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If you use 32-bit Windows, install 64-bit one over it.
If you already use 64-bit Windows, but it still doesn't work, right click on RAGE word in your Steam library, then choose "Properties" in the appeared menu. Then, in "RAGE - Properties" window, switch to "LOCAL FILES" tab, and click "VERIFY INTEGRITY OF GAME CACHE..." button.
Wellspring Underground map is certainly very fun and it must be played by everyone who has RAGE. Level design is beautiful and various, it takes advantage of RAGE's Megatexture and high-resolution lightmaps. Even just walking and looking around is very enjoyable.
I uploaded a video playthrough and wrote a detailed review:
Thank you for the review!
I'm happy to know that you enjoyed it. When making the Lost Levels I gave every room a purpose. I'm glad that you noticed it and that it made you feel like you were in a real place.
I also like how you once again found a place for philosophic aspect in your review: talked about actual game design problem.
Thanks for reviews, good to know that you liked the idea of Typical Disaster and level design in The Lost Levels.
Backtracking is too much? Too much monsters and soldiers? Hmm, that's just a matter of taste, I guess. I don't remember receiving such feedback before.
Original Typical Disaster isn't of quality as high as Lost Levels, because I didn't have the required experience when making it. It was my first decent mappack, levels I made before were rectangular rooms with crowds of monsters.
Thanks, great to know that you loved it :) I love short mods too :)
Of course, everything has its flaws and to say that I have no complaints about this review is to say a lie.
"The map has consistent details and consistent performance, which made it seem like a professional effort in contrast to a lot of other maps, including others by the same author." This particular paragraph is too vague. You should have wrote there, which my maps exactly you're talking about here, and how exactly they are worse than Salvational Temple. When someone says a vague thought they have no chances to get their point across as vague info is too open for interpretation.
The criticism about red light and model placements seems nitpicky to me as I've never noticed these flaws, especially "ugly streaking" in that room with red light, and I don't remember anyone complaining about them.
But still, I'm very happy to see that you enjoyed the map and speak very highly of it and my abilities. Overall this review is one of the best reviews I've ever seen: not only it gives some very valuable feedback, but it's also very acute and shows a lot of professionalism. I enjoyed reading it a lot, and I hope to see more reviews from you in the future, because I feel that mod community would really benefit from reviews like this.
Thank you very much for this review! It's very detailed, very valuable and very well written.
I predicted that some players won't like trapdoors, that's why I put them at the beginning, so once you complete it, they get out of the way. Also, they won't be that annoying after some practice at completing them.
The idea of making intentionally placed slots in the brushwork looks great! Seems like an excellent balance between Z-Hunter's wall behind which you can't see yourself, and "no-clip" approach that I've used from time to time.
Here are some things I would like to clarify.
You can easily kill Cherubs if you crouch, Cacodemons just fly towards you, so they're not a problem as they quickly get into your line of fire. Lost Soul is a real challenge, you have to get it in your line of fire. You can use crouching and jumping to make it easier. I even decided to make a battle with three Lost Souls skippable due to the fact that it might seem too hard to some players.
The Pinky Demons are a combat puzzle. You need to stand in one of three structures to prevent them from reaching you. Maybe it's not perfect, but I think it is still a lot better that Pinky Demons in Z-Hunter Level 2, where you either attack them in the open and take a lot of damage, or hide in a corner with 100% chance that they won't reach you.
The pressure plates without any feedback is a feature, not a bug. Don't know if it's a good idea or not, but that's what I wanted to do for originality - usually they have feedback, but these ones don't. That's why there's one of them at the very beginning - to teach the player - look, nothing happened with the plate, but the door has opened.
As for the ending, I did everything I could, and I don't know how it could have been done better, too.
You can turn left and go through a door after defeating the first wave of hunters. That way you'll enter the room with 6 Hunters through a door and will be in more convenient position to fight them.
Yes, the puzzle elements can be puzzling, but I see nothing wrong in making the player stop and think for a while.
Right, the moment of becoming small is awesome. I remember thinking about it and how great it would be long before I reached creating that metal room.
And above all, I'm happy to see that you enjoyed the map.
These screenshots and new ones that I found on the site ( Violationentertainment.com ) look promising so far. I like the car design.
If some more progress will be made on this, I'll be happy to see it.
Thanks for support :) As for the dislikes, I think there are two reasons for that.
Firstly, some people can't do jumping sections in this mod, and it makes them angry. My bad, I should have made them easier, I didn't realise how hard they actually are.
Secondly, some people didn't see a REALLY bad mod, they should see it to understand that Typical Disaster is not that bad:
Thanks for commenting. I'm glad that you found the planet and liked the mod. Unfortunately, I don't know how to fix the trader, so had to leave him as he is. By the way, you can see more videos and images from early in-development versions of Freelancer here:
I know that there was an intro cutscene in Freelancer which took place on planet Pygar, but it was cut from the game. You can watch it here:
If you're interested, here you can read very detailed reviews of Z-Hunter and Salvational Temple:
The ventilation on the lower roof is the exit of slums_2 map.
The two doors are in the end of riverbed_3 map.
Wow, this mod was different. I left a review:
Some feedback that didn't make it into the review:
The gameplay contains very challenging environmental puzzles, where we have to carefully explore the place to find a way to advance. I solved them all without a walkthrough, they just require some time to think. But at one place where I was supposed to climb on the rooftop of the building, I had to explore the level with sv_gravity, because I didn't notice a way to the roof at first. At another place I found the way out only when I started to explore the level with noclip. There was a ventilation shaft on the lower roof, and for some reason I didn't consider trying to go it it. In the place with two doors with red lights above them I thought that I should get to the fence which is to the right from them but when I put a trashbag in order to get on the ventilation, the clip brush stopped me. After that I used noclip to make sure that I have to go through these doors, then went back and found a way to open them.
I only had to use the walkthrough close to the end where I was supposed to destroy the wooden planks with pyrokinesis. I totally forgot about it. Maybe the fires on the distance were supposed to remind, but they didn't help me to remember that I can launch fires.
Thanks :) Good to know that you enjoyed it.
If it wasn't fast and easy to just try every possible lock combination in Saw, I would think about adding more clues or removing it.
I plan to make more maps for this mod in the future, but considering how very very hard it was to bring myself to finish and release this one, I need a miracle to actually create them.
Thank you, carlos0809!
Sorry, but I don't see the need in checkpoints, because the map is small and if you have difficulties and die, you can make a screenshot of the puzzle, pause the game and solve it without the pressure.
But, of course, if I ever make more maps for this mod, I will put places where the player can die not far from the map start point, so you won't have to redo a very long way.
Thank you, rabyte and SPY-maps!
I can't wait to find out your impressions about the mod when you complete it.
The design is excellent. We are in some unknown city, and while in general everything is very similar to Half-Life 2, there are many unique details.
In the end we'll have a glimpse on fantastic original location. I hope we'll be able to run, jump and swim there in the future.
This mod has many familiar things, but they are done differently, so it's definitely worth playing.
Read full version of the review: Moddb.com
Excellent City 17 based mod. We will visit city streets, tunnels, canals, flats. The design is well done and atmospheric. There is a pleasing puzzle which uses the game's resources creatively.
The HDR is too bright.
Thank you, nice to hear that, because I put some effort to make it interesting.
Prey is one of the best games I've ever played.
Few interesting videos:
Custom deathmatch maps gameplay with bots
Moth's playground: Youtube.com
Experiments with Prey engine
Gravity system: Youtube.com
Latest add-on maps
Deathmatch map Bender: Youtube.com
Single player map Surprisingly Focused: Youtube.com
Small deathmatch map. Here we have two symmetric floors which are connected with portals and wallwalks. The design is top notch, it mostly uses tech_wall\kf_* textures. The author also found a place for two small gravity volumes.
What's great is that this map plays very well with bots, they provide fun and challenging fight.
Could you please tell me the exact sequence of actions that I need to do in order to freeze the AI?
Your review contains valuable feedback that I'll keep in mind in the future. Thanks.
I like this game. It has original gameplay, great graphics, beautiful and interesting world. I can't wait for more content.
I agree that Half-Life modding has advanced these days and this mod is not one of the best ones. But it's also far from the worst, and release at PlanetPhillip showed that people who like the old-school feel are still around. It was well received there and that's why I decided to give it more attention. As for doing more practice and coming up with better - it's already done, the links are at the bottom of the news post.
Thanks :) Unfortunately, modding Freelancer is not in my current task list, but who knows how the life will change in the time ahead...