Unregistered user “Vasya shkolnik” posted:
JJJ_Smylecithe, and the next question - how return after getting secret rocket launcher?
Unregistered user “Vasya shkolnik” posted:
JJJ_Smylecithe, and the next question - how return after getting secret rocket launcher?
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Rocket jump!
Unregistered user “Vasya shkolnik” posted:
JJJ_Smylecithe, if I got rocket launcher with 5 hp, and made quicksave, I need to start level from the beginning?
Yup!
This is one of my favorite releases in quite a while. Some great aesthetic choices, and enough of a tweak to Quake exploration & combat to freshen it up without making it something completely different. The jump boots and the teleport gun were the two things I remember piquing my interest the most from the mod jam, and I’m happy to see this get some takeup.
I do like the “go through an area once, then come back through later with the boots for a different experience” thing a lot, but I’m glad not all the maps leaned on that approach. Some real creativity and thoughtful design going on here.
That said, I didn’t finish the pack.
I tapped out of Mazu’s map after a while – personal taste, I’m a little wary by default of a map with multiple hundreds of kills, and especially a base map. I did love the initial minutes, the atmosphere and the way it gradually revealed itself, so maybe I’ll come back to it regardless! Sometimes I do end up being a fan of a giant map in the end.
For Smilecythe’s map, the timing on the clocktower jumppad puzzle ended up being not fun for me. In fact I would call it impossible to do with any reliability, but I’ve talked with him & he says that’s the intended timing and it’s possible to do, so I dunno! The physics for that particular puzzle seem to be easier in FTE (even with sv_nqplayerphysics forced to 1) so maybe that will be my way back in, eventually.
Still a great pack!
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Unregistered user “Marian” posted:
An absolutely awesome mappack! The double jumping combined with bunny hopping is a dream come true for players like me, who love the movement mechanics and air control of Quake 1. It was a hell of a fun all the way through. Thank you very much guys!!!
Red is dead
A breathtaking level design. After all those years since Quake came up, I’m always pleased and amazed by the visuals, some mappers are able to deliver. Congratulations!
Engineering Mania
Easily one of the best tech/base maps out there. I love revisiting areas with double jump boots and then once again with triple jump boots. It was great! Laser traps are kinda annoying after some time, it should be always possible to disable them later on. BTW: I found 35/38 secrets Finding all the computer components was fun and rewarding.
Mana Vemputin
Simply one of the most clever designs in quake mapping. Frankly, I was a little lost in the beginning, because I thought that manipulating the stair tower with silver keys has to be done in some particular order. I thought it was a part of a puzzle. I gave up after a while, didn’t know what to do. It should have been stated in the beginning, that it doesn’t matter, in which order you use the keys. It’s just overwhelming for the first time, when you see those silver and goldkey buttons scattered all over the place.
Then I saw a video on YT (an interview with the map author during some gameplay) so I gave it another shot. The map left me beg for more, incredible! Although it was a little unfair (on Nightmare difficulty) midway through, when the map was repopulated with enemies. I had problems maneuvering between the hordes of enemies due to the lack of space in the central part of the map. I knew I should have saved the quad damage for this part of the game
The Clocktower part was confusing at first, but when I understood what to do, it was fun. But I think I know why people didn’t like it. There are 2 technical issues with it (at least for me). The first issue is with the moving bars, they don’t push you precisely to the position above the next fan. Sometimes it worked well, but after some reloading it went loose. Bars didn’t push me enough, so I had to maneuvre through the air as I was falling down, to precisely land on the vent. And this was way too difficult, even for an old Quake veteran as I am. So I repeat, when I started a new game it worked well, but when I reloaded a saved game, the pushing bars didn’t work as intended (I guess) as if they were desynced. It probably has something to do with physics on high framerate, or server tics or I don’t know. I believe this can be easily fixed by making the fans bigger. And the second issue is that the fans are closing very fast. They often hit me as they were closing. Make them bigger, otherwise one have to be very precise in the movement, to hit them correctly. Also the floor in this room has various heights (steps), which adds to the frustration from moving around.
For the guy who asked about the Rocket launcher:
You can get out of there easily if you have acquired triple jump boots. But at that point of the game, you don’t need this rocket launcher, it’s obsolete, because the other one is next to the triple jump boots. So this secret makes no sense, unless it is meant to be a super secret for those willing to do rocketjumps (which I think they shouldn’t in a singleplayer game). You’re just fine to get the secret RL using the double jump boots, but you can’t get out of there legitimately. I wonder, how it was meant to be done… I propose, right after you land on that tiny platform with this secret RL, there should be a way (e.g. a shootable button) to make the platform move closer to the starting point, so you can doublejump back, without the need of using rocket jumping / triple jump boots.
That’s it! Once again, thank you very much for such a great map pack, it was a blast to play!!!
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Okay, the clock tower in Smilecythe’s map is completely, hopelessly, ridiculously broken. The pushing platforms barely push me, so I had to always walk to the next ventilator instead. This is doable for all ventilators except the last one, which closes far too quickly.