Starslave

ComfyByTheFire

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Jul 8, 2022
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ComfyByTheFire submitted a new resource:

Starslave - An Egyptian ruin with a dark secret.

An Egyptian ruin with a dark secret. Contains a story, lots of quad runs, randomized elements, and plenty of secrets. Runs on the Copper mod, which is included. Please play one difficulty lower than you normally would; hard and nightmare are intended to be impossible for the majority of players. This requires the Ironwail source port, and will not run on default Quakespasm.

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It runs ok with latest quakespasm, no bugs or mis'haps runs the game perfect. Finished it on nightmare, after about a zillion saves lol.But its one kick a-se map.Well done 10\10.
 
ComfyByTheFire
Huh, are you sure you were playing on easy? In the interest of balancing future versions, what parts did you have trouble with? I just replayed it in case I uploaded the wrong compile or something, but I honestly can't really pinpoint anything :/
Maybe something gone wrong but I selected Easy in the menu. 456 mobs to kill. I even started recording, so you can watch me struggle and see when I said to myself in my mind "fuck it, it's just constant neverending battle, it's boring that way". Here's unlisted video for you
Maybe it will help to understand how I experienced it. But all those quads are just boring, no pauses, no switch of pacing, just running thru monsters

I will give it one more try of course. But I suspect on Easy there're a lot of quads, which are engaging 1-2 times per map
 
Maybe something gone wrong but I selected Easy in the menu. 456 mobs to kill. I even started recording, so you can watch me struggle and see when I said to myself in my mind "fuck it, it's just constant neverending battle, it's boring that way". Here's unlisted video for you
Maybe it will help to understand how I experienced it. But all those quads are just boring, no pauses, no switch of pacing, just running thru monsters

I will give it one more try of course. But I suspect on Easy there're a lot of quads, which are engaging 1-2 times per map
Aaaaah I see. Most of the map is built around quad runs, so I can't really do anything about that unfortunately if they aren't to your taste :/ thank you regardless though
 
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Maybe something gone wrong but I selected Easy in the menu. 456 mobs to kill. I even started recording, so you can watch me struggle and see when I said to myself in my mind "fuck it, it's just constant neverending battle, it's boring that way". Here's unlisted video for you
Maybe it will help to understand how I experienced it. But all those quads are just boring, no pauses, no switch of pacing, just running thru monsters

I will give it one more try of course. But I suspect on Easy there're a lot of quads, which are engaging 1-2 times per map
Why are you running past a bunch of enemies and just letting them shoot you in the back? Like @8:05 onward is just pure carelessness. You should work on combat positioning a lot more imo.
 
Why are you running past a bunch of enemies and just letting them shoot you in the back? Like @8:05 onward is just pure carelessness. You should work on combat positioning a lot more imo.
Because they're everywhere. From all directions. And too many of mobs. There's no obvious priority and where to go, just overhelmed

For example in FW scamfuck maps it's different. You always clearly see the priority targets and where to go, and the amount of mobs is digestable. It is hard but understandable, I understand (as a player) the design of encounter. In here it's different. Everything runs at you and fires at you simultaneously
 
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Because they're everywhere. From all directions. And too many of mobs. There's no obvious priority and where to go, just overhelmed

For example in FW scamfuck maps it's different. You always clearly see the priority targets and where to go, and the amount of mobs is digestable. It is hard but understandable, I understand (as a player) the design of encounter. In here it's different. Everything runs at you and fires at you simultaneously
At the timestamp I mentioned in my previous post, you stare directly at the back of a shambler, ignore him, aggro 20 enemies while not fighting any of them, then decide to fight the shambler while being shot repeatedly by every enemy you aggro'd. None of the enemies would've seen you if you just decided to fight the shambler when you saw it. That's on you, not the map.
 
At the timestamp I mentioned in my previous post, you stare directly at the back of a shambler, ignore him, aggro 20 enemies while not fighting any of them, then decide to fight the shambler while being shot repeatedly by every enemy you aggro'd. None of the enemies would've seen you if you just decided to fight the shambler when you saw it. That's on you, not the map.
I skipped the shambler because I wanted to know what's behind the corner. Oh there's a crowd of enemies. Then it doesn't mattered anymore and I shot shambler. Initially I thought there's some puzzle or trap to kill the shambler. But if it's just a crowd of enemies then it doesn't matter how to die. To fight a crowd is boredom either way... Of course it's individual subjective but to me any crowd is boredom. More than 10 enemies in the room is boredom. There're exceptions, yes, but in order to make hordish gameplay interesting usually you have to make long build-up, like horde in the end of Zendar
 
ComfyByTheFire updated Starslave with a new update entry:

v1.1

- Fixed sunshine pain locations not being where they should be in the final room :( sorry about that
- Added a biosuit to the underwater lore location on all difficulties to avoid softlocks
- Added a reward for defiling the altar
- Reduced the pusher thing before the smoosher thing timer so it's less awkward to get around
- Removed a particular spawn from easy/normal
- Added a megahealth on all difficulties to the area after the elevator in the sun room
- It's a bug but i'm keeping the meat...

Read the rest of this update entry...
 
I skipped the shambler because I wanted to know what's behind the corner. Oh there's a crowd of enemies. Then it doesn't mattered anymore and I shot shambler. Initially I thought there's some puzzle or trap to kill the shambler. But if it's just a crowd of enemies then it doesn't matter how to die. To fight a crowd is boredom either way... Of course it's individual subjective but to me any crowd is boredom. More than 10 enemies in the room is boredom. There're exceptions, yes, but in order to make hordish gameplay interesting usually you have to make long build-up, like horde in the end of Zendar
I agree that Quake is better with strategy in mind rather than hordes. However, having played other ComfyByTheFire's maps, i did kinda expect it to have hordes.
I think that large spaces in general are more difficult to get right.
 
ComfyByTheFire updated Starslave with a new update entry:

v1.2

- Fixed more sun areas damaging/not damaging
- Made some existing sun cover spots more forgiving
- Added flashing lights to the lift near the end to make progression clearer, and also brightened up the area in general
- Removed two death knights from the pit midway through the sun room, felt like there was too much going on in there
- Reversed the facing direction of two particular vores that were getting triggered early

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ComfyByTheFire updated Starslave with a new update entry:

v1.3

- Added trim to the elevator in the shambler room, and also widened the activation box
- Moved the book above the early lightning gun trial so it stops flashbanging people with lore
- Moved the enemies and items around in the inside-the-wall secret
- The jump trigger in the blue hall that can sometimes lock out the shamblers will disable at the end of the hall
- The gravity lift light will now blink after hitting the rune pillar in the sun room
- Added an extra health to the left path after...

Read the rest of this update entry...