#26 posted by negke on 2014/04/23 20:58:00
Worst map by the worst mapper.
Hosted by the worst hoster.
Posted by the worst poster.
Played by the worst players.
Go smash a smartphone.
A poem.
NOT A HAIKU?
#27 posted by mfx on 2014/04/23 21:05:25
Herr NegKe
#28 posted by mfx on 2014/04/23 21:26:58
Thou shall not use Quoth for this map..
Anyway, you�re like a surgeon, no misalignment can be hidden from your eyes!
Thank you for demos.
Love Those Stairs.
#29 posted by sgtcrispy on 2014/04/24 07:51:36
Damn near gave to vertigo. Love it.
OMG your joking a GL. Couldnt make use of the second secr though. Anyway - nice quick fix. Amazing rickety stairs.
#31 posted by negke on 2014/04/25 13:54:31
Heh, I thought I had read something about Quoth in the readme... While playing I wondered why there wasn't a trigger_void.
As an "intermission" map, it's adequate. As an individual release, it falls a bit short, but still a welcome little snack. Could have used more polish of course, especially texture aligning and clipping.
I like the style; the combination of texture and architectural themes. In particular the random woodwork on the tower. It has a very nice handmade aspect to it - in a double sense: they appear built by actual people (unlike other Quake environments that simply exist for reasons of arcane) as well as delicate brushwork that feels more personal than large walls or bulky structures. I get a similar feeling from many of Tronyn's maps.
Interesting Coincidence
#32 posted by Tronyn on 2014/04/26 09:49:10
I finally played this tonight (first real spare time in quite a while) and immediately thought "there's something negke-ish about the look of this map," what with the power cords, mixture of base and medieval structures, functional yet mysterious details, etc!
I have no idea what this place was supposed to be, but it was quite interesting, although actually quite difficult in close quarters on the first playthrough (died a few times on normal).
Mixed Thoughts
#33 posted by mfx on 2014/04/26 11:03:36
My intention while creating this map was to create a place "in between".
I always thought the id1 levels (episodes) very poorly connected in visual aspects, meaning the base maps at the very start at each episode never really blended in to the following medieval, arcane whatever you call that quake style maps(apart from having a slipgate standing in the castle like in e1m2).
And this map does that in reverse, going from an somehow elderly startgate to a slipgate in a crate!
An attempt to look behind the slipgates, what dimensions unfolded there and such, hence the title.
Some misalignings are there because i have the habit of "never touch a running map".
When i�m in deep mapping mode, those detailed bits are actually made really fast and nifty.
Attempts to align the textures properly afterwards led to error messages, as the brushwork, especially those wooden bits is hard off grid and you know those noobish mistakes:)
Some misalignings are just laziness.
Same applies to not wrapping/clipping properly.
#34 posted by metlslime on 2014/04/26 20:48:52
Well fictionally you're teleporting between isolated locations so the lack of a blend ain't completely unjustified. Still a valid thing to try and correct.
#35 posted by metlslime on 2014/04/26 20:49:34
Ain't should be isn't -- worst autocorrect ever
That's Interesting MFX...
#36 posted by distrans on 2014/04/27 13:12:06
...qtfin1 was also meant to be a place in between. Given Azoth existed so far away the player had to make it through a way-station on the edge of the known universe. The parallels with your intermission map are that the texture set didn't need to mirror previous location or destination (except the player entered via the standard in-pod, and entered Azoth's realm in the next level via a port consistent with qtfin1) and it was a void map. I've seen DAZ do yours and as soon as I get a playable Quake set-up going I'll give it a run through. Your stuff in this map reminds me of Scragbait on crack :)
If I Were In Charge Of An E1 Remake
I'd repurpose E1M8 to serve as a place in between the earthly maps and the Chthonic maps.
reminds me of Scragbait on crack :)
Agree 200%.
Quite Liked This
#38 posted by nitin on 2014/05/03 10:02:29
didnt find it too hard personally and although a bit short, the theme is really nice and perhaps a bigger map with this theme is worth thinking about?
#39 posted by Trinca on 2014/05/09 21:17:38
Finaly had time to play... nice little map :p
Died near end with no amo :|
First run in attachement
http://www.quaketastic.com/files/demos/tr_mfxsp5.rar
Trinca
#40 posted by mfx on 2014/05/12 20:09:57
thanks for the demo, but which engine did you use to record it? Can�t run it with DarkPlaces or FitzQuake variants..
#41 posted by Trinca on 2014/05/12 23:31:29
mfx � used Darkplaces.
Build 4 Mar 2013 release (progs 5330 CRC)
Just loaded now and it works
Hmm...
#42 posted by anonymous user on 2014/05/13 20:19:02
thats strange, i can load it now, but its frozen.
Screenshot
Used same DP build as named above.
I want to see you die hard badly..
#43 posted by Trinca on 2014/05/14 00:07:02
watching in any mode?
I played in QDQ progs
Ah That Explains
#44 posted by __mfx__ on 2014/05/14 00:08:36
protocol 3504. Where can i get the progs.dat?
Nevermind.
#45 posted by mfx on 2014/05/14 00:13:05
Got it.
Ha!
#46 posted by mfx on 2014/05/14 00:36:19
The 1st secret was empty, that should�ve made you suspicious.
Else, you�d get a GL there. Easy.
And the glitches with the teleporters and skybrushes, how ugly.
I recommend Quakespasm now and forever:)
Anyway, thanks for demo, i urge for them.
#47 posted by negke on 2014/05/17 15:36:52
The English term is "Klein Bottle" (no S), by the way.
#48 posted by anonymous user on 2014/05/17 15:38:18
besserwisser..
Arch
#49 posted by Spirit on 2014/05/17 20:36:13
#50 posted by anonymous user on 2014/05/17 22:39:44
get a room you two
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