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Another thing: I remember it being *hard* to find secrets in Quake II.
But on this playthrough, it seemed really easy. Like, most of them
aren't even all that hidden. A few of them involve pressing a switch
somewhere, and then a door opens on the other side of the map or
something. But most of them, it's just a case of if you look around long
enough, or shoot anything that sparks (or go back and *investigate* that
cupboard the enemies just popped out of), you find a secret. Hell, I
even found a couple of secret *levels*!
I think the only one that's really _hard_ to find is that one where you
have to execute a rocket jump to get here. I'd never have thought of
that on my own, but some magazine pointed it out. And when you get
there, a little message pops up. Instead of "you have found a secret",
it says "you crazy rocket jumpers!"
Of course, the "best" secret is on the final boss map. It *looks like*
you need to escape before the place blows up. But actually, you can hang
around all day if you like. Nothing bad will happen. But in the resupply
area, if you shoot the back wall, a secret tunnel opens up. Walk through
and there's a gallery of all the coders who worked on the game. And at
the very far end... well, you know the rest.
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On 1/21/2016 10:09 AM, Orchid Win7 v1 wrote:
> Of course, the "best" secret is on the final boss map. It *looks like*
> you need to escape before the place blows up. But actually, you can hang
> around all day if you like. Nothing bad will happen. But in the resupply
> area, if you shoot the back wall, a secret tunnel opens up. Walk through
> and there's a gallery of all the coders who worked on the game. And at
> the very far end... well, you know the rest.
Thank you very much. :-(
You could have at least put a spoiler alert before it.
I was so bad at playing it, I only walked around in God Mode.
Getting lost and not knowing where I was, was my biggest problem. No
clipping sorted that out.
--
Regards
Stephen
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On 21/01/2016 10:27 AM, Stephen wrote:
> Thank you very much. :-(
>
> You could have at least put a spoiler alert before it.
Dude, the game is, like, 2 decades old. ;-)
> I was so bad at playing it, I only walked around in God Mode.
> Getting lost and not knowing where I was, was my biggest problem. No
> clipping sorted that out.
Yeah, particularly the later levels have *a lot* of going backwards now
that you get the red key or whatever. I certainly got lost for a while -
and I've played it before!
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On 1/21/2016 12:40 PM, Orchid Win7 v1 wrote:
> On 21/01/2016 10:27 AM, Stephen wrote:
>> Thank you very much. :-(
>>
>> You could have at least put a spoiler alert before it.
>
> Dude, the game is, like, 2 decades old. ;-)
>
So! I've still not finished it.
Spoilsport! :-P
>> I was so bad at playing it, I only walked around in God Mode.
>> Getting lost and not knowing where I was, was my biggest problem. No
>> clipping sorted that out.
>
> Yeah, particularly the later levels have *a lot* of going backwards now
> that you get the red key or whatever. I certainly got lost for a while -
> and I've played it before!
Yeah, run, run, run. Back at the same spot. Grrr! :-)
--
Regards
Stephen
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Le 2016-01-20 14:56, Orchid Win7 v1 a écrit :
> On 20/01/2016 07:48 PM, Stephen wrote:
>> On 1/20/2016 7:26 PM, Orchid Win7 v1 wrote:
>>> You might be interested in this:
>>>
>>> http://hackaday.com/2016/01/15/wolfenstein-in-600-lines-of-code/
>>>
>>> Somebody reimplemented Wolfenstein... AS AN AWK SCRIPT!
>>>
>>> The actual HELL?!
>>
>> I'm lost for words. Brill!
>
> Yes. Why... WHY would you do this?!
- Because it's there.
Sir Edmund hillary.
> You turned a text-processing engine
> into a 3D game by way of VT-400 escape codes? Are you nuts?! IN 600
> LINES??!
>
> Respect.
Indeed.
--
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
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/* gmail.com */}camera{orthographic location<6,1.25,-6>look_at a }
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