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Ack. Iāve killed all but three monsters according to the stat screen, and Iāve gone through every door but the water exit. I see that one of the lights is out, but neither pushing it nor shooting it seems to do anything. Nor does doing the same to the active lights. Itās probably a really simple trick tooā¦
Beautiful level, though. Was a challenge to get through it, even if I did miss three foes.
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Can we have a way to descend down ladders? Quake has moveup and movedown bindings that are useful for flying and swimming. They can be assigned to ladders, and the latter in particular would provide a unique function that is currently not available.
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@ Solomoriah,
If only one of the lights around the underwater area is out that means youāre missing A Hallowed Shard. Eight of them are required to enter the boss arena portal (which Iām sure you did), but even more (16 I think?) shards are required access areas behind the the underwater door.
Unregistered user āHazzaā posted:
Hmmm, something went wrong with the installation.
AD (via Darkplaces) worked fine before, but I extracted this new version into the folder, replaced the old files, and two problems
1- Start map loads, but accessing other maps via the hub does not
2- the status bar at the bottom (health,ammo,etc) is now just a mass of grey pixels, looks like TV static.
Anyone else have this problem?
Hazza, donāt extract this into the existing AD folder, this is a new standalone version that requires itās own folder, mixing it into an older AD version will mess everything up.
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Boots-related (may also be useful for Jump Mod): can picking them up do something about the falling damage? Increasing the distance/velocity necessary to get hurt would work about as well as removing the danger altogether.
Itās very annoying to CRACK-CRACK-CRACK constantly while exploring a large map.
Iām not sure I see your meaning. You can break a long fall by hitting the second jump once youāre close enough to the ground to avoid taking damage, assuming you havenāt already used it. Otherwise, thereās no reason why having the jump boots should eliminate fall damage.
Of course you can. Except the distance is so ridiculously low in Quake that it fails half the time. Iād increase it in any mod, not just ones that greatly extend jumps and thus encourage level design with a lot more falling that was envisioned in 1996.
But just to be clear: itās not a serious balance problem, itās just ANNOYING.
In other news, False God is remarkable for many reasons, but one of them stands out. I think it might be the only Quake map that tries to assemble a part of human anatomy out of level geometry and pull it off. Itās an impressive achievement.
Now we just need more Penile Devastation sequels.
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Tears of the false god is a little juddery in places on my non-gaming PC, but can forgive as itās absolutely fantastically awesome on so many levels. Grendelās blade is also pretty good but I keep missing a rune somewhere.
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As usual, top notch additions. I have a point to make - as additional maps are added finding the entrances to them gets more and more onerous, I was running all over looking for Sand Castle. I would suggest in the future maybe a hub like the epsiode hub, with all the map names in each separate start map posted on a stone tablet beside that portal in Quakish runes. That way itās easy to see where you want to go and in the next start map youāve got room for all the map portals on one level. Donāt get me wrong, the current start map is beautiful, but Iād have more and make navigation easier as i suggested.
I canāt find the last 2 shards in tears of the false god either, been to the high arena and got 14, is there a special trick to getting the last 2, if there are 16 shards? Just hint, donāt tell.
Also, what is up with the super-scrags, they have an ungodly number of hit points, it seems, is there a weapon that they are more vulnerable to? I use up tons of ammo trying to kill them and they hurt me badly or kill me a LOT, I am more scared of them than any other monster.