Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => The Lost Quest => Topic started by: arch129 on November 14, 2009, 04:20:38 AM

Title: CQTLQ: Discussion Topic
Post by: arch129 on November 14, 2009, 04:20:38 AM
This is the new Discussion Topic for CQTLQ.

Anyways I'm almost done with E1M4.  ;D

Screenshots!

(http://img197.imageshack.us/img197/9646/progress1b.th.png) (http://img197.imageshack.us/i/progress1b.png/)(http://img196.imageshack.us/img196/8158/progress2.th.png) (http://img196.imageshack.us/i/progress2.png/)(http://img682.imageshack.us/img682/2246/progress3.th.png) (http://img682.imageshack.us/i/progress3.png/)
Title: Re: CQTLQ: Discussion Topic
Post by: TrueDude on November 14, 2009, 02:23:03 PM
I was about to  finally download this, but if E1M4 can be finished by like tonight, I'll wait.

EDIT: lol, I put E4M1. :p
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on November 14, 2009, 03:07:57 PM
Nah, Beta 18 will come out next weekend so you might as well download the current beta.
Title: Re: CQTLQ: Discussion Topic
Post by: TrueDude on November 14, 2009, 03:47:40 PM
Quote from: arch129 on November 14, 2009, 03:07:57 PM
Nah, Beta 18 will come out next weekend so you might as well download the current beta.

Wow, how much more do you need to do for it? It says on Status that E1M4 is 90% done.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on November 14, 2009, 04:06:42 PM
Quote from: True_Dude on November 14, 2009, 03:47:40 PM
Quote from: arch129 on November 14, 2009, 03:07:57 PM
Nah, Beta 18 will come out next weekend so you might as well download the current beta.

Wow, how much more do you need to do for it? It says on Status that E1M4 is 90% done.

I have some stuff to fix in the DECOARTE and some bugs I found in the other levels.
Title: Re: CQTLQ: Discussion Topic
Post by: Zorchdude on November 16, 2009, 06:27:16 AM
after my incredibly long yet random abscence i have decided to play cq mods again

do you have chex.wad? my computer had a hard-drive crash.

wait nvm xbolt is awesome and i hate vista

beautiful archtitecture, terrible gimmick in E1M2. i hate those conveyer belt platforms.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on November 16, 2009, 08:50:08 PM
Quote from: Zorchdude on November 16, 2009, 06:27:16 AM
after my incredibly long yet random abscence i have decided to play cq mods again
beautiful archtitecture, terrible gimmick in E1M2. i hate those conveyer belt platforms.

Thanks I'm glad you like it.  ^^

Anyways about those conveyor belts, I was thinking of putting a secret passage making able to skip the conveyor belts completely, but for some reason I didn't.  Would that help you Zorchdude or anyone else that has trouble at that part if I did something like that?
Title: Re: CQTLQ: Discussion Topic
Post by: ChexCommander on November 16, 2009, 09:29:46 PM
A secret passageway would probably be cooler than using the "fly" cheat. And secrets are awesome! :)
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on November 17, 2009, 12:08:31 AM
Quote from: Zorchdude on November 16, 2009, 06:27:16 AM
wait nvm xbolt is awesome and i hate vista

Yeah, Vista can be a pain sometimes, but I have it, and haven't found anything too wrong.
Title: Re: CQTLQ: Discussion Topic
Post by: Zorchdude on November 21, 2009, 10:10:46 AM
Don't make it secret. Outright replace that part! =(
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on November 21, 2009, 04:38:50 PM
I'm serious!!

Theres occasional [very] annoying glitches, but nothing that makes me want to tear my hair off or anything like that.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on November 21, 2009, 05:28:40 PM
Quote from: ChexMaster2109 on November 21, 2009, 04:38:50 PM
Theres occasional [very] annoying glitches...

Mind telling me more about them, I can't help if I don't know whats the problem.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on November 22, 2009, 09:27:00 PM
I've finished adding the secret passage in E1M2 and I've got some work done on E1M5.

(http://img690.imageshack.us/img690/2700/cqtlq6w.th.png) (http://img690.imageshack.us/i/cqtlq6w.png/)(http://img26.imageshack.us/img26/9012/cqtlq6.th.png) (http://img26.imageshack.us/i/cqtlq6.png/)
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on November 22, 2009, 09:29:46 PM
Sorry, nevermind, I was talking about Vista, I mistook what Zorchdude said.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on December 14, 2009, 11:55:49 PM
(http://img51.imageshack.us/img51/1371/cqtlqe1m51.th.png) (http://img51.imageshack.us/i/cqtlqe1m51.png/)(http://img706.imageshack.us/img706/4306/cqtlqe1m52.th.png) (http://img706.imageshack.us/i/cqtlqe1m52.png/)(http://img43.imageshack.us/img43/6224/cqtlqe1m53.th.png) (http://img43.imageshack.us/i/cqtlqe1m53.png/)

I realized it been awhile since I have posted any progress so here is some new screens.  As you can see I have made good use of my new texture set.  :whale
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on December 20, 2009, 05:07:22 PM
I found out what was causing CQTLQ to crash when trying too load a saved game, when beta 19 comes out you will be able to save again!  :whale
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on December 20, 2009, 10:41:32 PM
Thank you, thank you, thank you!
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on December 26, 2009, 01:52:22 AM
E1M5 is almost done!  ^^

(http://img145.imageshack.us/img145/4306/cqtlqe1m52.th.png) (http://img145.imageshack.us/i/cqtlqe1m52.png/)
(http://img704.imageshack.us/img704/6224/cqtlqe1m53.th.png) (http://img704.imageshack.us/i/cqtlqe1m53.png/)
Title: Re: CQTLQ: Discussion Topic
Post by: matthias720 on December 26, 2009, 02:31:35 AM
W00T!  Can't wait to see it!
Title: Re: CQTLQ: Discussion Topic
Post by: mob720 on December 26, 2009, 06:27:47 AM
Man, you're making me look bad!  :D

Also looks like you're getting more hits than I do, but you know, that's a given. <.<
Title: Re: CQTLQ: Discussion Topic
Post by: ChexCommander on December 26, 2009, 02:06:46 PM
Quote from: mob720 on December 26, 2009, 06:27:47 AM
Man, you're making me look bad!  :D

Also looks like you're getting more hits than I do, but you know, that's a given. <.<

I check out every post in the Fan Projects section. ;)
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on January 18, 2010, 04:30:42 PM
Sorry for the inactivity, I was working on my Doom project FFCPII, I got a new beta out for it so now I can get back to work on CQTLQ.  It's going to take some time to plan out what I have in mind for E1M7.  <_<
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 18, 2010, 07:07:32 PM
(http://img16.imageshack.us/img16/116/cqtlqe1m6.png)

Screenshot of E1M6 cause of lack of progress from January up until yesterday.
Title: Re: CQTLQ: Discussion Topic
Post by: TrueDude on April 18, 2010, 07:42:08 PM
Yeah, that's pretty awesome level design, once again.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 18, 2010, 10:57:10 PM
Quote from: TrueDude on April 18, 2010, 07:42:08 PM
Yeah, that's pretty awesome level design, once again.

Thanks, but the room is not near done yet.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 18, 2010, 11:17:32 PM
AWESOME

Get that beta out soon!
Title: Re: CQTLQ: Discussion Topic
Post by: Atariangamer on April 19, 2010, 02:56:58 PM
I seriously need to try and get Dynamic Lighting working...that subtle shading makes what was otherwise a simple map (an unfinished room, even!) seem amazingly detailed.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 19, 2010, 08:18:21 PM
yeah...

How on earth do you do that?
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 19, 2010, 09:32:05 PM
To get Dynamic Lighting you need object number 9800 and edit the action arguments, also I'm petty sure this is only for GZDoom.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 19, 2010, 10:43:01 PM
Speaking of Dynamic Lighting...

(http://img685.imageshack.us/img685/4269/cqtlqe1m62.png)
Title: Re: CQTLQ: Discussion Topic
Post by: xbolt on April 19, 2010, 10:44:03 PM
._.

...


O_O


Holy crud.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 19, 2010, 11:05:36 PM
Quote from: arch129 on April 19, 2010, 09:32:05 PM
To get Dynamic Lighting you need object number 9800 and edit the action arguments, also I'm petty sure this is only for GZDoom.

I use GZDoom.

You seriously need to point me to really good tutorial on how to do that so that I can do it.
Title: Re: CQTLQ: Discussion Topic
Post by: LAZ Trooper on April 19, 2010, 11:11:40 PM
Speaking of dynamic lighting, I've got some in one of the levels of my mod (if I ever get around to working on it), and I have a ton in the Stryper Room I made for the lounge (it's on one of the more recent pages). It looks pretty Robert Sweet.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 20, 2010, 12:57:34 AM
soo...

can anyone point me to a tutorial?

plz?

;D
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 20, 2010, 01:22:36 AM
Quote from: ChexMaster2109 on April 20, 2010, 12:57:34 AM
soo...

can anyone point me to a tutorial?

plz?

;D

I wish I could, but I can't find any.  The way I leaned using them was just tinkering with them on my own.
Title: Re: CQTLQ: Discussion Topic
Post by: Atariangamer on April 20, 2010, 02:25:52 PM
I only got it to work once, and it actually went pretty well...but I've yet to get it working since. (though I haven't tried much, since...)
Title: Re: CQTLQ: Discussion Topic
Post by: ChexCommander on April 20, 2010, 04:53:25 PM
Quote from: arch129 on April 19, 2010, 10:43:01 PM
Speaking of Dynamic Lighting...

(http://img685.imageshack.us/img685/4269/cqtlqe1m62.png)

Epic. That is all.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 20, 2010, 07:09:07 PM
Ok..

Can you explain it in supereasy terms? For Doom Builder 2 preferably?
Title: Re: CQTLQ: Discussion Topic
Post by: mob720 on April 20, 2010, 07:32:21 PM
I thought we had a GZDoom tut. If youre looking for specifics, try YouTube or just Google it.

GZDoom dynamic lighting or something like that.

Anyway...  :whale

Just returning the favor.
Title: Re: CQTLQ: Discussion Topic
Post by: Lee-king on April 22, 2010, 01:02:21 AM
Those are some pretty awesome screenshots. I've really missed this project, you know. =:-D
Title: Re: CQTLQ: Discussion Topic
Post by: noob1234 on April 23, 2010, 07:33:29 PM
whoah thats cool!
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 23, 2010, 11:38:55 PM
I think I'm almost ready for the next release, E1M6 is kinda short especially in comparison too the level before it.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 24, 2010, 09:01:52 PM
just release it! o_0
Title: Re: CQTLQ: Discussion Topic
Post by: TrueDude on April 24, 2010, 09:09:13 PM
Quote from: ChexMaster2109 on April 24, 2010, 09:01:52 PM
just release it! o_0
Clearly you have not seen this topic. (http://www.chexquest.org/index.php?topic=2612.0)
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 24, 2010, 09:35:24 PM
link no work.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 24, 2010, 09:53:12 PM
Quote from: ChexMaster2109 on April 24, 2010, 09:35:24 PM
link no work.

http://www.chexquest.org/index.php?topic=2612.0
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 26, 2010, 11:59:49 PM
[spoiler](http://img249.imageshack.us/img249/7899/e1m7.png)[/spoiler]
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 27, 2010, 12:05:59 AM
How do you even survive?
Title: Re: CQTLQ: Discussion Topic
Post by: matthias720 on April 27, 2010, 12:55:48 AM
Laz Device.
Title: Re: CQTLQ: Discussion Topic
Post by: mob720 on April 27, 2010, 12:59:45 AM
:( Thats no happy fun room.
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on April 27, 2010, 01:32:20 AM
Quote from: mob720 on April 27, 2010, 12:59:45 AM
:( Thats no happy fun room.

ah that's not so bad, I've seen worse. He's got a plasmagun and there aren't any cyberdemons, after all.
Title: Re: CQTLQ: Discussion Topic
Post by: ChexCommander on April 27, 2010, 10:55:33 AM
No, that map is nothing compared to The Slimeinator's secret level in TNCQ G2. WAAAAY worse.
Title: Re: CQTLQ: Discussion Topic
Post by: LAZ Trooper on April 27, 2010, 09:13:23 PM
I don't think I've played that level, but yeah, Slime's stuff is way more insane...

That actually looks fun... like in some level in some other mod I can't remember the name of that has twenty maximuses or so, and I had fun just circle-strafing around them while continually firing. XD
Title: Re: CQTLQ: Discussion Topic
Post by: noob1234 on April 30, 2010, 12:47:40 AM
davidbrus!! :D
Title: Re: CQTLQ: Discussion Topic
Post by: matthias720 on April 30, 2010, 01:18:44 PM
Quote from: noob1234 on April 30, 2010, 12:47:40 AM
davidbrus!! :D
LOL!
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on April 30, 2010, 02:28:50 PM
Quote from: LAZ Trooper on April 27, 2010, 09:13:23 PM
I don't think I've played that level, but yeah, Slime's stuff is way more insane...

That actually looks fun... like in some level in some other mod I can't remember the name of that has twenty maximuses or so, and I had fun just circle-strafing around them while continually firing. XD

That's what I do when I'm playing invasion by myself... it works every time. Doom isn't known for great monster AI. Wolfenstein 3d on the other hand...
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on October 03, 2010, 12:13:36 PM
So...

When's the next beta?
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on October 03, 2010, 05:31:24 PM
Quote from: ChexMaster2109 on October 03, 2010, 12:13:36 PM
So...

When's the next beta?

Yeah... I'm kinda busy at the moment, I have collage, my book, and my Doom wad taking up most of my creative free time.  Once I get a new beta out for my Doom wad I'll try to get some work on CQTLQ again.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on March 10, 2011, 08:11:50 PM
[spoiler](http://img576.imageshack.us/img576/3108/tip.png)[/spoiler]

Guess what I'm working on?
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 12:18:59 AM
Good to see you're working on this again, it's one of my favorite mods :)
Title: Re: CQTLQ: Discussion Topic
Post by: LAZ Trooper on March 11, 2011, 12:47:26 AM
I know I've said this multiple times before, but for some reason I totally love this mod. Were it not for my OpenGL problems, I would play it more.
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 01:06:25 AM
Hmm... I think I've said it before, but this mod is very well done. You have some really nice architecture in E1M1 and E1M2, and you did really well with the outdoors areas, they're clean, pretty, and vaguely oriental... maybe that's just the music.

A couple music tracks really get on my nerves, but some of them

possible spoiler:
[spoiler]like the song that plays after you defeat the E1 boss,[/spoiler]

D_E1M1, D_E1M2, or D_E1M5 fit really well,  and sound great in game. Although, I wonder if D_E1M5 and D_E1M2 can be even better.

There's a couple texture problems I've noticed, for example, the cabinets' sides don't look like cabinets (I can give you a good set of cabinet textures if you're interested). I noticed a couple other texture bugs, but I'd have to give you a list.

Also, the large Siamese twin zorcher thing's pickup sprite is pretty messy, I can clean that up for you if you like.

If you want a full, detailed review, I'd be happy to do it, let me know. I'll point out texture problems, bugs, and whatever else I see that I like or don't like.

Don't worry, I'm not going to give you non-free music this time, the only music I use now is either Chex original music, freeware music,  remixes of chex music, or my own music.

I hope you keep going on this, and I really should finish my Brano deathmatch map, too.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on March 11, 2011, 01:09:34 AM
Quote from: 75 on March 11, 2011, 01:06:25 AM
If you want a full, detailed review, I'd be happy to do it, let me know. I'll point out texture problems, bugs, and whatever else I see that I like or don't like.

That would be extremely helpful if you could!
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 01:12:43 AM
Quote from: arch129 on March 11, 2011, 01:09:34 AM
Quote from: 75 on March 11, 2011, 01:06:25 AM
If you want a full, detailed review, I'd be happy to do it, let me know. I'll point out texture problems, bugs, and whatever else I see that I like or don't like.

That would be extremely helpful if you could!

Sure thing, I'll start on it this weekend.

I am very picky! Expect a long review  ;)
Title: Re: CQTLQ: Discussion Topic
Post by: LAZ Trooper on March 11, 2011, 02:03:12 AM
I'm extremely picky as well, but I think I'm better at finding the glitches on the maps that I originally made and were then modified by someone else. ;)
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 04:45:05 PM
you made some of these maps in Chex Quest : The Lost Quest? I didn't know that.
Title: Re: CQTLQ: Discussion Topic
Post by: Atariangamer on March 11, 2011, 05:59:24 PM
No I think he's talking about another project. To my knowledge only Arch has worked on this.
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 06:08:54 PM
Hmm... well, if it involves me, take to PMs or post it in my subforum, this topic isn't the place for that

EDIT - Note: I post a picture, then talk about it, so the text talks about the picture above it

E1M1:

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_161242.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_161242.png)

Hmm... this isn't really a bug, but this passageway behind the cabin in E1M1 where you find the red key might look cooler with sloped ceilings

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_161353.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_161353.png)

here's the sides of the cabinets I was talking about. I'll upload my cabinet textures and post them here in a bit.


(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_161537.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_161537.png)

this crate's side doesn't match the rest of it


E1M2- part of E1M3:

I like your big box room, and that secret you put in there

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162014.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162014.png)

It's kind of strage to just have the line horizon in the distance, maybe add something out here?

There's a serious shortage of bullets and shells on this level in the second hardest difficulty. Before I found the Super large zorcher thing and the big ammo boxes there, I only had phasing ammo, without a phasing zorcher, meaning it was LAZ or spork. I had fun with it, though.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162045.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162045.png)

You might want to pick a better step texture for this



(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162224.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162224.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162719.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162719.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162917.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162917.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_163142.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_163142.png)

I really like these areas  ^-^

The jumpmaze at the end of E1M2 is hard for me but I managed after a couple tries.

Oh, something I wanted to mention about the conveyors, they might be pretty hard if you're not using always mouselook.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162412.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162412.png)

The red/yellow color combination on that thing in front of the door is kind of weird. The building looks great from the outside

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_162551.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_162551.png)

I had an idea for this room, what if you made it so the entire wall moved? You could add some bumpy floor and ceilings with slope things, and use WARP2 on the whole thing



E1M4 - nice gameplay, looks pretty good

However, there isn't very much health in this map at all.

When you pick up the green key it says "Picked up a yellow skull key'

it also says "<playername> melted" when the player dies in the slime


I really like those mine areas, this is a great map, the only thing I don't like about it is the music.

The Loricatus - hmm... would you like to use my flem micro missiles? that would make more sense than propulsor shots

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_170558.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_170558.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_170740.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_170740.png)

Nice job with these areas

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_170822.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_170822.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_170810.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_170810.png)

It's really hard to see the stairs in this area, the first time I went through this map I wasn't sure which direction to go, I lost a lot of health

The jumpmaze in this level is crazy, I've only been able to do it once. Did you raise the gravity in this mod or something?

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_165726.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_165726.png)

graphical glitch - this slime is a little cut off in parts, other than that it looks neat

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_174855.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_174855.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_174830.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_174830.png)

what's the story behind this place? Just curious, why are there so many holes in the ceiling?

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_175643.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_175643.png)

This looks awesome, like it's right out of Mystical Ninja Starring Goemon.

Some of these 64 wide platform jumps (from one 64 square to another) are really tough, I try to back up to get a running start and end up backing right off the platform.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_180533.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_180533.png)

this part was way beyond my jumpmaze skills, I ended up flying over it.

One thing I noticed - I kept hearing water drip sounds really loudly in here, which is weird. It's not really a cave, and there's water in the bottom, that would be kind of a splashing sound.

I had a hard time finding health in this one too... I had to use "Give Health" because I was going into E1M6 with 14 health

E1M6:

Same with the cybermaximus, if you want to use my flem micro missiles, they might make a little more sense.

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_181630.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_181630.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_181514.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_181514.png)

this part was really, really cheap. Good thing you have a save right before it, the only way I got out was to spam the LAZ

(http://i446.photobucket.com/albums/qq189/Jwaffe/th_Screenshot_Chex_20110311_181144.png) (http://s446.photobucket.com/albums/qq189/Jwaffe/?action=view&current=Screenshot_Chex_20110311_181144.png)

I can skip that part of the level if I time my jump right :)


E1M7 - the version I downloaded didn't have anything in E1M7... huh, I must have grabbed the wrong one.

Overall, a long, hard, but great mod. It has lots of nice places to explore and move through, and it didn't feel repetitive or boring like some Doom mods feel after a while. The locations were varied enough to make me want to go through the whole thing. Nice job :)
Title: Re: CQTLQ: Discussion Topic
Post by: ChexCommander on March 11, 2011, 08:49:19 PM
Quote from: 75 on March 11, 2011, 06:08:54 PM
Hmm... well, if it involves me, take to PMs or post it in my subforum, this topic isn't the place for that

What? Dude, he was just commenting on his nature of finding bugs, it had nothing to do with you.
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 08:53:34 PM
Quote from: ChexCommander on March 11, 2011, 08:49:19 PM
Quote from: 75 on March 11, 2011, 06:08:54 PM
Hmm... well, if it involves me, take to PMs or post it in my subforum, this topic isn't the place for that

What? Dude, he was just commenting on his nature of finding bugs, it had nothing to do with you.

I said if it does, not that it does. It sounded similar to what him and I have been doing in the Skulltag Pack, so I just wanted to tell him that if it does involve me, I'd rather not talk about it here.

EDIT - No offense, but I think that falls under backseat moderation, CC. This is between me and LAZ, and why are you calling me out for it anyway? I didn't insult him.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on March 11, 2011, 09:23:53 PM
Quote from: 75 on March 11, 2011, 04:45:05 PM
you made some of these maps in Chex Quest : The Lost Quest? I didn't know that.

All the maps in CQTLQ are my own.

Anyways thanks for you're long bug post, I'll try to fix or improve most of your suggestions.
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on March 11, 2011, 10:10:02 PM
oh, here's the cabinet textures I was talking about

(http://i446.photobucket.com/albums/qq189/Jwaffe/Longcab.png)
(http://i446.photobucket.com/albums/qq189/Jwaffe/blankcab.png)
Title: Re: CQTLQ: Discussion Topic
Post by: noob1234 on March 16, 2011, 08:21:32 PM
for the jumpmaze- it's easier with the jump boots. or is that another level...?
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on March 22, 2011, 08:27:24 PM
I'm still slowly working, but I should mention that this update will have three new Flemoids.

Of course these new Flemoids will only have front sprites, no side or back ones until I have more time.  I am having some trouble getting good looking 'death' frames.  If any of you talented spriters are interested in helping with the zorched frames you can PM me.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on April 18, 2011, 06:57:53 PM
Just a screenshot to make up for the long wait.

[spoiler](http://img716.imageshack.us/img716/7127/screenshotchex201103270.png)[/spoiler]
Title: Re: CQTLQ: Discussion Topic
Post by: noob1234 on April 20, 2011, 07:04:13 PM
Quote from: arch129 on April 18, 2011, 06:57:53 PM
Just a screenshot to make up for the long wait.

[spoiler](http://img716.imageshack.us/img716/7127/screenshotchex201103270.png)[/spoiler]
new flemoids... i SEE... :o keep up the good work arch!!
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on April 20, 2011, 11:47:17 PM
man, i've got to get back to modding CQ...
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on July 13, 2011, 04:49:51 AM
Very much a WIP, but at least your ship isn't a sprite anymore.

(http://img33.imageshack.us/img33/8875/screenshotchex201107130.png)
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on July 13, 2011, 03:22:17 PM
Oh hey, Arch, I was wondering if you could make a 64x64 texture with the IFOC logo to match your sewer ones. (If you already have one, then just point me in the right direction).

VERY nice job on the ship though. I tried doing that once, and it just turned out too blocky... XD
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on July 13, 2011, 06:20:39 PM
Quote from: ChexMaster2109 on July 13, 2011, 03:22:17 PM
Oh hey, Arch, I was wondering if you could make a 64x64 texture with the IFOC logo to match your sewer ones. (If you already have one, then just point me in the right direction).

VERY nice job on the ship though. I tried doing that once, and it just turned out too blocky... XD


You want the IFOC logo...
[spoiler](http://img824.imageshack.us/img824/1707/ifoc.png)[/spoiler]

...to be 64x64?
[spoiler](http://img820.imageshack.us/img820/3249/ifoc64.png)[/spoiler]

But what do you mean by my sewer ones?


Anyways thanks!  I do think that my ship is too blocky ATM, I'm hoping with some new textures that I can make it look less stiff.
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on July 13, 2011, 06:51:55 PM
Towards the end of Episode 1 in CQTLQ you have a sewer area. I was wondering if you could take on of those textures (specifically CQGNMT13[put it in the middle]) and overlay the IFOC logo on it, and make it sewery looking.

Mainly, I was asking you because you made the textures in the first place and I figured you'd know how to make it look nice.
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on July 13, 2011, 07:42:49 PM
Quote from: ChexMaster2109 on July 13, 2011, 06:51:55 PM
Towards the end of Episode 1 in CQTLQ you have a sewer area. I was wondering if you could take on of those textures (specifically CQGNMT13[put it in the middle]) and overlay the IFOC logo on it, and make it sewery looking.

Mainly, I was asking you because you made the textures in the first place and I figured you'd know how to make it look nice.

Like this?

(http://img844.imageshack.us/img844/8724/sew01.png) PNG
(http://img853.imageshack.us/img853/6973/sew03.png) BMP

Lighter Version

(http://img32.imageshack.us/img32/9249/sew02.png) PNG
(http://img29.imageshack.us/img29/9531/sew04.png) BMP
Title: Re: CQTLQ: Discussion Topic
Post by: MajorSlime on July 13, 2011, 07:57:20 PM
Exactly like that. Thanks alot arch! XD
Title: Re: CQTLQ: Discussion Topic
Post by: mob720 on July 24, 2011, 02:49:06 PM
I see you're still keeping up your great work, Arch. Just a suggestion: on the end episode message you said 'themselfs,' it should be 'themselves.'

/grammar n***

Anyway, great job, can't wait to see more! E1M7 was hard as heck, but a great ending.  If only I coulda gone through that door in E1M1...
Title: Re: CQTLQ: Discussion Topic
Post by: arch129 on September 12, 2011, 07:00:37 AM
[spoiler](http://img832.imageshack.us/img832/4705/preview1q.png)[/spoiler]

The new HUD is still a WIP.
Title: Re: CQTLQ: Discussion Topic
Post by: 75 on September 12, 2011, 12:24:51 PM
I really like the ammo graphs! That's a great idea, it would be a good solution for the ammo section of my HUD too, since I have new ammo types.