The Trickster's Domain

pLaw

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Jul 22, 2022
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plaw.info
pLaw submitted a new resource:

The Trickster's Domain - A large map with lots of M.C. Escher inspired architecture and some weapon based gating.

This map took way longer than I expected. Not because it was overscoped, but because other things got in the way and I had to interrupt my work on this multiple times for longer periods. When I started making The Trickster's Domain, M.C. Escher's Relativity was providing the theme and it's featured prominently in the main area of the map.

I initially wanted to make a map that was brimming with wierd secrets and puzzles. During grayboxing I veered off this path and focused more on encounter...

Read more about this resource...
 
The readme says the zip includes Copper 1.20 but it doesn't; just the bsp, lit, .map, skybox, and readme. fwiw I don't think it should include Copper as part of the installation; just update the readme to remove that section. This qverter program sounds like a great resource and I hope it gets a public release soon!
 
The readme says the zip includes Copper 1.20 but it doesn't; just the bsp, lit, .map, skybox, and readme. fwiw I don't think it should include Copper as part of the installation; just update the readme to remove that section. This qverter program sounds like a great resource and I hope it gets a public release soon!
Thanks for pointing that out. That's an oversight on my part. I'll fix it asap.
 
pLaw updated The Trickster's Domain with a new update entry:

UPDATE, 5th January 2024 - Minor Fixes

One day after release I got some feedback. So I decided to fix a couple of minor things and reupload the map.
Here are the changes:
  • It was possible to soft lock behind the first gate that required the nail gun to open. Added a trigger that opens the gate from the other side.
  • Added glass to the diorama before the showdown section, so players wouldn't get stuck or trample the poor thing ;)
  • Fixed typos in the above description texts.
  • Added missing Copper 1.20 files to the zip...

Read the rest of this update entry...
 
Correct me if I'm wrong and I guess it's deliberate if I'm right, but I found myself locked in with the only way to get out being to quickly shoot two switches. The problem is that you can't shoot them quick enough with the shotgun and I had no ammo for the nailgun, so I was basically locked in with no way out. Will conserve nails for the next playthrough, but I honestly found it a bit annoying.
 
Correct me if I'm wrong and I guess it's deliberate if I'm right, but I found myself locked in with the only way to get out being to quickly shoot two switches. The problem is that you can't shoot them quick enough with the shotgun and I had no ammo for the nailgun, so I was basically locked in with no way out. Will conserve nails for the next playthrough, but I honestly found it a bit annoying.
The idea was, that you could hit both buttons simultaneously with one SSG shot. I fiddled with different lock configurations but couldn't find a better setup. Maybe I should have looked for a better way to communicate what was expected at that point.
 
The idea was, that you could hit both buttons simultaneously with one SSG shot. I fiddled with different lock configurations but couldn't find a better setup. Maybe I should have looked for a better way to communicate what was expected at that point.
I was able to do it with the nailgun. Can't really think of a better way of making it require the double barreled shotgun though.
 
Hmmm, seems I'm locked here. No way out.
 

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The idea was, that you could hit both buttons simultaneously with one SSG shot. I fiddled with different lock configurations but couldn't find a better setup. Maybe I should have looked for a better way to communicate what was expected at that point.
Not sure that I even had the SSG tbh, just the SG and a NG without nails. Anyway, I'll start over. It looks really nice.
 
Is it really intended, that I can jump on and shoot in this structure (looking like a football ore ice hockey mask, nice ;) ) from the beginning?
The room behind the opening door has a couple of monsters which are difficult to kill with only the minimum of weapons.

Thanx for 1.2. Ill play once again and answer to the questions above.

Quakespasm 0.95.1.
 

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Is it really intended, that I can jump on and shoot in this structure (looking like a football ore ice hockey mask, nice ;) ) from the beginning?
The room behind the opening door has a couple of monsters which are difficult to kill with only the minimum of weapons.

Thanx for 1.2. Ill play once again and answer to the questions above.

Quakespasm 0.95.1.
It wasn't intended initially, but when I saw people doing it, I decided to leave it in. Skilled players who find a way of breaking the sequence and play it their way shouldn't be prevented from doing it. My general rule is: if a sequence can be broken (with some additional effort) and it doesn't lead into a soft lock, it's staying in.

And if the encounters behind that door are too difficult: Well, you usually know that you broke the sequence, so you're on your own. No more invisible hand holding from that point. Besides, the rest of the map is still accessible.
 
It wasn't intended initially, but when I saw people doing it, I decided to leave it in. Skilled players who find a way of breaking the sequence and play it their way shouldn't be prevented from doing it. My general rule is: if a sequence can be broken (with some additional effort) and it doesn't lead into a soft lock, it's staying in.

And if the encounters behind that door are too difficult: Well, you usually know that you broke the sequence, so you're on your own. No more invisible hand holding from that point. Besides, the rest of the map is still accessible.
That's, of cause, okay with me :)

I tested the situation mentioned above in v1.2.
The same. Entering the area, both grids fall down, no opportunity to escape.
Stairs to the golden key arise, but aren't reachable.
As far, as I see.
 
Is this right after entering the area? What source ports are you using? Any specifics you can give me to identify why this softlock happens?
I think this lock happens on skill 0 only. I played this map on skill 2 several times w/o any issues.
 
I think this lock happens on skill 0 only. I played this map on skill 2 several times w/o any issues.
Good catch, thanks!
I forgot to change the trigger counter that lowers the platform on skill 0. I'll make an update asap.
 
Thank You so much. Perhaps there are 3-7 more unhappy few, worldwide, who prefer, in most cases, skill 0 ... from painful experience.
I'll test and report.
For reasons of completeness it may be okay.