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New SPQ Map: Februus Depth.
Medium sized catacomb inspired map.

One, single screenshot that's outdated:

Download from Norway:

Download from Fileplanet: (Might take a while before all the mirrors properly get the file)

I guess I should update my site or something, but I just can't be arsed.

I have nothing further to add. :|
Fist Post! 
czg doesn't suck, he rocks! he makes cool maps and he only has one dad! 
Elbow Post 
My Post 
screenshot looks highly original.

will post a review soonish. 
Wow new CZG map! Could this be worth me reinstalling Quake? 
(insert Title) 
Very nice map czg. I think it's got some speedrunning potential too. There's one huge shortcut :) 
Very Cool 
Typical czg class. Definitely a great map which you lot should have already downloaded. A long, fun map with lots of secrets and cool architecture.

I smell PQ LotW... 
the map is consistent, it inspires, it has calm gameplay, and there are some adrenaline moments of course ;)
architecture is pure dark ambient. barlog's abysses, forgotten tombs, etc...
another quality czg's release :) 
Well my best so far is 3.15. I should think a proper speed runner could take quite a lot off that, but I'm happy with it.

Incase you want to see the Dzipped demo : 
Really good fun and stonkingly well made. Couple of points.

i) Secrets are well hidden. I could only find 2 :-)

ii) I played through on nightmare first time and never even looked like I was going to run short of ammo, even with only finding the aforementioned 2 secrets.

iii) One thing I did find was the "secret" "exit". (Both quoted deliberately, you'll know why if you find it). What's the map it exits to? I thought I'd found a secret level and then remembered I'd only downloaded one .bsp :-)

Anyway, I had so much fun playing this map I now have to manually blow off a bit of pressure from the old saq. Thanks. 
i) Two of those secrets will be nightmares to get while speedrunning I'm afraid :(

ii) Some of my betatesters said that too, but I always needed that much ammo when I was playing it, so I left it in. Maybe I suck :(

iii) Looks like I forgot to delete the old changelevel. You have no buisness jumping out into the lava like that. �_�
(I don't think it's neccesary to upload a version with the changelevel deleted though, since you can only get to it if you jump to your death in the lava.

Anyway, thanks for all the comments you mans. Glad to hear you enjoyed it. 
In case anyone is wondering where the accidental exit is, and just for a bit of fun, here's a bad 0:43 speedrun. 
After all this time someone can still pump a new style out of this game. 
Holy Mother Of God On A Flaming Lolbarn! 
This map is beyond excellent czg. I've been playing it like all morning trying to beat it on nightmare -- I'm not that good. I keep dying at the vore at the gold key...anyway the design and everything this map just r0cks beyond belief. Awesome map czg, awesome. 
Damn you Morfans! :D:D:D 
Oh come now, 'zoiders. I only beat you by a little bit... ;-) 
You Don't Need The Gold Key 
First of all, this is a wonderfully atmospheric map and shows once again, that Q1 is the gothic, creepy game of choice. Februus shows nice complexity and is very 3D. A joy to look around to see all those passages, grates, tombs, etc. I played on hard and found it to be fun and not too frustrating but not a pushover either. This is a nice map to take your time playing through.

I found 2 secrets. Either 1) They are hard to find 2) I've lost some of my secret finding skills 3) Unmarked? (can't imagine an experienced mapper like CZG doing this so I'll assume this isn't the case or 4) Some secrets require slick special moves that speedrunners do and that turn me into gibs when I try.

If I was a beta tester, I would report a shortcut that would seem undesirable by design. In my pursuit of secrets, I saw a chunk of land way down below so I jumped down and landed near what looked to be some cool glyph written in lava. I then had a good time attacking enemies from behind since they all faced away as I made my way to the locked GK door. Oops.

Great map. I did have difficulty doing my usual run backwards and shoot but all in all, this is a great addition to the players collection. I will be heading back to see if I can turn up any more secrets. 
I'd like to start off by saying that I found 3 secrets: armor, a quaddamage (which led to me going in circles for a while) and a megahealth. The visuals weren't Kona-god-like cool, and they were very repetitive, it caused me to get very lost often, especially with the windy, circular exploration-like path. It took me like 30 minutes of playtime to finish because I was very lost most of the time. But that's about the only bad thing I can find about the map. It was huge (medium map my ass) with high quality everything else. The finish was great without being overly challenging, and the layout had lots of explorative elements to it. I really like the brushwork after the explosion, it looked like you used a terrain editor. Top quality map, I'd just prefer a few more design pieces as landmarkers so I don't get lost as much. (i'm simple) 
meh. czg00 was better. 
I just finished it and I never found the gold key. 
CZG Ownz U 
nice map czg. i bow down 
Didn't Play It Yet. 
i like the look of those corpses in that screenshot though. :D 
i've found only 3 secrets! ;) wtf?! :) czg, you're mean! 
Secret S(p)oiler 
Here's a walkthrough of all seven secrets in case anyone's still stuck. I only found three properly and had to pull the others out of the .bsp...

Damn some of these are hard to get, especially the very last one! :-) I guess that's why they're called secrets...

Or maybe I just missed the "proper" way to get it.

Cool Map 
Good map, I like catacombs :) Also a masterclass in monster placement. Seemed like you got every variation, ogre above, ogre below, vore in distance, vore in your face etc. I especially liked the overhead zombies arcing their blood down.

I suppose I would have liked it to open up into one of those majestic czg vistas but perhaps there was a self-imposed r_speeds limit? The end bit with the hole torn in the ground was cool anyway.

thanks czg. 
As usual, an excellent map, czg, you were, you are and you'll be my master forever, kthxbyedie :E 
Re: Secret S(p)oiler 
You can get the last two secrets without rocketjumping. After the first small flight of stairs after the gold key door, turn right, step up onto the wooden edge of the platform, jump over into archway, jump across to next arch, drop down to next arch, continue jumping to either yellow armor or quad. 
Ok, Got Time To Play It 
excellent, albeit a little repetitive architecture-wise but that was the point.
i really like how there are so many places where you can see into other areas through grates and such. gives a good feeling of being part of a big cave/ancient tombish/hell thing, although the path twists and turns so much, i have no idea how where i went, even though i never really got lost once.

gameplay was awesome. it progressed very well, and wasn't prone to the "beginning is too hard, ending is too easy" syndrome, not to mention that long stretch without anything to kill was genious! i tried that in my map, but wasn't able to pull it off as well as this. i was really nervous there! :)

the exploding part was a pleasant surprise. for a moment, i thought i was going to fight chthon again, but i prefered to big arena fight much better!

i still think it would have been nicer to have a little more variety in architecture... maybe have the cramped tunnels open up into some more wider areas, (wider than the ones there already i mean), but i'm not sure where you could have put the larger areas, as the whole layout was pretty compact to begin with, so maybe my suggestion wouldn't have been feasible.

recorded a demo of myself playing: (zip: 2.49MB) (zip: 1.03MB -- DZip roxors!) 
the bottom one should be (dzip: 1.03MB -- DZip roxors!) btw... 
Interesting Map... 
It initially appeared to be quite an atypical CZG style, but then I remembered 04. Even so, not really what I expected, but the overall effect is cool, it definitely has a good feel about it. Like Necros's map, a somewhat conceptual map, but one with a strong purpose which shines through the vaguely repetitive style.

Gameplaywise it was all jolly fun until the end where I started to get lazy and bored with the final combat, which was a fine finale but I wasn't interested in arena combats by then. As others have mentioned, a plentiful ammo balance. The alcoves were a bit annoying to move around.

The secrets, BTW, were easy, particularly for speedrunners. I got 5/7 without thinking....although the other two might have been hard?? 
Got 5 Of 7 
I returned to the empty map and found three more secrets (I was careful not to read the spoiler posts here). I can see what Shambler meant with his comment above. I wonder if I stand a chance of finding the other two without cheats or Morfan's demo. Also, I haven't found the 'secret' exit either. 
really liked this map (as all other czg's maps), especially gameplay-wise. LOTS of monsters, interesting layout but too much ammo even for me.
Found 2 secrets (red armor and MH).

Overall had a lot of fun. Thanks for that, czg 
Abolutely amazing. Haven't had an adrenaline ruch like that since I injected crack straight into my eyeball. 
I enjoyed this map. Very much so.

Atmosphere was truely superb. The rocks, lava chasms & broken arcitecture blend into the map excellently, and coupled with the labyrinth-like 3-dimensional layout, created a very convincing sense of place, and the gameplay fitted well with it; not the usual run-in-with-guns-firing type gameplay which I find fairly tedious nowadays unless used in moderation. Architecture-wise it was the little details that made the map what it was.. such as the gates, walltorches, arches etc. The exploding tunnel towards the end was also brilliant. Felt pretty immersed into the map which is something I can't say about many; especially towards the end - heading down the small twisty cave out into the spectacular yet subtle end arena.

My only qualm was that I kept falling into lava. Backing into what I thought were dark arches while fighting, which actually turned out to be ledges. D'oh. The end battle didn't really do it for me either... the gameplay up until that point didn't really warrant a big arena finale, especially one that dragged on as long as it did, in a pretty haphazard setting (kept falling off the edge again.. bah, I suck).

Still... despite that, best new map I've played in ooh, a long time. Since Day of the Lords anyway. Very unique and very well pulled off. 
since no one asked... what's a februus? 
From The Readme: 
* Information *

A series of catacombs, leading ever deeper and deeper into the abyss; where few people go, and fewer still return from. Go! Seek adventure!

Whoa ! (TM Keanu Reeves) 
very impressive czg. Like xen said, the little details are astounding. This is one of the greatest quake maps I've seen in terms of build quality. It's also one of the most immersive. Great job!

I didnt find the gameplay all that repetitive, in fact I found it bloody hard (I suck at cramped spaces) in parts. As for ammo, I was too busy worrying about what was coming rather than how much I had.

If anything, you should write a tutorial on how you do layouts. To me, that's the greatest thing about your maps. 
i knew i had seen that link somewhere, but i had thought it was in this thread. when i couldn't find it, i thought i was imagining things. :P 
Cool Map. 
Strong points: sense of place, solid architectural feel, twisty route, great ogre, scrag, zombie, knight placement.

Weak points: tight quarters and no clip brushes means that i took a lot of damage from getting snagged on pillars and stuff. Lighting should have been gloomier. Larger rooms needed larger forms (arches spanning the broad ceilings would have helped.) Few memorable locations. Vore placement rarely effective.

Also, the flat stone texture on exposed insides of broken arches/pillars that have brick texture on the surface is weird; are they made of bricks or solid stone? 
Mixed Experience 
I must admit I found both the visuals (textures and maze-like corridors) and gameplay very repetitive, which took down the experience quite a bit. Like others have said here, too tight, cramped and since there was quite a bit of backtracking, I also felt lost pretty often.

However, the few big open areas were great, especially the final arena where I found it challenging (in a good way) to find a place not getting ambushed from behind while monsters kept teleporting in. The exploding ground was also well made.

I didn't like the particular rock textures much (a bit Manke-ish), but the rock formations and chasms were very attractive and believable. Lighting was also very good, a bit dark maybe. Weapons, ammo and challenge were all well balanced. I found a few secrets but they were pretty well hidden. I think the repetitive architecture helped a lot in hiding the secrets.

Technically it's an excellent map, but I find your previous work more fun to play. 
"... the flat stone texture on exposed insides of broken arches/pillars that have brick texture on the surface is weird" -
award winning Call of duty has that allover the place 
its a lot easier than making custom textures for each damaged section that reflect where the bricks are inside the arch or pillar that has been damaged. 
Flat Texture Inside A Brick Wall 
It doesn't make any sense but it looks good. 
The Point I'm Trying To Make 
is that there isnt a feasible alternative that makes sense 
Yeah I'm looking forward to that one. 
Stuff Clip Brushes 
Don't ever, ever, never ever use clip brushes on a map like this: it will totally ruin it - you're SUPPOSED to get caught on the jutty-out bits! You have to adjust your position just right within your location to dodge (say) Shambler attacks, and if you don't, you die. And if players are bored with dying they must, in reality, be bored with the game in general. And that may be the point in forums such as this: I wonder how many contributors are real, honest-to-God players?

Why should PLAYERS want the maps to be easier in layout terms: perhaps they are not players in the true sense but merely onlookers having to play through just to see the point of the map, examine architecture, see the quality of the build etc. I do very often see comments like "had to no-clip", "played in God Mode" etc. You didn't have to do that, you chose to. If you keep dying using one method of play should't you think differently?

Clip brushes have a place in map building but only to avoid 'accidental' snags or to assit the map builder in non-critical areas, but not just to allow the player to run through the map faster (speed running apart).

And here the rant do endeth.

Anyway, brilliant map, best for a long time. Didn't find any secrets as I was too busy with death - it took me 36 minutes and I never lost my way. Quake as it should be.

Well done CZG and thank you.

Honestly now, how long to build the map from start to finish? 
It Says In The .txt 
You Make Interesting... 
...and possibly controversial points, FMB dood. 
Hoisted By One's Own Petard ... 
I was so keen to play the map that I "couldn't be bothered" to read the text. So, the jokes on me then.

However, perhaps "Been in the workings for maybe a few months" is like January to December? ( That's a compliment czg, 'cause I know I couldn't do it)

And, Shambler, the points really aren't meant to be controversial. But I do get frustrated to see so much effort going to waste because people don't 'play the game'. If people did try to play the game as it was meant to be played I am sure they would get even more enjoyment than they do just by looking around a map.

And that is why we must continue to encourage all of the new mappers, not tear them to shreds because we don't like their texture set (or whatever).

And, brothers, I feel a march coming on. Onwards and upwards, revolution is in the air. The proletariat is revolting! 
And that is why we must continue to encourage all of the new mappers, not tear them to shreds because we don't like their texture set (or whatever).

but some people use some pretty ugly textures... :P 
"so much effort going to waste because people don't 'play the game'."

how true
there are like ~200 ppl who still play qukae 
how true
there are like ~200 ppl who still play qukae

Wow, you must be an all-seeing all-knowing oracle to know figures as accurate as that. 
to his credit, he did put the ~ infront. ;) 
I'd Say 
there are 156 ppl
and i'm tracking everyone 
well, there is actually 200 users of this board, counting metl and two moderators 
not all listed there are alive or playing quake. yet i know some ppl who never visited this board but play quake. 
There are only 2 people playing Quake, yourself and someone else. The rest of the accounts are just the other posting as differant names. 
not all listed there are alive

Von rules. 
...that was so profound,it scared me for a moment. 
Only For A Moment? 
Februus Demos 
Quite a few demos have been made on Februus already: 
Quake Lives!! 
this was another map i wanted to mention, but i figured one czg plug was enough. :P 
Cor Lummey Mates... 
...I got on my high horse up above in #46, didn't I? But here I am six years later still going onwards and upwards. And still mapping (albeit v-e-r-y s-l-o-w-l-y) 
Six Years Is A Long Time... 
Wow, you must be an all-seeing all-knowing oracle to know figures as accurate as that.

i want to stamp on this guy's face. 
had to replay again last night :p

Awesome work, just one question to Spirit...

If my maps are to dark what about this one?

I�m not complaining about the map lights!!! :) just to know what about this one to Spirit! 
Trinca, I would say light your maps how you want. That's all there is to it. Can't please everybody. 
I want to please Spirit in everyway possible!

I love him... chif 
Duuuudette, it was about an unedited screenshot I posted of tchak which everyone found too dark. Generally that map lacked lighting contrast in my opinion. februus is dark but has nice contrast. Also it has no big plain open spaces, that helps. 
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