Chex Quest Fan Forums

Archive => Inactive Fan Projects => Archive => The New Chex Quest: Generation 2 => Topic started by: The Slimeinator on December 21, 2008, 06:48:14 PM

Title: Release #6
Post by: The Slimeinator on December 21, 2008, 06:48:14 PM
Here's a new version.

Enjoy.

http://www.mediafire.com/download.php?5ewdezdjqat

Lots of little updates all around, a few new maps, namely MAP05 and MAP23.

Iwad:

http://www.mediafire.com/?9yzmxjixxjy

Nothing new with the IWAD.
Title: Re: Release #6
Post by: arch129 on December 21, 2008, 07:32:32 PM
Yayz!!!! ^_^
Title: Re: Release #6
Post by: Replica on December 21, 2008, 09:08:36 PM
OH NOES!

EDIT = OH NOES! It doesn't work! :(
Title: Re: Release #6
Post by: The Slimeinator on December 21, 2008, 09:31:03 PM
Huh? How do you mean? Was there an error? Have you gotten the latest version of GZdoom? Glub?
Title: Re: Release #6
Post by: Replica on December 21, 2008, 09:34:12 PM
The maps are Doom 2 maps. I'm not even using doom 2 as an IWad. Strange, is there another IWad download?
Title: Re: Release #6
Post by: The Slimeinator on December 21, 2008, 09:35:36 PM
You must be doing something wrong with the start-up.
Title: Re: Release #6
Post by: Replica on December 21, 2008, 09:36:15 PM
I'm opening the ZDL Launcher, and using the wad as an IWad.
Title: Re: Release #6
Post by: The Slimeinator on December 21, 2008, 09:38:49 PM
The IWAD, right? And isn't ZDL for Zdoom?
Title: Re: Release #6
Post by: Replica on December 21, 2008, 09:44:18 PM
HEHE, I forgot about the IWAD... lol.

EDIT = Sigh, now I get the error.

Code: [Select]
Script error, "TNCQG2.wad:DECORATE" line 11117:
Expected ',', got ')'.
Title: Re: Release #6
Post by: The Slimeinator on December 21, 2008, 09:58:01 PM
You didn't answer my question earlier.

Do you have the latest version of GZDooM?
Title: Re: Release #6
Post by: Replica on December 21, 2008, 10:23:38 PM
Nope. :)
Title: Re: Release #6
Post by: Atariangamer on December 22, 2008, 12:01:45 AM
I think Replica hasn't been able to run GZDooM...so thats probably whats up.

I'mmah download and givver a go...
Title: Re: Release #6
Post by: The Slimeinator on December 22, 2008, 12:48:45 AM
Ah. Well, you need GZDooM for this mod.

And Atariangamer, have fun.
Title: Re: Release #6
Post by: Atariangamer on December 22, 2008, 01:11:42 AM
Fun I had...pretty intense action. Nice maps, but i'm waiting for one that POPS...

This was cool tho, i liked some of the gameplay elements, the turrets, secrets (i went manny cav on your maps! XD)
Title: Re: Release #6
Post by: The Slimeinator on December 22, 2008, 01:13:27 AM
What would make a map "POP" for you?

And cool. I'm glad you like it!
Title: Re: Release #6
Post by: Atariangamer on December 22, 2008, 12:17:25 PM
A map that pops...

-Detail
-Good spread of enemies (not just a swarm of easy, and not just a few of hard)
-good balance of ammo and health in the different dificulty levels
-nice and legnthy
-puzzles
-complexity
-fitting music
-clear destination
-interesting design

NOW, you usually do okay on detail, but somewhere between TUCQ and KDiZD detail is really nice.
the spread of enemies you need work on. Its nice and thrilling to have a ton of flemies to zorch, but when they can slime you before you can even switch to a quicker weapon (Its true, happened to me the other day in another mod), thats no good...mostly in the parts where they can surround you. then you usually cant jump out, and you usually are dead unless you got some plasma AKA phasing. The ammo and health seems a bit 60:40. I can usually get ammo before I get health relief. But thats okay. Some of your levels are short, while others are kinda midlegnth. I nice long level would be awesome (But not too long, then i'd lose my interest.) again, KDiZD level would be just a BIT too long...Puzzles you have...sometimes. I'm talking about bringing a few pieces together to make a key or object to open a door/trade for a key/trade for the door open (yeah, I'm thinking strife). Your levels aren't that complex. They have a nice feel to them, but its alot of the tired maze aspects. (tired because I almost fell asleep in one dark maze!) A good multidoor puzzle would be cool (back to KDiZD, near the end you had to use a computer console to open another computer room, that also opened the door a bit, and then you had to activate all computers to open the door enough to go through...and then it closed behind you). THe music is CQ, there is really little to no category for what music goes with which level, but at least try. Doom's music fit pretty well, depending on the level size and attitude IMO. You have no clear destination. Its just open the red door and see. I know you use the exit signs a few times, but the level that used the CQ3 satilites I had NO idea where to go till i activated the map. you should have some map texture, some story, some clue as to the fact that stellar cartography holds the exit teleport, and the general location so that I know where to work towards. Interesting design is key. Many levels are just linear and hold NO interest at all. your maps show you try, but there still is just a bit too much plain-ness. You have a limitless engine, get more than 256 different visplanes in one shot if possible!

Ok, now about your DLights. The flemoids have some harsh glow. In the dark, its too much. a gentle glow would suffice. Also, the blood/flem is suposed to match the flemoid's color, right?

Overall, its a nice mod. Just take what I said into a level and make it pop XD

Title: Re: Release #6
Post by: ChexCommander on December 22, 2008, 05:17:10 PM
Atarian hath spoken.  A lot.  ;) :D

Haven't tried out the new WAD yet (Heck, haven't updated yet since the last time we talked  ;))

But one map I thought was nice and unique was MAP15, y'know, Skyscrapers.  I liked it.

EDIT: And QFT to the swarmz and mazes.

EDIT 2: New wepz soon? Anytime? Maybe something like that Ice Phaser from G2?
Title: Re: Release #6
Post by: The Slimeinator on December 22, 2008, 06:10:19 PM
Often times, I pay attention to music after the fact. Nice essay, AG. I'll be sure to take that into account when making my prison base.
Title: Re: Release #6
Post by: 75 on March 01, 2009, 02:23:29 AM
It's good, Atari had some good points.

I don't know about you guys, but I can't see very well in this mod for about the first 10 levels or so.

I'd like to see more brightness... for me dark is frustrating. Especially for the whole level. Same thing for the pulsing lights.

Definitely liked the bonus levels, but a bit too think with the amount of flemoids. I'd personally rather see one HUGE flemoid than a thousand little tiny ones. Also, a bit too many arch-viles, but that's a matter of perspective  ;)
Title: Re: Release #6
Post by: ChexCommander on March 06, 2009, 08:32:47 PM
Hey, it's a G2 mod, it's supposed to be hard. XD

It seems bright enough for me...try adjusting your settings....
Title: Re: Release #6
Post by: The Slimeinator on March 06, 2009, 08:33:55 PM
It's good, Atari had some good points.

I don't know about you guys, but I can't see very well in this mod for about the first 10 levels or so.

I'd like to see more brightness... for me dark is frustrating. Especially for the whole level. Same thing for the pulsing lights.

Definitely liked the bonus levels, but a bit too think with the amount of flemoids. I'd personally rather see one HUGE flemoid than a thousand little tiny ones. Also, a bit too many arch-viles, but that's a matter of perspective  ;)

What about a BUNCH of huge Flemoids? ;D

And yes, it must be your light settings.