Quake - Two Tone Jam

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  • Опубликовано: 5 окт 2024

Комментарии • 5

  • @mrtaufner
    @mrtaufner Месяц назад

    Thanks for playing! The lights above the door that leads to the final room are actually func_wall. I don't know why the pink color was so dim, but I didn't lose much sleep over it tbh.

  • @torment4723
    @torment4723 2 месяца назад

    Always glad to see newbies giving quake custom levels a try 🤗

  • @jackdefreut1858
    @jackdefreut1858 2 месяца назад

    Hey I've watched a few of your stream/vods namely the ones with Kona's old work. I'm also going through a lot of old quake maps and working my way up. Just like you though I really love Coagula style maps which is a bit unfortunate because they seem very rare nowadays. I even tried to find stuff in a similar style in doom wads but those are just dry with the only close one being Null Space (way too long of a level for the style). I understand in doom at least its much harder to make it work but it really is strange how no one does this style anymore. I'm glad to see your map for this jam was a coagula one and looking forward to playing it later.
    I also went ahead and picked up your other maps but was wondering if you could help me out with the enemy counts for High Noon in Akhetaten and Castle Karthenfrost. I haven't played them yet fwiw (or serious sam) and I understand the former is based on a SS level. Is there respawning enemies or timed secret fights? It seems crazy for the 500 variance in hard to maybe be fish? I know other engines like build has monsters go way past killcount (no clue why) but id1 I've just experienced fish and maybe a few handful of enemies not spawning.

    • @ZetaByt
      @ZetaByt 2 месяца назад +1

      Yeah I wanted The Nullspace to be more in line with a Coagula map, but I kind of accidentally fumbled the scale of the starting area which led to the portals and islands being added as a last-minute fix (iirc I had like, 4 days to figure out that map, most of my jam time was spent on Z-374).
      Worked out though, because I ended up liking The Nullspace's theme enough that I made a short-to-medium length episode around it while working on Z-374 Alkaline Conversion. Dunno when it'll be out, but with how many other bigger releases are going out at the moment, I'm mostly using this time to test and tweak stuff.
      I am maybe a bit concerned that it might get compared to The Brutalist Volumes, but I also think it does enough with its texture theme and 'abstract weirdness' with the brushwork that it can probably stand out on its own. I guess only time will tell whenever it is fully release-ready, but this is largely the main reason I've been avoiding The Brutalist Volumes.
      . . .
      High Noon In Akhetaten in version 1.2 has a single, very explosive secret encounter that is hidden from normal monster counts due to the sheer amount of monsters it has. It is accessed by using both keys in a different location that isn't the starting temple, and using the keys at the temple will lock it out (unless the player noclips).
      I keep meaning to record & upload the updated Nightmare 100% (Copper 1.30 makes the map play completely different compared to when it was in 1.20), but even though I made the secret encounter and I know that it is manageable, that room scares me. It is probably the most 'Serious Sam' thing in the entire map due to how absurd the encounter is.
      . . .
      Castle Karthenfrost also has monsters hidden from the kill count which are in secret fights, but as far as I can remember, none of the secret fights in that are anywhere near as explosive as the one in High Noon. In addition, monsters that spawn other monsters in Arcane Dimensions (skull wizards mostly) will slowly add extra monsters to the final kill count.

    • @jackdefreut1858
      @jackdefreut1858 2 месяца назад

      @@ZetaByt wow just saw the teaser video on your other channel and even more excited for that new episode! thanks for letting me know about the killcounts.