Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by obsidian »

I'll test this out once I get my new motherboard in (hopefully by the end of this week) and after I reinstall everything back on.
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pjw
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by pjw »

Wolfenstein is kinda using up my time at the moment. I'll try to give it a look this weekend. :)
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by phantazm11 »

Cool. Thanks guys.

@pjw: Really looking forward to Wolfenstein man.
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by ShadoW_86 »

Ok, I've played it,and must say I really like it. Cool, but little short q4sp mission. What can I say about it:

- too short ;)
- I would put there even more monsters
- sometimes I felt little lonely (give us hordes of monsters :))
- In the first one map I think there is too much red light
- very nice design and brush work, but sometimes copy/paste was too obvious (I know how much work there is with sp level :/)
- It would be nice if there was something more to do than simply open doors - maybe some objective/findkey/runmachine etc ? (ok, I kwnow there is 'shut down alarm' but it still is just - open 3 doors, get into proper room, click on alarm - we want more fun! :D )

Overall, good job and would like to play next part. So keep working ;).
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g0th-
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by g0th- »

Wow very nice Phantazm11. Just played through the new beta and it think it's really good. Everything look solid and fit well together. The game play is good but I think it could be a little better, like having enemies jump down on you and some more unique combat scenarios, but I know it's really hard to setup that kind of gameplay with quake4 so maybe I'm asking for to much.

Spoiler mark the text to readI really like that big guy that is just behind the door, it maked me jump my chair and I'm usually very cautious about just those kind of situations, before opening doors, walk around corners and such situations. but I was totally surprised on this one.

Looking forward to the next level, almost make me want to post my crappy half finished q4 sigleplayer level :D
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phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by phantazm11 »

Thanks for taking the time to test the level guys. I appreciate it.

ShadoW_86: I agree that the levels are on the short side. I haven't had a whole lot of time to work on this project recently, but I need to get this thing finished. I have some ideas about refining the second map to give the player a little more to do, which would in turn give you more opportunities to fight additional creatures.

g0th: Thanks a lot man. I know what you mean about setting up battle scenarios in Q4. I'll see what I can do about that.

And finish that single player level man!! :)
pjw
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by pjw »

Finally had a chance to give this a quick run-through. First, some screenies for you:

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Overall, I liked playing through both of them quite a bit, but there are a couple of things I'm wondering about...

First, the levels seem to be overly player-clipped. There were a lot of places where it *seemed* like I should be able to get up/over something (like over railings and up onto crates--that sort of thing), only to hit inviso-walls. This is, to some extent, personal preference, but I'm an explorer and love to find secrets, and it was frustrating at times to not be able to go someplace where it looked like I should be able to go.

Moveables: There were a few scattered moveable objects I found (some of the small cannisters), but most of the time, stuff that seemed like it should move, didn't (even cannisters exactly like the moveable ones found elsewhere in the level). I'd like to see more things moving around when I bump into them, but at the least, you should make all cannisters of that one type either moveable or not.

I agree with ShadoW that more variation in objectives would be nice, and I agree with g0th about maybe a bit more variation in attacks and/or unique combat scenarios.

Keep up the good work!

Edit: Almost forgot--there's a typo in the intro text: "reversed engineered" (lose the first "d").
Raven
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Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by Raven »

I am sorry, I am horribly fail >.< I said I was going to comment on this a long time ago for you and got busy at work...I just grabbed the level a few minutes ago. I will definitely load it up this weekend sometime.
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phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Q4::SP - phantq4sp1 - parts 1 & 2 - Beta 2

Post by phantazm11 »

pjw: Thanks for taking a look at the level and posting such useful information. I'm sure you understand how things can be missed once you've been through the same map about a thousand times :) Every point you had was valid and I will be sure to put each item on the to do list.

The elevator. I agree with you there. I accidently used the parameter gui_parm_disable instead of gui_noninteractive on each of the elevators, which is why you can still see the icon. Will fix that.

The health station. I don't know? I'll try reproduce the events on my machine and see if I can't pinpoint the problem.

The clipping. I know of a few places that even I would have wanted to explore if I was playing this so I will rethink the clipping on the levels. Guess I got a little carried away trying to push this out the door.

Raven: Don't sweat it :) Hope you enjoy it.
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