yeah that's still bugging me. There were so many cool things done in the alpha and none of that made it into the final game. Real shame.r3t wrote:or like the pinky in the Doom 3 alfa... a missed opportunity
Q4 in-game videos, no more monster closets!
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Without any backtracking levels would be completely linear and always only offer one boring straight line in one direction for the player to go.r3t wrote:noooo not backtracking! I hate it when you have cleared a whole part of a level and then are forced to backtrack, only to find that it's been infested again by enemies.
What you obviously don´t like is badly implemented backtracking, where you have to go the same long way back again, and face a bunch of fershly spawned monsters. But there are many ways to do it, not only the dead-end method! You can create all kinds of loops and stuff to re-enter previous areas, without using deadends. Just look at Quake1/2 SP and there are plenty of examples for well done backtracking.
Yeah in Q2 there were a lot of splits. You entered one area, had to go left to perform action A or grab a key or something, then return to the central area, go into the right area, do something there and then continue on your path. Those are things that are good.
Another interesting thing is to re-enter the same area but in a different part of that area. Like in Q2, in the 2nd map you come to the blown up bridge. Then you go into the sewers, play through the sewers and end up at the other end of the bridge. I like that kind of stuff:icon14:
Another interesting thing is to re-enter the same area but in a different part of that area. Like in Q2, in the 2nd map you come to the blown up bridge. Then you go into the sewers, play through the sewers and end up at the other end of the bridge. I like that kind of stuff:icon14:
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LoL, a good description. I put some comments in another thread but it belongs here so i'll paste it here too.MKJ wrote: the footsteps also still sound like theplayer has 10 feet, like in doom3
Just watched the movie of the duel on the q2dm1 remake. Things i noticed:
- those guys both suck. :icon30:
- the footstep sounds are annoying, particularly when the player makes small moves/stops/starts running, changes direction. When he's moving forward and adds strafe, it's like an extra set of feet starts making footsteps. Imagine how it would sound when dodging or moving in small cirlces. :icon7: Hopefully it will be possible to disable them (like dmflags 32) on a server.
- the RL seems ok, perhaps the rockets are only a slight tad slower than in Q3.
- the Hyperblaster makes a LOT of noise and sounds more like a heavy machine gun. It seems to be more useful than the one in Q2 though (fast projectiles).
- i like the wireframes that indicate ammo box spawn places.
- the HUD seems reasonably unobtrusive.
- most of the weapon model get much too close to the crosshair.

- LG ammo is no longer called lightning in a box, but 'batteries'.

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