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>> No.3069931 [View]
File: 556 KB, 1920x1080, darkplaces 2016-03-03 04-03-48-53.png [View same] [iqdb] [saucenao] [google]
3069931

>>3069905
To keep ranting:

>another map in the same mod, Firetop Mountain, has a similar way of finding its rune, that being finding Doodads throughout the map (in this case the skeletons of dead knights)
>however, in Mountain, it's only a single step in a considerably longer and more interesting path to getting the rune, and not only is the path hinted at throughout the map, but if you finish the map without finding it and try backing up, there's a barely hidden teleporter to bring you all the way back to the start to prevent the player from getting frustrated at having to track ALLL the way back
>on top of that, the bones can be found before that stage of the rune 'quest' and even if you don't trigger it at all, meaning if and when the player makes it that far, they immediately know where and what they have to do, having already found the hidden bones and wondering why they would be hidden if they couldn't interact with them

>>3069914
I could understand if it was Doom, Douk, Wolf3d, etc, where wall-humping is somewhat standard if frowned upon, but Quake secrets are rarely so non-obvious- even the famous discolored wall patches are less common compared to hidden buttons and switches that just take thinking to get to, and map makers can even go the extra mile and hide stuff where creative players will rocketjump or strafejump to get to (something id wasn't aware of when making the original maps). It's just disgruntling to have something like that show up in such an otherwise fantastic mod, y'know?

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