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New Q1SP From Necros - Moldy Tower
Originally inspired by negke's Skinny Norris, I didn't fully adhere to the 768x768 rule. Instead I just used it as a rough guideline that it had to be as vertical as possible.

Medium sized with a bit slower gameplay than usual. Uses id medieval textures and a mix of Kell's kdmtex.wad and apocrypha.wad.

Note: You need an engine that supports the -quoth command line (although it is possible to run it without that with some hackery). The map however, does require an engine with increased limits (such as FitzQuake 0.85 or AguirRe's GLQuake). Some of the mandatory limit increases are: Lightmaps, Edicts and Models. Other increases that help but won't cause a crash: Beams, Packet Size and MarkSurfaces

Download: ne_tower.zip

http://necros.quaddicted.com/
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negke:
the hack where you get a free quad after killing the death lords is actually abusing the built in quake 'unstuck' feature.
when you go through a teleporter (or turn on noclip), the game saves the origin you were at so that, if your new origin is invalid (ie: stuck in a wall), it can pop you back into place.
so all i do there is teleport the player into the floor. he picks up the quad, but gets 'unstuck' and put back where he was.
the only thing is that it doesn't remember your orientation, which is why your view changes, which is unavoidable.

there's also a transparent trick involved with the shooters. when the death lords die, the shooters start shooting twice per 'spike' instead of once (6 fireballs instead of 3). the tricky thing there was that they had to both have the player as the activator AND had to start firing at the right time (otherwise the fireballs would come out at uneven times).
there's a logic gate with a lightning trap that starts firing at the same interval as the trap shooters which starts off blocked. when the dlords die, the logic gate is opened.
the trick is that it doesn't turn on the info_traps. it triggers the teleporter that gives you the quad.
it's actually the quad damage you pick up that triggers them (so that the player is the activator, if the lightning started them it would be 'world' that triggered them). that's why you will sometimes get the quad sooner or later when the dlords die, and not always at the same time.

the boss teleport is pretty simple. there are 4 info_teleport_destinations surrounding the arena. each destination is surrounded by 5 trigger_teleports (4 for the sides and 1 below) that teleport to another of the destinations.
each destination is surrounded though, so no matter where it goes, it's bound to teleport somewhere else eventually.
when the death lords die, all the trigger_teleports are killtargetted.

as for the knight drag, it's actually from when preach coded in model support. previously, you couldn't assign a model to a func_ because the game would complain about not having it precached.
there was supposed to be a func_train_point made specifically for assigning models, which is what i would have used, but that entity is actually broken, because it's still coded to set the func_train_point as SOLID_BSP which is not allowed with a .mdl (or external bsp afaik), so the dragging knight is actually a func_rotate_train (which is never solid).


spirit: i was able to watch your demos fine in aguirReGLQuake. pretty funny, if you don't mind me saying so, especially the first couple. ;) 
Hackity Hack 
the hack where you get a free quad after killing the death lords is actually abusing the built in quake 'unstuck' feature.
when you go through a teleporter (or turn on noclip), the game saves the origin you were at so that, if your new origin is invalid (ie: stuck in a wall), it can pop you back into place.
so all i do there is teleport the player into the floor. he picks up the quad, but gets 'unstuck' and put back where he was.
the only thing is that it doesn't remember your orientation, which is why your view changes, which is unavoidable.


Brilliant!! It's really cool hearing about such trickery with very basic quake functions. 
Demo... 
http://www.quaketastic.com/upload/files/demos/net_sham.zip

Slow, cautious, vaguely inept, but I made it! 
Sweet Sorcery 
Great job, Necros! The gear lift, light beams, and end-game hackery make this map more than memorable. The added sounds were put to good use and I loved the little touches like the knight drag. The textures and architecture were a mixed bag overall, but they somehow worked. I was a little disappointed at not having to revisit the water area on the bottom floor. I also found the ending slightly confusing, but I eventually caught on.

It will be tough trying to top this release, but I know you can do it! ;)

P.S. Quoth ladders need help now! 
Yeah... 
i had some issues with quoth ladders since i'm so used to climbing rubicon2 ladders (where jump = climb and you face away from the ladder to fall off) 
Ladders 
i myself prefer the hl style ladders where if you walk 'towards' the ladder, you move up (and move down if you back 'away') and when you jump, you fly off in the direction you're facing. they're also a lot faster.

the quoth ladders are at the mercy of the mapper.
you have to set an angle key, and contrary to docs, the angle key has nothing to do with what angle you have to face to use the ladder, but instead, it refers to the angle you are thrown off when you jump.

it's unfortunate but i noticed nearly no one jumps off the ladders in this map, even though they are set up for it. i can only assume it's because they don't know. :( 
WTF?? 
You can jump off ladders??!!?? 
 
T_T 
 
You can jump off ladders??!!??

Isn't that the ONLY way to get off the ladders? 
Yeah I Found 
jumping off was the only way, don't know which ladders you guys wee using :/ 
Reminded Of 
One of Gb's Qouth testmaps with multiple ladders, jumping between them was the only way to finish the level. 
Necros 
Thanks for explaining. Pretty clever. 
My. 
Oh, my... 
What To Say That Hasn't Been Already... 
I thought this map was pretty awesome. I mean that literally too, my jaw dropped several times while playing, and I had to remind myself I was playing a 12 year old game. I was drawn into the ambiance created through architecture and map entities. My disbelief was well suspended, and I really felt like I was in a creaky moldy clock tower, crawling with vorelings. Using new sounds for the lifts was a pretty simple change, but it was very effective in making the map seem different. Also, the rotating bits are some of the best utilized I've seen in any quake map I can remember, so kudos for that.

The gameplay in the first half actually felt like a medieval version of xplore by speedy - tight gameplay with well placed monsters where every shot counts. A welcome change from the mindless horde-killing maps.

The final battle was way more difficult than I was expecting, on hard (it took me probably 20-30 tries), but it was certainly something different, so I had to figure out what was going on and what to do in the heat of battle. It was mostly the player-seeking bomb launchers that I would forget to pay attention to for a brief moment, and then pay the price for. I certainly don't intend to advocate stifling innovation or anything; no, new styles of boss fight are definitely a good thing. (and I'd never have thought up an entity setup like that in a million years) 
Quake's 
Not dead while the netherworld plasmatic heart keeps beating. 
Hmm 
Quake's not dead

Falacy, deceit, eternal lie!

(snigger) 
It's... Wonderful. 
..All I can humbly offer is a crappy, boring demo...

http://www.quaketastic.com/upload/files/demos/ne_tower_nm_100_thesilent.zip

12 mins, skill 3, 157(?) monsters, 100% secrets. 
 
It was mostly the player-seeking bomb launchers that I would forget to pay attention to for a brief moment, and then pay the price for.

yes, the shooters were kind of a toss up. with the cross, they won't even do any damage at all, unless it's direct hit, and then only like 10-20 damage (when you have the YA, like ~10).

i like the way powerups like that change an entire fight around. i think there could even be something where pents or quads are not overpowered, and maybe even a way to work invisibility in somehow...
i wish we had added the hipnotic wetsuit in. it had the added effect of giving you normal movement speed in water instead of that 60% or whatever with a biosuit.

the silent: not boring, always fun to watch people play your own maps. thanks! 
Thanks To You, Really... 
...for all the beauty&fun!!!! 
Drooollll 
sexy as fuk.
firstrun (died at the scorpions), love the sound and the suspense, as well as train models, cogs and other weird shit like breakable stuff. Nice mix of enemies (for the part I did seen), jealous.....

http://www.quaketastic.com/upload/files/demos/ne_tower.zip 
 
is that like a rickroll where you make me download my own map? lol 
Oops 
sry - nope, just a rick-fail where I evidentally uploaded the wrong archive top the demos/ folder on quaketastic. Bugger. There is actually a demo, but its on my home PC, I'll post it later

(blushes) 
OK, Here Is The Actual Demo: 
http://www.quaketastic.com/upload/files/demos/rickyne_tower.zip

Willem - Im sorry about this but there's a copy of ne_tower.zip in the demos dir on Quaketastic

Necros - promise its the real demo this time :)
Also its Fitz 0.85, so protocol 666 'n stuff.

(sorry Willem, I know 'uve had probs with .85, heh, dont even know if you'd really want to watch me die anyhoo! :P) 
 
OK, I removed the map from that dir. No worries, Ricky! 
 
ricky, that demo made me laugh, thanks man! ^_^ 
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