action interspersed as puzzle actions are completed.
Now the level design... the brushwork... I loved. Tons of attention to detail all over the place. I enjoyed how I would suddenly be in an unfamiliar place, then be transported to a room which I recognized from e1m6. The level design far surpasses games such as Half-Life 2, Bioshock, most overhyped "mainstream" games. I'm eagerly awaiting Gloom Keep
I had a few problems with the engine, as others mentioned, the lava flashblend still staying after I died and reloaded in lava... Also savegames didn't seem to overwrite. I had filled up the save game area and once I tried to save again they didn't appear. Had to manually load with "load s13" in the console. Don't know if this is engine or QC problem, but as the instructions went by, if I clicked the mouse once, they ran through very quickly and I was unable to read. I'm guessing the behavior for this should be to skip through each message. I did like the colored lighting
I feel as if I'm forgetting some things I wanted to mention, but overall... I'm glad to see Remake Quake still going. Some really cool design elements and great ideas. I had a good time revisiting a new e1m6. A good christmas gift this was. Thanks to the RMQ team! Hope you can make some use of my thoughts here...!
Yeah, install is really the wrong word. The SDL/SDL_Net libraries is just 2 .dlls in your Quake folder, you don't install anything.
Actually .... I wonder if Remake Quake needs the sdl_net .dll; Quakespasm ... if I recall ... switched to native operating system networking stuffs and since the RMQ engine is based off that, well ... I wonder if it is actually using the sdl_net library at all in the actual build.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
I do not install 2 things that i surely never need for anything. Also in my Windows folder there is none of the stated DLL's present. If they are so necessary to run this thing then pack them along into the archive.
[Edit]
My fault, downloaded the source of the SDL and not the compiled DLL's. I feel a little bit stupid now...
[/Edit]
[Edit2]
Hmm, is this all? Sounds changed (to the bad), same levels as standard quake and weapons suck more? Or did i miss something? Maybe i did something wrong. Setup is like this:
-Clean Quake install.
-put SDL.dll and SDL_net.dll into the Quake folder.
-made a rmqdemo2 folder and put pak0.pak in it.
-put RMQEngine-Win32.exe into Quake folder
Here is my playthrough on hard skill. I survived the boss this time... Just blew up the boilers before the fight began. Sorry for the bit of delay near the end, I wasn't sure whether that huge pit was the exit or not. Didn't want to jump down and die after coming all that ways Maybe some kind of indicator is needed?
I think this demo is pretty long, 20 minutes maybe? I got 5/9 secrets if I remember correctly.
Definitely in need of more demos, I want to convert a few of them to AVIs to upload to YouTube. Having multiple demos shows multiple perspectives and approaches. It also allows the mod authors to visualize the player experience from multiple perspectives. Plus videos are always good for players who are looking for a hint to get past a trouble spot.
Player feedback is important and player demos are highly coveted by mod authors providing insight to the user experience.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Yeah I had a few bad takes before I got that one down... I died from the vore's new attack a few times (seems to do an insane amount of damage, instagib at something like 100 health, 50 GA).
After watching my own demo it seems like I play very "frantically", I quickly switch my view alot... Almost makes me dizzy, just watching myself play. I guess that's the DM instincts just kicking in .
As far as a custom title goes... Haven't been able to think of one yet . I may not want one... Baker, if you could maybe nudge Solecord a bit to give the NewDM server a quakeone.com DNS and throw it on the server browser, that'd be a cool thanks (PM'd both you guys... and yeah it is the holidays... not a problem if it can't be done soon).
Baker, if you could maybe nudge Solecord a bit to give the NewDM server a DNS and throw it on the server browser, that'd be a cool thanks (PM'd both you guys... and yeah it is the holidays... not a problem if it can't be done soon).
He might be on vacation or something. If so, well .. everyone needs them. I don't have the access to DNS a server, only Sole does. Sometimes my eyeballs feel like they are gonna bleed with the current expectations on my shoulders so this is probably a good thing.
Yeah I had a few bad takes before I got that one down... I died from the vore's new attack a few times (seems to do an insane amount of damage, instagib at something like 100 health, 50 GA).
After watching my own demo it seems like I play very "frantically", I quickly switch my view alot... Almost makes me dizzy, just watching myself play. I guess that's the DM instincts just kicking in .
Seeing how different players approach the various obstacles and challenges, even if imperfect or a bit erratic is valuable.
I mean, only speedrunners play a perfect game and they practice it 500 times. No one expects that level of perfection.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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