Power Structure

Aesopolis

Member
Jul 8, 2022
15
59
13
www.twitch.tv
Aesopolis submitted a new resource:

Power Structure - Linear, single player Alkaline 1.2 map, originally meant to be part of a 5-map episode.

This should work fine on any Alkaline version from 1.1 through 1.2. Tested most extensively on vkQuake. Co-op is available but not tested.

I started this level a month into learning how to map, and spent the next 8 months tweaking and improving it as I learned the ropes. This means that it might have some nice ideas, but it's poorly optimized and has a variety of little issues that could have been avoided or remedied with linked groups and standardized wall thicknesses.

For the design, I...

Read more about this resource...
 
  • Like
Reactions: Immorpher
Aesopolis updated Power Structure with a new update entry:

Power Structure 1.1

This is an updated version of the map, including a few bug fixes and additions. The rune key is now a key card to fit the theme, all monitors can be shot out (no secret for doing so, sorry), all secrets work as intended and have names, and I added pipes, boxes, and a few extra encounters. It's the same map, just a touch better.

The original release was meant to be the final version, but post-release playthroughs showed me a number of things I had to fix and expand on. This should, I...

Read the rest of this update entry...
 
aesop_power_2022-10-24_17-41-36.png

I experienced a few minor visual bugs, and some navigational stuff I'm going to mention for if there's ever another update. They're all pretty small, so don't worry about scrambling to fix them.

aesop_power_2022-10-24_17-23-11.png

In the area sunken with lava, on the staircase there is a missing texture that allows you to see the void.

aesop_power_2022-10-24_17-37-42.png

Texture under here is yellow, which really stands out when the monsters behind it shoot at you from above.

aesop_power_2022-10-24_17-39-57.png

There are multiple instances where the ladder the player needs to use to continue isn't visible from where they would have to use it from. To remedy this I would make the ladder face the player, or give them a breadcrumb enemy that lets them know they should be heading this way. Since the implication in the screenshot above, for me at least, was that I would be dropping down.
 
  • Like
Reactions: Aesopolis

I experienced a few minor visual bugs, and some navigational stuff I'm going to mention for if there's ever another update. They're all pretty small, so don't worry about scrambling to fix them.

View attachment 1605
In the area sunken with lava, on the staircase there is a missing texture that allows you to see the void.

View attachment 1606
Texture under here is yellow, which really stands out when the monsters behind it shoot at you from above.

View attachment 1607
There are multiple instances where the ladder the player needs to use to continue isn't visible from where they would have to use it from. To remedy this I would make the ladder face the player, or give them a breadcrumb enemy that lets them know they should be heading this way. Since the implication in the screenshot above, for me at least, was that I would be dropping down.
Appreciate the feedback! Absolutely agree on that ladder, one easy enemy would be enough of a guide post.

After putting some distance between me and this map, I'll probably come back and refine a few things, fix those texture issues, etc. And I want to make easy mode easier for folks who want it.

Which battles did you feel were choppy? I did feel like something was off in a few rooms, but I've played the level so many times now, I just can't see the forest for the trees
 
Which battles did you feel were choppy? I did feel like something was off in a few rooms, but I've played the level so many times now, I just can't see the forest for the trees

Hah, yeah. I know how you feel. Here's some pointed bits of feedback, then.

aesop_power_2022-10-24_19-55-16.png
The one behind the door here was a pretty awkward one, there's so much opposition juuuust at the precipice of this tiny door that you can find yourself choked out, especially since at this point I didn't have much armour/health left. Playing cautious felt useless since the door would shut, and playing aggressive felt like a death sentence because of the floyds and death knight you would inevitably aggro.

aesop_power_2022-10-24_19-56-09.png
This one has much the same problem, but the solution ends up being sitting above everything and tossing 'nades down. Actually engaging with the fights ends pretty poorly, since everything comes at you at once and you're forced to retreat back through the small doorway, or cheese the AI by standing on the platform above.
 
  • Like
Reactions: Aesopolis
Hah, yeah. I know how you feel. Here's some pointed bits of feedback, then.

View attachment 1608
The one behind the door here was a pretty awkward one, there's so much opposition juuuust at the precipice of this tiny door that you can find yourself choked out, especially since at this point I didn't have much armour/health left. Playing cautious felt useless since the door would shut, and playing aggressive felt like a death sentence because of the floyds and death knight you would inevitably aggro.

View attachment 1609
This one has much the same problem, but the solution ends up being sitting above everything and tossing 'nades down. Actually engaging with the fights ends pretty poorly, since everything comes at you at once and you're forced to retreat back through the small doorway, or cheese the AI by standing on the platform above.
Thanks! I agree with both of these. They'll see some improvements in the future.

I said that I'm done with this map, and for the moment I am. But there's always later.
 
  • Like
Reactions: Fairweather