![]() ![]() On Steam, that's handled with the usual pop-up with multiple launch options. The new version hasn't buried the old one, though. The remaster is available now as a free update for the existing version of Quake 2, so if you already own that, you have it. Like the excellent Quake 1 remaster, which also featured a MachineGames-developed expansion, this one was made in partnership with the old game CPR specialists at Nightdive Studios, who just put out the great System Shock remake. I'm leaving out a lot of details, because there's so much here: Bethesda gets into specifics in the release notes, then goes even deeper in a technical rundown. ![]() Support for new mods, or old ones that have been updated for this 64-bit version.Support for custom Quake 2 maps, new and old.Co-op, deathmatch, team deathmatch, and CTF, with lots of built-in mutators.Toggleable graphics upgrades that are stylistically consistent with the original (muzzle flashes, fog, improved lighting, that kind of thing).The original campaign, expansions The Reckoning and Ground Zero, the N64 levels, and the new Call of the Machine episode. ![]() And keeping secrets simple: find a spot with an item - that's the secret. But I hope the next map spends a bit more time crafting complex combat, playtesting, and playtesting more. I look forward to more maps by this mapper, because the environment and world were so fresh and fun. I'd love to give this map 4, or even 4 and a half stars, but it felt more like a map all about nice brushwork, texturing, realistic lighting - and then after the map was done, trying to fit combat and exploration haphazardly. Overall, I think if the mapper had spent a lot more time making combat that wasn't just monster spawn-ins, and made secrets be simpler. I reached them via secret, but then they also seemed to be part of progression? One button moves them around, but the position they end up in yields platforming that can only be done with rocket jumping. Lastly, the floating rock platforms confused me. I guess here the idea is that the area is the secret, and the player can then look for a reward. The gold key secret was like that as well, I think. nothing.Īnother two or three secrets were triggered in empty areas, and the rewards were given after looking around for another secret little cubby/ledge/whatever, after finding that area. I guess the reward is that you get it early? which is weird, because a reward shouldn't be "Hey, great: you get to play less of the map!" Otherwise, that means the reward for the secret ends up actually being. I think one secret leads you to a gold key, but then I ended up at that same spot where the key was later through normal progression, so I was confused about what the secret actually was. But I got all the secrets, but was still missing about 20 monsters.Īs for the secrets: most secrets were triggered without there being any reward, or, the reward for the secret was confusing. I know how hard it is to account for the various ways that players might move around a non-linear map, so I understand it. I don't think that feature was used at all.Īlso, progression of monster spawning was broken a little bit, due to non-linear progression. ![]() Copper makes it really easy to add delays to spawn-ins, all of which could use the same triggername. Or kills a crowd, then boom a new crowd is spawned in instantly, together. A lot of time, the player enters a room, right at the center, and is suddenly instantly surrounded by the entire battle. Funny Moments Vanoss: Minecraft Steve, Batman, Bane GARRYS MOD. I think the environment could allow for more moving walls and monsters jumping in, and staggering the spawns. This is a port of Quake III Arena in Garrys Mod that Duke Nukem 3D Weapon Pack. Sometimes it's fine to use spawning enemies, but when all the combat turns out that way, it doesn't leave much room for strategizing when looking at a space. The thing is that the combat was 90% spawn-ins. This mod adds bunnyhopping, strafe jumping, air control, trimping, and sharking to Minecraft and removes losing speed from taking fall damage (needs to be installed server-side for this). The main things that bothered me were the combat and the secrets/exploration. Squake Mod (1.19, 1.18.2) is a Quake-style movement mod for Minecraft, mostly inspired by the movement in Fortress Forever/Team Fortress Classic. A few walls could have used clipping, but it's a minor issue. A fun concept, and lots of good ideas, mostly falling short of being executed very well.Īs I said, the brushwork and texturing is mostly quite nice. ![]()
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