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Matt H Dark Trooper Phase 1
Joined: 24 Sep 2003
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Posted: Apr 17, 2004 17:14 Post subject: Among the Shadows: Fortress Quadrigon (* * * *) |
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Topic: Among the Shadows: Fortress Quadrigon by Oton "Fish" Ribic (* * * *)
Katarns review: 70%
DOWNLOAD
Barry Brien wrote:
Wow where did this come from?
Very good mission, I found it extremely hard trying to decide whether this deserved a 4 or 5 death star rating. Anyway, The reason it didn't get the full 5 are only very small nitpicking reasons.
I like this level a lot, great plot, nice puzzles, rpg quality.
the ending is a little abrupt though, leaves a lot to be desired. Some of the architecture is fantastic, texturing is very good, however there are one or two less then great looking areas. Also a lot of the level consists of running back and forward pressing switches.
The music is great, gone are the gmidis, replaced by voc music (explain's why the gob is so big).
The author has composed and played the music himself, a lot of it based on the music of star wars on electric guitar. It works well, though I don't think John Williams had flying V's and devil hand signals in mind when he composed the originals.
Anyway, I recommend playing this level, it's not quite a classic, but I'm looking forward to future releases from this author.
Jedi Cheddar wrote:
I have win XP and have sound turned off because VOCs don't come in at all, so the only way I can here the VOCs is to extract them
I can't seem to get passed the power room door. How does it work? Am I missing a switch somwhere? Are the elevators not supposed to move after they discover Kyle? (Although hand print identification is a good method of determining ones own body, why would Imps have Kyle's prints?)
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Name: Jedi Cheddar
Home Page: Jedi Cheddar's Sanctuary
Weapon: Cheese Gun
Profession: Guardian of Cheese
Barry Brien wrote:
I had to open it in wdfuse to figure this out. hint: try using your blaster.
BTW I ues Win XP and the sound worked fine for me. Strange.
MrG wrote:
Grrr, how do I get past the door with the letters? I've had some very interesting combinations (lead, dead, wade, saws), but my creativity is strained..
Mike
Jedi Cheddar wrote:
Works fine?!? Aw man.
How is your confuiguration? What kind of sound card do you have? I have an old Sound Blaster 16card that used to play DF sound just fine until XP got in the way. Damn Microsoft
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Name: Jedi Cheddar
Home Page: Jedi Cheddar's Sanctuary
Weapon: Cheese Gun
Profession: Guardian of Cheese
Fish wrote:
Jedi Cheddar: Explanation - the Empire has Kyle's handprints, since he used to be an imperial officer. Any serious army does that also here on the Earth.
And about the door with the letters - there is a hint about the word which opens the reactor room. Some of my beta testers tried million ways to decode the "regular" 3-symbol code key picked from the officer as a four-letter word, but that's the wrong approach.
Altogether, 1000x thanks, Barry, for the nice comments, and I am stunned that FortQuad got four stars! I really expected three in the best case - the Fortress Quadrigon wasn't, until it was 60% finished, intended to be a "serious" mission. It began as an experiment of implementing the VOC as a background music and having an attractive idea for the plot.
Quadrigon also looks, I admit, a bit old-fashioned, especially if compared to the recently released Assassination on Nar Shaddaa.
[Message edited by Fish on August 15, 2002]
MrG wrote:
Yeah, I found the symbol chart hint with the letters pointed out.. But I'm still having trouble figuring out how to put those together to do something..
Mike
[Message edited by MrG on August 15, 2002]
AlexG wrote:
I'm not sure if I got the RIGHT hint, but nonetheless I got one and it worked. look at the names of the hangars right agter the officers tell you that joke.
Fish wrote:
AlexG, that's NOT really the hint for the password, but just a coincidence which I didn't think of. Still, well done; you must be having some Jedi powers... 
MrG wrote:
Well, I'm not going all the way back there to figure out the hint..
Mike
MrG wrote:
Look, can someone gimme a bit more of a hint here than the sheet with the arrows pointing out the letters? I've tried many combinations of those letters and nothing seems to work.
Mike
japh wrote:
WinXP, enough RAM, not much else open.
Why does it crash if I jump? Especially in the starting sector.
Also, wdfuse shows up a couple of objects with no starting sector.
Looks like a nice, small, LEC-style level.
Geoffrey Simpson wrote:
Very, very good first level. Many interesting ideas and some lovely architectrure make this a really fun play. I love the idea of a disguise (beat Archangel 3 this way) and the atmosphere in the base itself was fantastic. And I loved the music.
Didn't quite catch what the traitor said at the end though, can't turn off the music as I usually would when someone's talking.
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Barry Brien wrote:
Well I'm off to play it again.
Fish wrote:
Did you find all the secrets? (That is, if you didn't notice them anyway in WDFUSE?)
Barry Brien wrote:
I found the 2 lives in the column, but I saw that in wdfuse 
Fish wrote:
OK, 1 found, 4 remaining...
Now, as I played F.Quad again, I think I exaggerated the power-ups in one of the secret places. On the other hand, that place is quite difficult to be found, if you don't decode the hint for it.
MrG wrote:
I found the secret room with the Gran in it.
I did finally figure out the password. And I'm still annoyed about how difficult it was.
Mike
Geoffrey Simpson wrote:
I found the Gran one, the column one, and the one with the elevator going up and down (at the start of the Power Center).
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
AlexG wrote:
Fish wrote:
AlexG, that's NOT really the hint for the password, but just a coincidence which I didn't think of. Still, well done; you must be having some Jedi powers... 
Yes... Jedi me......
Okay, since I got it right and wrong at the same time, what IS the real hint?
Geoffrey Simpson wrote:
In the computer center you hit the switch and a wall of letters with arrows appears.
Found the other secrets at the bit where your cover gets blown and with the 'no shooting' signs. They're well hidden, and rewarding to boot.
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Barry Brien wrote:
I gotta look harder.
Fish wrote:
There is also a hint for the Gran secret, did anyone find/understand it?
And, Haslow&Hallaron duet, if you've played Quadrigon, please let me know what's your opinion, your analyses are usually very detailed...
Barry Brien wrote:
Oh, I didn't get that joke. Could you explain it?
Fish wrote:
Joke? Huh? What joke?
Tom Resnick wrote:
Fish, dude, have your band play more o' that music! I love hearing new takes on old music!!! Maybe play Hallaron's Dark Tide theme! I bet he'd love it.
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Tom Resnick
Desideratus Fatum - Desideratus Bellum
Barry Brien wrote:
The joke in the level.
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Matt H Dark Trooper Phase 1
Joined: 24 Sep 2003
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Posted: Apr 17, 2004 17:14 Post subject: |
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Fish wrote:
Barry, it's just a "remake" of one other joke I heard: what is the difference between the terrorists and the banjo players? Some terrorists also have sympathisers. Heh heh. I tried to adapt it to the Star Wars surrounding, obviously with the limited success.
I just needed something subtle what would make a player feel that Kyle is not at all looking suspicious in his Imperial Lieutenant clothes.
Thanks, Tom, the band will be glad to hear this. We are quite glad to make these soundtracks (that way more people get to hear it than we can ever get to the concert!). The Dark Tide theme would be interesting to play, but of course, we would first need Matt's permission.
Originally for the first part of F.Quadrigon, the band tried to cover the brilliant STALK-06.GMD, but it didn't sound quite as we expected, so there was a completely new stuff composed.
Matt H wrote:
Man, that letter puzzle took me forever ... then it finally dawned on me what to do. (highlight to read) The arrows aren't pointing to the letters - they're pointing to the columns and rows. The letters are where they intersect. Pretty darn sneaky!
I'm not going to give a detailed analysis/critique right at this very moment, but I'll throw a few comments out.
Overall, I liked it. I especially liked the atmosphere at the beginning. it was an excellent outdoor setting with nice, low light levels. And the mood was largely due to the music. It was so fresh and original, it gets bonus points for that.
The creeping around in disguise was a lot of fun. Kind of different.
The ending - I didn't really get what happened. It seemed like boom, you're done. (A cutscene would've been nice, but of course I'm going to say that.) And speaking of cutscenes, I appreciate the custom textcrawl, but it seemed screwed up to me; the right hand side and even moreso at the bottom were clipped.
The briefing was nice - maybe different for different's sake, but still kind of cool. Some of the inventory items (like the keys) had some palette problems.
Some of the texturing was spot on. But some was less than stellar. I liked the exterior of the base.
I'm not a big fan of English text (because it's not common in the Star Wars universe, it kind of takes you out of it) but I understand the reasoning behind a lot of it. But for something like the letters puzzle, that could have been Auberesh symbols or something.
I also think the dialogue of the various officers (and bartender) could have been vocs in addition to the printed text.
Personally, I wish you had used the parked speeder bikes from DT2 - I like them much better than that FME. (At least you used the shuttle!)
Good architecture. Excellent layout of the base, especially making it seem bigger than it really is. And I like making mention of other (non-existant) keys, like 'the black key.' And the puzzles were challenging, but good. You're right, it does have an 'older level' feel. But it also felt new, largely due to the music.
Hmm... maybe more criticism than I intended. But for the most part, I really was impressed. Good job.
As far as The Dark Tide music goes - it would depend on where you would use it per se, but I don't think I'd have a problem if you're band played it. It'd be kind of cool, actually (not to mention flattering.) But so you know, I hope to someday give it a fuller treatment than just the opening (and closing) credits.
The Dark Tide remix?
[Message edited by Matt H on August 21, 2002]
Geoffrey Simpson wrote:
Yeah, Dark Tide b-sides; the songs that didn't make it into the original release, unheard before now!
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Fish wrote:
Of course, if the band played the Dark Tide theme, it could be only used in the Dark Tide... all other usages (especially commercial!) would be quite unfair, I think. Kind of violating the author's right.
Since most of you seem to like the music in Quadrigon, I guess I will keep on that way for the next Dark Forces project. (If the band stays together, that is.)
It's quite a good feeling to make music that actually has some purpose and will be used somewhere, rather than just awfully bamming "Knocking on Heaven's Door" and "Harlem Shuffle" for the six-millionth time...!
japh wrote:
yeah, ok, it's definitely crashing for me
Jedi Cheddar wrote:
Maybe it's just my sound again, but I didn't like that second song at all. It has no SW feeling to it (if there even is such a thing). I really like the first one though. I think that one is great.
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Name: Jedi Cheddar
Home Page: Jedi Cheddar's Sanctuary
Weapon: Cheese Gun
Profession: Guardian of Cheese
Patrick Haslow wrote:
I really enjoyed the level. I had to stop after my cover was blown. I got stuck and didn't have time that evening to really find my way out. I loved the music, and although I normally don't like to see English in a Star Wars setting, this level with its "pop" music seemed to fit it in as a stylistic choice. The music in the start is downright creepy at times. If I ever do a "survival horror" themed game project, I'd like your band to do back-up. If anyone here has heard the Silent Hill soundtrack, you will know what I mean.
A very good effort so far, though. I will have to make time to properly complete it before I could say more.
Fish wrote:
OK, Jedi Cheddar, I guess you are right - the soundtrack 2 has really not much Star Wars feeling, but it is actually supposed to be a completely new composition based on a Star Wars theme, rather than just a 1:1 copy.
But I'm glad you liked the first one.
Thanks, Patrick, I am flattered.
japh wrote:
Nope, still crashing.
Matt H wrote:
Would there be any chance of the soundtrack ever becoming available in a non-voc, higher quality format? (i.e. mp3s) The second track might go well with Tom Resnick's Moch 'For Soldier's Glory' Mix and Bart Klepka's Dark Forces Victory Class Mix.
[Message edited by Matt H on August 21, 2002]
Fish wrote:
Sure... the original soundtracks were actually recorded on 44100Hz, 8-channel 16-bit), and later remixed to DF audio (10989Hz, mono, 8-bit).
Jedi Cheddar wrote:
Never mind about my last post. I had a change of thought after listening to them "properly" on GoldWave versus my crappy DF sound.
I have concluded that track 1 sounds much better with my scratchy sound in DF . Sorry about that, but it does. The second track is very cool after listening to it I think.
Just goes to show you what crappy DF sound can get you
<edit>
Dang that second track is very very awesome. I would suggest make more of them just so I can extract them and listen to them as MP3. I would also suggest make the first track and stick those in DF so they sound good while I play DF
BTW, I hope you don't take that too seriously. I don't mean to make you mad.
</edit>
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Name: Jedi Cheddar
Home Page: Jedi Cheddar's Sanctuary
Weapon: Cheese Gun
Profession: Guardian of Cheese
[Message edited by Jedi Cheddar on August 21, 2002]
Alan Slipp wrote:
I still can't figure out how to get past the power core handprint switch. Any hints on this one? I'm sure the rest of the level is great, but not being able to get at it is annoying.
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Matt H Dark Trooper Phase 1
Joined: 24 Sep 2003
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Posted: Apr 17, 2004 17:15 Post subject: |
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Geoffrey Simpson wrote:
**spoiler!**
You have to shoot the panel.
(highlight to read - hidden by Matt H)
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
[Message edited by Geoffrey Simpson on August 22, 2002]
[Message edited by Matt H on August 22, 2002]
Matt H wrote:
You know, posting the warning "**spoiler**" is pretty useless if the actual spoiler is right next to the warning. It's much more effective if you put some distance between the warning and the information.
It's even more effective if you change the font color to match the background, so people have to highlight to read.
You could have also instead given a clue: "Well, how might've Han Solo dealt with this?"
Wait a moment... maybe I could use my Phase 1 powers to change that...
Woo-hoo! It worked! Tremble beneath my power!!!
Sorry, got a little carried away there...
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I have no idea how to get to that secret Gran area. I saw that it was there, but I didn't figure out the way to get in.
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[Message edited by Matt H on August 22, 2002]
Fenwar wrote:
I'm planning to write a fuller review of this level, but first impressions are very, very good. Some areas a little strenuous on the engine, but the music gives the level a unique feel and the contrast between the stealth and urgency makes blasting stormtroopers that little bit more fun than usual.
Also, this is the first Level Reviews forum topic ever to reach two pages.
File somewhere between Critak Moon: The Imperial Outpost and The Rock: Gandolo IV. That's in the "good levels" folder, by the way.
Answer to Matt's question (highlight, etc: )
There is a sign with upside down writing, at the foot of one of the cliffs early on.
Basically, if you fight the tide at the very North end of the waterfall you'll land on a small ledge leading to a door.
[Message edited by Fenwar on August 22, 2002]
Fish wrote:
Now I think I exaggerated the power-ups a bit in that secret area. Perhaps it makes then the remainder of the game far too easy. Do you agree?
At least it's not easily found.
Fenwar wrote:
Perhaps a few too many mortar shells; on the Hard difficulty the revive should maybe be replaced with just enough health to compensate for the fall.
I found it easier to reach that room than to jump up those rather treacherous cliffs, as it happens. Ah well.
Fish wrote:
Yes, it is easier than jumping, but only if you know about the secret room.
And I agree about the mortar shells, they are a bit too powerful for the level and remove any challenge.
Sheldon wrote:
Hey. I just started playing the map and it really looks original and to have great talent. At first I thought there was no music, but then that original music kicked in.
Geoffrey Simpson wrote:
But no dancing couples in the danceroom, eh Sheldon?
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Sheldon wrote:
Fish, one thing you might want to do in a SE.. you know your great danceroom just mentioned(or disco room, whatever). How about at least using the "wamphrat" technique from Dark Tide to produce some movement, like an officer lifting a drink? Hey, but overall, it was great to be an officer and explore around without just shooting, shooting all the time. This gives the effect of being with friends instead of enemies.. that joke dialogue was great.. hope other authors can take off on this and produce levels where you can interact in virtual reality in ways other than just shooting, which in my opinion gets just plain boring after a while.
Fish wrote:
Wambf... Whabmptm... Pwfharmbpat.. Wamphrat?
I'm afraid I have to disappoint you: I don't know how to do that technique well. It looks brilliant in the Dark Tide, but I am usually a geek when it comes to draw something what should look nice. Is there some tutorial available?
Thanks for the comment anyway, I'll keep it in mind.
Sheldon wrote:
Maybe you can get the technique from the author? Hey, and another thing, in your great baroom scene, how about some FEMALE officers? You can get them out of the Ruins of Talos series, or maybe other places. It's very hard to believe all imperial officers were gay - they had to be wooping it up with the gals. That would make the scene more realistic, even if you don't "wamphrat" the officers.
But Fish, I really want to commend you on one of the most truely impressive and imaginative scenes in all the add-on missions in Dark Forces - a feeling of aliveness and being somewhere else.
Tom Manning wrote:
One thing I noticed was in the Night club, there were several aleins, very inrealistsc as the Empire would not alow them in service, so any non-humans in an impereal base would have to be behind bars. as for the woman, the Empire would not allow them in service either, wityh a few exeptions being admial Dalla, and I belive there was one other...
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"I see the kids in the street, without enough to eat;
"Who am I to be blind, Pretending not to see their needs."
Michael Jackson: Man In The Mirror
Jedi Cheddar wrote:
BTW Sheldon, it is WAMPRAT
Anyway, what is that effect? I either forgot it/didn't see it.
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Name: Jedi Cheddar
Home Page: Jedi Cheddar's Sanctuary
Weapon: Cheese Gun
Profession: Guardian of Cheese
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Matt H Dark Trooper Phase 1
Joined: 24 Sep 2003
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Posted: Apr 17, 2004 17:15 Post subject: |
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Matt H wrote:
The effect is to give them animation. To give them more movement, make them more lifelike. I concur, some animations (maybe some vues) would have been nice. But it was still a great location.
I just thought the Rodians were working there - like indentured servitude or something.
Issard was also a female in Imperial service. But I sincerely doubt she and Dalaa were the only ones. They're just the ones we know about. (There's also the Emperor's Hands...)
Sheldon wrote:
What military service doesn't have some women, even if only nurses in uniform? It certainly wouldn't hurt to have some ladies in that great disco room to have some balance. It's just not right to be all guys.
Fish wrote:
I agree, there could have been a few women in the bar, and maybe they will appear in the SE. Maybe I should also put one animated woman on the stage, performing a str...*slap*
I didn't really think there would be a problem with the aliens: the barmen are kind of slaves anyway, and a few others at the tables can be just anything... imagine them being foreign diplomats, for example.
Sheldon, I guess women will adore you for your fights for their rights!
Sheldon wrote:
Seriously, Fish, you spent so much time on that wonderfull bar scene it would just be so much more realistic with some gals around.
And I know you must of been joking about the stripping, but it would be great to use the "wamprat" technique on at least a few characters. I would love to see someone drinking a glass of beer, for example.
One day, I really hope someone will have a couple dancing in Dark Forces to some exotic music.. in a setting like your disco room.. that would be a real triumph.
[Message edited by Sheldon on August 23, 2002]
Geoffrey Simpson wrote:
If it counts, I had an experiment with a moshpit once...
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Fish wrote:
Right, for the SE, the officers will maybe get some female company. (Should girls wear Imperial Naval miniskirts in a bar??)
I guess it would be hard work to make a dancing couple, but it's a good idea; will be considered.
What should be done for the SE is also replacing all the English text with Star Wars symbols. That should make the game more difficult for those who play it for the first time, but so what.
And, I think there might be one extra concussion rifle commando added to the level on a hard difficulty, to appear in the hall in front of the reactor room...?
Geoffrey Simpson wrote:
I'd add a couple. And the one that was already there was stuck in the ceiling if no-one shot before you did.
And there was a flickering sector near the shuttle, the one leading to the ship. This might be caused by it being a subsector too close to a wall. You should probably make it a normal sector so you don't get that problem.
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Incredible! One of the worst performances of my career and they never doubted it for a second. -Ferris Bueller
Fish wrote:
I guess it's because the 3DO and the adjoined hall towards the shuttle leg interect with each other, and the engine is somehow "unsure" about this situation.
Also I know already that the concussion commando hangs from the ceiling until the gunfight begins, but it's not a problem: he is a disguised Leviathan. 
Tom Resnick wrote:
Matt H wrote:
Would there be any chance of the soundtrack ever becoming available in a non-voc, higher quality format? (i.e. mp3s) The second track might go well with Tom Resnick's Moch 'For Soldier's Glory' Mix and Bart Klepka's Dark Forces Victory Class Mix.
[Message edited by Matt H on August 21, 2002]
1st - I didn't know anyone actually listened to my Mohc song...
2nd - We should make a DF soundtrack
3rd - Could anyone send me Klepka's MP3? I've tried DLing it, at it won't work for me.
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Tom Resnick
Desideratus Fatum - Desideratus Bellum
Sheldon wrote:
Fish, another great thing about your level is the sense of intrigue and communication. I thought the message to get the copy of the key from that agent really incredible.
Your map is a move up from the dumb shoot, shoot, shoot everything to a much more satisfying virtual world. You really have terrific talent - I do hope you make more maps and inspire other authors to be more creative.
Fish wrote:
Hey Sheldon, I didn't receive so many compliments at once since I managed to fix my grandmother's stuck toilet in 1997.
I don't like the idea of always presenting the Imperial bases being unbelievably strict, full of agressive and evil atmosphere, consisting only of armories, hangars and machinery, but I wanted somehow to show the "casual" side of the Empire: joking officers, night bar...
Such things also must exist in a well-funcioning system, I think.
Hey, I became an Imperial commando! Yee-haa!
[Message edited by Fish on August 26, 2002]
Patrick Haslow wrote:
Again, great level Fish. Things have been a bit crazy for me so I still haven't been able to complete it yet. When that music kicked in though, I was instantly sucked into the mood of the story- which is a credit to both the story and your band. Also, I liked the force field graphics.
And to prove what a dork I am, it is actually spelled "womprat".
Fish wrote:
Thanks, but the force field BM is a dense coloured noise, scrolling with high speed.
I think the last part of the level doesn't look like the others, so you have maybe already seen all worth being seen. But still let me know what you think. And good luck for the Hall of fame poll!
[Message edited by Fish on August 30, 2002]
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Apr 17, 2004 17:44 Post subject: |
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One of my all time favorites.
The music was excellent, the ability to sneak around an imperial base was something new, and just the overall layout of the base was excellent. I thoroughly enjoyed playing this level. The architecture was excellent (with the only problem being the many 3DO chairs in some rooms that slowed my CPU), and the secret areas were fun to find.
There was only one problem with it that I found, and this may have been due to human error, but you could only get the code key for the computer room on Hard mode, and that somewhat annoyed me. But that was the only real fatal problem I could find.
Personally, I think the review for this level (Being 4 stars) was a bit harsh, I believe it truelly should have been a 5 star level. But I think it was deducted the star for that key code error I listed. Maybe something for the author to think about if he ever makes a SE version .
_________________ I don't think outside the box... I customize it. |
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Casey Neumiller Gamorrean
Joined: 24 Sep 2003
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Posted: Apr 17, 2004 18:14 Post subject: |
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I think I mentioned this before, but the one thing I didn't like about the level was the jumping puzzle.
Then again, I hate jumping puzzles in general in FPS. In a third-person view it's a little better, but I don't like being forced to jump carefully when I can't see my feet and have to rely purely on my sense of distance.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Apr 17, 2004 22:49 Post subject: |
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Yes, I died many times doing that.
_________________ I don't think outside the box... I customize it. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Apr 19, 2004 17:22 Post subject: |
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I must agree that this is one of the finest levels created for DF yet. The plot is great from the start, as well as being considerably more original than many others... The environment is amazing, making the place actually feel like an Imperial base, although the "Imperial" feeling is a little dwarfed by the "base" feeling. As for challenge, this is perhaps the new "puzzle level". I don't think DF has had any levels with as many good puzzle elements since Imperial Academy (Ironfort had far fewer, even if they might have been better). The music is definitely what sets this level apart from all the others, literally. Not only is it an innovative concept, but the music itself was excelent. I highly reccomend this level to any DFers who haven't experienced it already.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Fish Gamorrean
Joined: 29 Sep 2003
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Posted: Apr 20, 2004 17:32 Post subject: |
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Thanks guys.
However, there are some things I would still change today, after Fortress Quadrigon is almost 2 years old.
1) First of all, I'd change the ending a bit. I think it wasn't dramatic enough - a boom, a DT1, and there it goes - mission complete. Of course, it takes a master to make a cataclysmic ending like in Mt.Kurek, but FQ ended a bit too much like the level "Faust", where the Crow is waiting 10m from the place Kyle picks up the (of course) Death Star plans.
2) I'd correct a few bugs.
3) I'd make a jumping sequence on the beginning slightly easier (although, even if Kyle falls, there is a chance to not to die, using the secret shelf behind the waterfall).
4) I would change some latin fonts to Aurabesh.
5) I would make at least one or two basic cutscenes, more than just a textcrawl.
6) Some secret areas I would make slightly easier to find, but with less rewarding goodies in there (assault cannon hidden in the 1st restroom is just too strong).
But still, altogether I'm satisfied with how the FQ looks. I am especially glad that I managed to include these two soundtracks that my band has recorded specifically for the Quadrigon.
If I will do another Dark Forces mission, it will certainly again feature VOC soundtracks recorded by the band. Seeing Mattias Welander's CDark brought me some extra motivation to edit DF again - perhaps I might start in summer, when I'll have some spare time.
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: May 21, 2004 06:15 Post subject: |
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Another level that I reviewed and forgot its numerical rating...
8.7 of 10.
_________________ I don't think outside the box... I customize it. |
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: May 21, 2004 20:17 Post subject: |
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And my rating, as well:- Quality: 90%
- Atmosphere: 92%
- Innovation: 99%
- Gameplay: 90%
- OVERALL: 93% (A)
I always thought that FQ deserved five stars... I think it's been the only 4 star level to have been seriously nominated for the HoF, which should say something.
_________________ Wake up, George Lucas... The Matrix has you.. |
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TheIntellectual Ree-Yees
Joined: 20 Jun 2004
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Posted: Mar 11, 2005 01:51 Post subject: |
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Wow, this level is incredible in that it really succeeded in drawing me into it's world. My only problem is that I'm "stuck". So I got caught, opened up one of the pillars, went through the sewage stuff, only to find a door that needs a "brown key". Next to it is a vent which simply takes me back to a room near the reactor. WHere do I go?
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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xanthier Dianoga
Joined: 24 Jun 2005
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Posted: Jun 24, 2005 20:02 Post subject: |
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Fish wrote:
Thanks guys.
3) I'd make a jumping sequence on the beginning slightly easier (although, even if Kyle falls, there is a chance to not to die, using the secret shelf behind the waterfall).
Thanks for mentioning this, I played this for the first time last night and got extremely frustrated that I had to kill myself everytime I missed a step, it would have been more satisfying if the fall itself had killed me. Also the triangular shape of the ledges is what made it so tricky, since you had to come in at just the right angle.
Now I know about the ledge, but that wasn't something I ever would have figured out on my own.
also after i talked to kart I forgot what he said and had no way of recalling it, not sure what to do about that, but having him repeat the last part would be nice...I ended up wandering around the base randomly until I ran into the barman. then I got stuck at that hand print thing, I might have figured it out but I fell through the plank for some strange reason and lost my last life.
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