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Unreal speedrunning ideas
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Rant against bad levels
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TSQLR
The best Quake single player level resource ever.

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TEAMShambler site reviewed Battlezone II IA / SP maps.

Nali City
Shambler was the Unreal / UT single player reviewer.

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Reviews, speedruns, articles, trick demos, irc chat logs, and views for a variety of FPS games
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Archived old news - June - July 2000:

News: Monday 31/07/00:

Hi I'm back.
Not much time for updates here for a while as I'm busy with other stuff. Some of that other stuff was the first ever Daikatana speedrun demos at spektrum... Do I feel some satisfaction about being the first person to do all these new game speedrun demos - and indeed new speedrun demos for old games?? Damn right I do... In fact I almost considered getting some old games like Shogo, SiN or Kingpin just to see if I could pioneer some demos on those. Almost, but not quite :P. Anyway, there's other stuff I'm working on - haven't even played any BZII since I got back, despite looking forward to playing it again when I was away... I've also downloaded some game demos on a whim: Heavy Gear 2, Mechwarrior 3 and Descent 3, because I want to try some more diverse action games, and those looked cool. Haven't even unpaked them yet tho...

More Quake 2 trick demo f1x4ge:
Dunno WTF is going on, must be gremlins or something =\. Anyway, the trick move demo on Strike was b0rked, I fixed that, so go download it if you have Q2 - another cool, original trick using a slope + double jump. The rest should work too....I hope!!

3d person games...
...can suck my ballsac dry until it's shrivelled like a 78 year old's. To celebrate the very cool looking Fakk2 going gold, I am going to bitch about 3rd person games - or rather, 3rd person games having no option for 1st person. As you will have seen from the games I play section on the info page, there are far too many great looking games coming out that are only 3rd person, which pisses me right off as it's something I just can't get to grips with. At first I thought it was just a new control method I couldn't handle (remember, Shambler finds games with crouching in over-complex =)), but I found the control in the Heretic II demo okay, and I've managed to get used to the unresponsive floatiness of BZII, so I've figured out I just don't like 3rd person for the feel - it's too detatched and gives me no sense of being immersed in the game world. What I find a pity is that 3rd person games developers never seem to consider that people might not like 3rd person, and I've never heard of these games including a 1st person option - surely it can't be that hard to code, I mean multiple 1st/3rd cameras are a common feature in games - so that people who like FPS games will actually buy and play their games?? Anyway it's annoying that I can't play cool looking games just because of a view point. If any 1337 programmer wants to start h4x0ring these games to create a 1st person mod...=).

Cool, weird site of the day:
Quite obscure this one, but it's been a hit in the custom mapping scene for mapping inspiration: abandoned industry. I just like the idea of some nutter breaking into old factories just because he likes the look of them =). "Factory spotter", heh.

News: Friday 14/7/00:

Away for a bit:
I'll be away for a couple of weeks, so like explore the site for *stuff* if you miss the news updates...

Quake 2 trick move demo b0rk!!
A while back I uploaded another original trick move demo on Ware1, and I've only just found out the demo was b0rked - I'd overwritten it with some garbage on a custom map. So, sorry to anyone who downloaded that demo and it didn't work - I've uploaded the proper demo so go check it out on the trick moves page. Like almost all the other Q2 tricks, it's completely original, not available anywhere else, a nice small download, and on an Id map so it's very easy to check it out for a bit of fun. Oh yeah the refilmed ones are pretty cool, was just watching some again and even if some tricks are easy there's some funky refilming and camera shots there =).

Weirdass...
...BZII mission last night. I'm now on this ice planet with ice and crystals everywhere and a lurid pink sky (a screenshot of which now forms the basis for a pink themed desktop, lol =)). Prolly my least favourite world so far but it still looks extremely cool - why no snow though?? That would really enhance the atmosphere. Anyway, mission starts off with the usual terror and confusion for Shambler - quick build a base, then investigate some convoy, then attack convoy then have 18 bloody enemy on my arse. At the same time as getting shot to pieces I'm getting contradictory orders: "Destroy the Scion base immediately." ... "Investigate that radio signal immediately." ... "Build a bomber bay and get a bomber ready immediately." Errr and how precisely am I supposed to do all this immediately when I'm under heavy attack and don't even have a functioning base?? "Eat my hole...immediately." :P.

So in the midst of all this I lose my wingmen and my own hoverscout gets destroyed. Quite a typical mission then. I slouch back to base, rapidly overtaken by two enemy fighters who destroy some of the base....at this point I almost aborted. Almost....but I sniped the enemy pilots, stole one of their fighters (I like doing that, very sneaky =)), and started rebuilding the base. Kept waiting for a time limit to come crashing down on me - but no, apparently there wasn't one. So I built a well defended base (completely useless as nothing came to attack), investigated radio signals, yadda yadda finish mission. Hmmmm and then I went back to a save game, built a bigger force and destroyed the enemy base for good luck. Just feels very weird - being under huge pressure at the start and nearly dying, then the mission being *really* easy after that - and of course building up a good base for no reason, while in another mission it's been hard even getting a base started while being under attack.

I guess this is all part of the fluctuating plot, the missions don't progress smoothly as you expect, some turn out to be way hard, others way easy. Such is the way of war, Shambler muses...

And finally:

* Shambler listening to Absolute Zero & Subphonics - "The Code" (Usual Suspects VIP mix) ["Dieselboy - System Upgrade" - Moonshine records (US)]

* Shambler watchs as the bass from the Code remix sends lethal vibrations through #terrafusion....cracks start forming....structural integrity is dangerously low

Mmmmm, dark =).

News: Wednesday 12/7/00:

More you-know-what =).
Hmmm. Think I ought to write a bit about why I find BZII hard. Some of it is obvious: Having to control vehicle squads, organise building, supplies and construction, all while fighting in the first person. And the feel and controls are difficult, aiming is hard and the lag in moving a hover vehicle is "bleeeeh". But a lot is a bit more subtle than that: Mission lengths - often feels like I have limited time, before the enemy build up strength and can attack in increasing numbers. I have no idea if that's true or not, but it gives me a vast amount of pressure, this is probably the thing I find toughest. In RITJ I decided to take a steady approach and build up a large mass of vehicles, advancing slowly to the enemy base. But I also had to rescue someone, and there was a time limit I never knew about on the rescue, so I failed that way. Mission orders - the manual says to follow them exactly. So I try to do so but with the construction side of things you get some - unspecified of course - amount of freedom, and I'm never quite sure what to do. Sometimes the orders are hard to follow under fire. Own vehicles aren't very effective, so far. They're fine in numbers against smaller enemy, and especially on grunt jobs taking down unarmed enemy constructions, but for anything tougher, I usually have to do the work (and survive).

But do I enjoy the gameplay?? Until the couple of missions that pissed me off - YES!! Not so much from a combat point of view, but for the atmosphere and missions, the sense of doing something very purposive, in an alien inhospitable place, with little idea what is going on. Unexplored architecture around, the fog of war obscuring the maps, never knowing where the next attack is coming from. Very vibey - in fact I like the bits in-between combat the most, patrolling around the base, one eye admiring the awe-inspiring scenery, the other looking for any sign of attack. It's just when the pressure is on, the pressure is REALLY on. The actual combat....hmmm I dunno, I am very used to the precision and in-controllness of FPS combat. The enemy are pretty difficult, they move well, you really have to fight - with limited weapons range and hard to use cover, there's NO soft options like in FPS games. But it's fun actually destroying something because the explosions are huge =). I dunno, I got this game really for the looks and the tactical challenge, and both of those are very evident, even if the latter is sometimes too much for me.

Suffice to say that despite the sore hand I keep getting sucked into this inspiring game =).

Best drum'n'bass breakbeat ever:
Is between 3:35 and 3:38 minutes into DJ Zinc - "Toothbrush (remix)" on his Beats by Design EP (True Playaz) - to be precise, the moment at 3:37 when it kicks back into the normal Amen break. So now you know =).

News: Tuesday 11/7/00:

Ouuuccchhh!! - More Battlezone II:
I have been playing it quite a bit recently, squeezed in amongst yet more (!) Quake SP reviews. It really is an awesome looking and atmospheric game indeed, and has got me rather immersed in it!! The screenshots look cool but don't do it any justice compared to being out there "in the field". They don't show the variety and richness of the locations, the screenshots I can remember show plenty of nice looking mountain and plain type areas, but in-game there's plenty of variety in planetary locations and impressive designs around too. First few missions, investigating a destroyed base on Pluto, were excellent - really felt just like a sci-fi movie - eerie locations, wrecked and burning vehicles, lines of pylons and power cables stretching off into the purple haze, searchlights from your vehicles in the gloom, seeing the cool Constructor robot walking around. Only things that spoil it a bit are the weird-arse clipping (you often see - or drive - through things), and the articifial way buildings are constructed. The way the plot progresses is nice too, it's got a strong background behind it. Next two locations have been very different and just as atmospheric (and look great of course)....however now I am getting deeper into the game, well...

Yes, the "Ouuuccchhh!!" bit I am sure you are wanting an explanation for =). That was from punching my monitor after failing one of the missions....*embarrassed grin* =\. The monitor is fine but my hand fucking hurt. And yes I have a foul temper. Since then I haven't hit anything but some missions are so CUNTINGLY desperate, I didn't imagine a game could be this plain HARD. This is on Easy skill, BTW... The amount of things you have to do at once, the hideous difficulty of the enemy - they have all their defences, including bastard turrets, already set up when you start, the complete uselessness of your own vehicles against the enemy turrets, the difficulty in getting any sort of repairs or ammo, the time limits, the vagueness of your missions - despite a manual that says you should follow orders exactly, the sheer amount of keys and commands for all the different things under your control. Oh God, it's a cool game but it just seems so fucking hard at the moment =(. And yes SCRADDY if you're reading this, I am s****ing, and the turrets follow me very accurately when I circle around them :P.

Okay I've just found out from an Aussie site walkthrough that the way to deal with the Cuntingly Annoying Turrets™ is to leave your vehicle and snipe at them. Just tried it and it worked (most of your vehicle weapons have a shite range), so that might help. Thank fuck there is something I can try....typical that there is one proper way of doing things and I don't know it...

Update: Whoop that worked, taking down the turrets was no problem - snipe the "pilot" from miles away and then let my vehicles destroy the turret itself. The latest horror-show mission ("Rumble in the Jungle" - if you want to know - okay, actually there have only been two hard ones but they kinda burn their way into my skull) went quite reasonably then - how it damn well should. Only problem is that big fucking gun tower with undodgable lightning gun. For some reason my vehicles are: 1. Crap at destroying it, and 2. Don't seem to draw it's fire away from me at all. Thank God I can commandeer other vehicles when my own one gets destroyed. But as I say the mission went smoothly apart from that - relief!!

And finally...

<Shambler> oh well i am sure the human anus is capable of some quite remarkable feats

News: Friday 7/7/00:

Battlezone II:
Well I installed the demo (only 15 meg!) again, and every time I played it I kept thinking "This just looks too fucking cool" so eventually I caved in and bought the damn game =). And it still looks fucking cool though I've only seen one map. Biiiiig outdoor business with undulating cliffs and canyons, fogging, great sky and lighting, cool models etc etc etc. The downside is it's phenomenally complicated and daunting for a FPS neanderthal like me - I mean I find using a crouch key or secondary fire complicated =). Oh yes and the feel is absolute arse because you mostly control floaty hover things and my god the controls are floaty as fuck.

So to get used to things I start on one of the simple "skirmish" maps (High and Low, in case you have the game). Easy skill, minimum forces, computer doing all the building and maintenance and shit. Just really exploring around getting used to the controls - yeah right - and the combat commands and that sort of thing. Idea in the skirmish is to destroy the enemy main base unit, except I never get close enough to do that because I keep dying at these damn turret things, no matter what I do they're too accurate and tough. Hmmm. I check the manual for what vehicle I'm using and it sucks - "Armour: None" - NONE??!??! Fucking thanks!! No wonder I'm dying. So next game I wait until my vehicle gets destroyed as usual, and once on foot I commandeer a proper vehicle, yes a nice armoured hover tank with good weapons that will do marvellously thank you. With that and a good backup of similar vehicles I managed to destroy the turrets easily and win via launching an all out attack on the base. Strength in numbers and all that.

Had another game after that just getting used to things still. This time I collected large units of tracked tanks, but they're pretty slow when controlled by the computer so I "borrowed" one myself. Bleh now I have to deal with seperate track and turret controls, and it's damn slow too. At least the gun was powerful. So I did a lone run into the enemy base (which was damn well protected by this time). Unsurprisingly the tank got destroyed, but I, as a cunning footsoldier, escaped and hid in an enemy building. Cos, like, they're not going to fire much on their own buildings. From there I directed the rest of my merry gang of tanks, and it was pretty cool seeing them rumbling down this canyon towards me while I'm lurking in the doorway to this alien pod-like thing. Eventually I "helped myself" to another hovertank and joined in the fun to win again.

All going swimmingly I thought, oh yes I'm getting used to controlling vehicles and squads and stuff.

Until I tried to control the building as well as the combat, that is...

You want me to do HOW MANY things at once??!??!

Blooooody hell. So I have to control at least 4 different building / collecting things at once, taking into account what supplies I have, and considering what I need built the most, accounting for what's currently getting destroyed and all the interdependency between various buildings and machines. At the same time as controlling and organising these newly made vehicles and troops, and of course making sure as much as possible is surviving or defending itself. And of course at the same time being under attack from enemy vehicles, trying to kill them, survive, replenish my supplies....ALL AT FUCKING ONCE AAAARRGGHH!! Win?? I never even left the vicinity of my base before losing the game. I hope the single player game leads you into this very, very gently... Bleh. Still looks awesome though =).

Quake:
Been a pretty damn good week for Quake both SP and DM. I've reviewed 3 new Q1 SP maps at TSQLR, and there's been some great DM releases all mentioned at QMap of course. Respect to those keeping Q1 going....and playing some of these maps just reinforced it - Quake single player is still cool. Even after the 3,250,000 maps I've played (that figure may be a "slight" exaggeration), even after plenty of other games I've enjoyed, Q1 SP still has a great atmosphere, people still make inspiring maps, the combat is still just plain fun. Gotta say I found a couple of these reviews pretty hard to write - some maps are easy and it's obvious what to say about them, but others... Trying to find a balance between praise and criticism, fitting everything in but keeping it succint, going into depth but retaining clarity for casual players, incorporating my own experiences but ensuring that doesn't cloud objectivity and accuracy - sometimes it's a hard juggling act.

I find writing the QMap news summaries for my TSQLR updates more fun anyway =).

Fuckwits:
Have I ever reviewed any UT DM or Infiltration maps at Nali City?? NO. Do I offer technical support for mods and maps?? NO. Does it say under my name on the reviewer profiles "Shambler - UT DM reviews and mod help"?? NO. Is it quite fucking obvious to anyone with half a brain that I ONLY do SP reviews, only ever have done SP reviews, and only ever will do SP reviews?? YES!! So why do fuckwits still email me questions and review requests for UT DM maps or Infiltration information?? There's only one solution, I am going to have to get ruder and ruder in my replies until no-one emails me at all.

News: Monday 3/7/00:

Return to Na Pali stuff:
Finished my second playing of the great Unreal mission pack this weekend, so a few things to update about:
I've added a list of speedrunnable Na Pali maps to the earlier list of runnable Unreal maps. This shows what possible speedruns there would be if you carried weapons over from the previous levels, which would allow more shortcuts than running levels from scratch (any takers for doing this, eh, Grob at UDQ??). Of course, starting from scratch, there's still my cool Return to Na Pali speedruns, definitely worth watching if you have the mission pack, especially with cool tricks like Grenade + ASMD jumps and Flying Manta boosts.
And if you haven't got it, you definitely should get RTNP. It is cool, capturing the spirit and quality of Unreal very well (map themes are often very similar). Good maps, good new monsters, good new weapons, good variety. I really like the flyby as you start a new game too, just coolness. Biggest pity is the disappointing end which should have been an great climax in the unique frozen wastes but ends up as a Nali Castle clone. Never worked out why they didn't continue the excellent theme in the penultimate maps, ho hum. I replayed it on Unreal skill which was rather challenging in places. Most monsters are fairly tricky but Skaarj are *damn* hard and those Marines were fucking desperate - imagine facing a team of top skill bots with perfect aim all fighting against you, bleh.

That's my final kill totals. I think I left one Titan alive (couldn't be arsed, was taking too long), unless there's some monsters I forgot. A few things to note about high weapon kills: Combat Assault Rifle is a great all round weapon, new Grenade Launcher is very useful in secondary fire mode when you manually detonate the grenades (right by the monsters of course), Automag is a weapon of choice for me due to it's pin point accuracy across the large open spaces, Flak Cannon I used more - I normally save it for harder combats but on Unreal skill most combats were hard, Stinger I use quite a bit because it's shit, so I use it on all the easier enemy/combats to save better weapon ammo. So now you know =).


New ridiculous IRC chat log:
Someone once emailed me and said they liked the genital related IRC chat logs, so you have THEM to blame, not me. I mean I want the IRC section to reflect intelligent debate and cultural interaction, but no... Witness the antics of that top Q2 DM and Ktimpakt mapper, Than, as he dips his penis in fizzy drinks and "almost" confesses to self-fellating, and DESPAIR.

In-depth analysis of the current state of FPS mod development:

<Shambler> mods are either: gay runic gayness with gay powers and 23,000 gay grenade variants, or gay teamplay real life gay weapons in gay scenarios gayness

Etc =).

News: Friday 30/6/00:

Two things that are cool:
Jas's smiley icons firing UT weapons, scroll right down for the full set, just brilliant =).
CZG's Donkey exercises, actually this is more disturbing than cool. I like the, errr, "functional" site design =).

Drum'n'bass mini-reviews:
Been a long time despite buying a huge amount of CDs I could review - but I'm not because I can't be arsed. This is a special case though, as it's a homemade CD EP by that dastardly speedrunner Mineral (see this E1M4 demo to for proof of 1337ness). If you want a copy you'd have to organise buying direct from mineral@planetquake.com, but you might want to visit his music site and download a couple of MP3s also.
Mineral - "The Surface EP" - Tearin' and dark, baby! 4 tracks, 3 short and one very long. Short tracks are the best, they are all punchy and frantic, with old skool style amen + dark bass action and some trancey effects. Ruff stuff though a bit short. Long track also has that style but blended in with jazzy bits and variable bass and other weirdness - not as effective as it goes on for too long. Proper darkside - no minimal 2-step sn0rage - a bit unrefined but very cool.

My final view on Daikatana:
Now that I've finished the game, I've posted my overall view/summary, in a funky question and answer format, over at spektrum, so go read that, it's fair, succint, and to the point - no spoilers or irrelevant bullshit.

And finally...

<Shambler> vote kickban killes: yes or no
<than> yes
<Shambler> votes: yes: 1 - no: 0
*** ChanServ sets mode: +b *!*C8H10N4O2@213.78.*
*** Killes was kicked by ChanServ (<Shambler> democracy in action)

Aaah, politics is so simple on IRC.

News: Monday 26/6/00:

Wheel of Time speedrun demos updated to version 333b:
Duh. I thought version 333 was the latest patch for WOT, but it's actually 333b, and the demos aren't compatible, thus I had to re-record them. I've uploaded the new versions, so if you have WOT, please download and enjoy these exclusive demos - all details and action screenshots in Saturday's news below. If you don't have the 333b patch, you can download it here (1.5 meg). BTW, I said WOT was a great game, if you want a more detailed view, scroll down January's news until Wednesday 19/1/00, where I analyse it's quality a bit more.

At last, Unreal SP reviews...
Thanks to Maz @ Nali City for finally f1x0ring the SP maps lists and uploading my reviews of Sbegin and Sbegin2. These are the first two Shamuquest maps, both are excellent, complex outdoor maps, and get listed very high on my recommended Unreal SP maps list - the definitive list of good quality maps + reviews for all Unreal single players to rely on.

Unreal DM screenshots:
I've moved these onto their own page, and they're rather cool action shots so it makes it easier for people to give them a quick look.

And finally...

<apollo> Czg i'm a MAN
<apollo> not an INSECT

LoL, what on Earth is he talking about??....IRC can get very surreal sometimes =).

News: Saturday 24/6/00:

Project "W" - first ever Wheel of Time speedruns:
What?? Yet another TEAMShambler world-first-exclusive?? Surely not?? Yes indeed!! 7 months after I originally planned them (heh), I finally nimbly outwitted the demo playback bugs, and recorded the first Wheel of Time speedrun demos:

> Mission_10: "The Excavation" - Easy skill run in 0:49

> Mission_01: "Bank of the Manetherendrella" - Easy skill run in 1:02

The Mission_10 0:49 run is the best, with loads of shortcuts, using not 1, not 2, not 3, not 4, but 5 seperate Fireball jumps to save lots of time in a well planned route. The Mission_01 1:02 also has a couple of minor Fireball jump shortcuts.
The demos are for version 333b of WOT, they include playback instructions, the Mission_10 demo is 1.7 meg (sorry about the size, nothing I could do and I don't know why it's so big), the Mission_01 demo is 220 k - click on the time links to download. They both get posted on the Other speedruns page. Also on that page I've listed 3 other runnable WOT maps, that would provide good runs but are sadly not possible due to errors with demo recording/playback =(. I might contact Legend and see if they can help as I'd like to do those demos too - in fact I ran 2 out of the 3 successfully as practice. BTW, looking back through the maps again reminded me that WOT is a bloody great - and awesome looking - game and any FPS gamer should give it a try.

So...
Project Q and Project W finally both completed in one week - what now?? Dunno really, plod on as normal I guess, do the usual shit when I feel inspired or something new pops up. Go ahead and explore the site in the meantime....you want articles, reviews and rants, check the FPS Articles page....you want varied discussions, humour and abuse, check the IRC Chat Logs page....you want unique and trick filled demos, check both the Speedruns pages....you want unusual and stylish tricks, check the Trick moves page. All for a variety of games and almost everything on the site is unique and exclusive.

News: Thursday 22/6/00:

Shambler's ideas for a Q3A single player conversion.
Here it is, the infamous "Project Q", 6 months late but I finally wrote down some general ideas and suggestions for a Q3ASP conversion, as well as my own specific and original idea/story. Read it on the at this site and feel free to use any ideas for inspiration. Hmmm....now I only have a "Project W" to try....who knows I might even get that done too =).

Brand new Q2 trick move demo:
Been almost 8 months since the last one, but I found another original Quake II trick move, a triple crate/conveyor jump on Ware1: "Supply Station". Quite a cool one, spotted it a long time ago but only just found out the right angles. It gets posted on the trick moves page, with all the other original Q2 demos - these are all unusual, interesting tricks rather than the same repetitive jumps on Q2DM1, so take a look. There's one more trick that's nagging at me - a desperate triple crate jump on Base2 - doubt I'll ever get that.

Surreal IRC morning the other day...
Saw this like thread link that SmallPileOfQ3AMappingKnowledge plonked on #tf, and on a whim actually read it and tried to understand (as a non-mapper and non-Q3Aer) what the hell it was all about. With a bit more discussion with the Spoggy, I now understand a bit about leaves, visibility, and hint brushes. Eeeek!! Kinda scary, wonder if there's some way to burn that out of my brain. Oh yeah, this seems appropriate:

<skull> spog is a large underground computer compex tho

spektrum...
...updated my Daikatana Diary once again with my views as I played throught the final E3 maps. Cool maps with bags of style, but marred by some serious bugs at the finish.

And finally...
More of the good old bollocks:

* Vondur gives excessus lil fish
* excessus erases the glquake shortcut from Vondurīs desktop
* excessus replaces glquake.exe from Vondurs dir with a Tax Payment On-Line Proggy

News: Sunday 18/6/00

Hi.
Hmmm not much going on. No Nali City reviews from me as they still haven't got all the Unreal / UT single player map errors in the database f1x0red. Working on a Q1 SP review for TSQLR. Got a couple of old projects milling around for this site, but nothing finished yet. Mostly I have been playing and really enjoying The Daikatana, and writing my diary of it at spektrum... Oh yeah, changed the Info page to reflect that. That's about it really.

News: Tuesday 13/6/00

Heh.
This kinda amused me with the irony....I have *far* too many excellent map ideas for someone who doesn't map =).

<cyBeAr> what about shambsp1?
<Shambler> shambsp1 will now be made missed out, as will shamsp2 and shamsp3
<Shambler> shambq2sp1 unit will now be made for daikatana, as will shambsp4 (also known as jrsp1 idea) and shambsp5 (also known as kamisp1 idea)
<Shambler> shambunrealsp1,2,3,4 are on indefinite hold
<Shambler> as are AS-shamb1, as-shamb2, as-shamb3
<cyBeAr> shambdktsp, you'll be doing any mapping or just contributing with your name?
<Shambler> shambhlsp1 and shambhlsp2 units are cancelled
<Shambler> shambdktsp1, shambdktsp2, and shambdktsp3 are also planned
<Shambler> these are all planned map ideas =)

*Sigh*....don't say it anyone...

News: Friday 9/6/00

Serious reviewing:
Okay I think a few people had their attention drawn to Serious Sam Test from my review so that's good - that was the plan. Certainly a buzz about this test already. Thanks to Blues and 3DAP who mentioned it. No thanks to the Shack....maybe if it had been some trashy item about buttfucking Britney instead of an exclusive review of the first showing of an exciting new FPS game it would have been worth a mention on your *gaming* news site, eh???

Updated Q1 trick:
Updated my trick jump demo for Sthdm2a with a new demo in the zip. Not nearly as cool as some of the other tricks but it does show a typical example of a double rocket jump to gain that extra body-length of height.

Some IRC dribblings:
Don't get much posted these days but this still might amuse someone: Added 3 more *silly* IRC chat logs.

More on The Daikatana:
You know where to go. Tip for the day: Daikatana is cool and fun. Reviews are wrong.

No Unreal reviews this weekend.
The first two Shamuquest maps are out, apparently they are great, but I won't have time to review them for Nali City this weekend. Firstly I have been playing "that game" instead, but secondly and more importantly, I want to see the bewildering NC database working in action before I use it. As someone who's been doing Unreal SP reviews for a year - including 8 months before any of the new team appeared - without any complications, it's a bit awkward having to switch to another system so we shall see. Recommended Unreal SP maps list still here if you want the best levels.

News: Tuesday 6/6/00

World exclusive first review: Serious Sam Test.
Yadda yadda. You know by now TEAMShambler brings you the shit you don't find elsewhere. In this case, a detailed review of the Serious Sam Test, a new Doom gameplay + exotic enviroments + hi-tech engine FPS game in development by Croteam that merits serious attention. Go read it on the at this site while you download the test.

People...
...keep asking me what The Daikatana is like. If you want to know what I think, I'll post all my views over at spektrum - in particular I have started a personal, unedited diary of my reactions as I play through the game.

That's all for now...

News: Friday 2/6/00

I have The Daikatana!
That's all. No other news or ramblings at the moment. Maybe next week sometime...

Until then...

* Shambler mettres un croissant dans les pantalons du Vondur

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