 Played Hard, 100% Kills, 100% Secrets
#93 posted by Scragbait on 2012/04/06 02:03:17
I'll keep it short since my late post means that most of this will have been said anyways...
- Unbelievable atmosphere in the two major maps (village was cool as well). It just totally sucks me out of my computer room and into a far away scary place. Quake will never leave my HDD.
- Excellent texture choices. The maps were wonderous and eye filling but never cluttered. Details enhanced and didn't overwhelm.
- I played on Hard for both maps and I shut off the poison first (seemed logical) before turning on the water. I loved both maps hugely but the poison map was simply genius in both construction and gameplay. It has many hazards and looked hard to navigate but it wasn't at all. Fantastic. Even retracing felt fresh and suspensful because who knows what happens after you trigger yet another switch?
- CZG just seems to nail proportions dead on whether its arches, barn beam framing, lifts, rusty wrought iron fencing, machinery, trusses - doesn't matter - it's geometrically spot on. This makes it feel very real and not 'gamey'.
- The secrets were fun and fair (and I had no audio clues on Hard.) Secret hunting makes you examine the map from all angles and these settings were a joy to inspect. I was in no rush.
- Never had ammo or monster problems. It felt balanced. Yes, I died but retrys were succesful - fair and fun - no frustration. There was lots of breath catching time between bouts. Maps eased the player into the atmosphere gently before turning on the combat.
- Ending. Can't think of another more original.
- I remember CZG making a ground shattering episode years ago and it was the botox jab that made Quake refreshed and worthy of your gaming time, keeping SP players loyal despite so many modern titles competing for PC time. This map set feels the same - it raises the bar, not so much with novelty, but with visual and gameplay craft and worthy innovations that show how no other FPS presents imaginative people with a more perfect pallette from which to create wonderful new worlds.
#94 posted by Kinn on 2012/04/06 02:22:13
- CZG just seems to nail proportions dead on whether its arches, barn beam framing, lifts, rusty wrought iron fencing, machinery, trusses - doesn't matter - it's geometrically spot on. This makes it feel very real and not 'gamey'.
This. I always had it in my head that "thin" geometry never looks right in Quake - but these maps have completely kicked that preconception in the balls.
#95 posted by necros on 2012/04/06 03:46:18
The tingle sound is fucking awesome. I really really wish such a thing existed in default Quake.
crap. i should have played with headphones on. >_<
 Necros
#96 posted by Kinn on 2012/04/06 04:04:25
you only hear it on easy...
 Negke.
#97 posted by Shambler on 2012/04/06 11:03:38
There's no way you should be put off mapping. Sure these maps are awesome and have a big wow factor, but a lot of your ideas and maps have a similar wow factor (and often WTF factor) on a smaller scale. Believe me, your mapping in particular shows how much potential there is in Quake.
As for the rest of you....seriously as a player, I value all sorts of maps. A bog standard Quakey map doesn't really get overshadowed by these epics, because it's still great in it's own right...
Here's a couple of lame 99.99% demos for those who have some trouble with the secrets: http://www.quaketastic.com/upload/files/demos/otp_honey100.zip
 Half Way Through
#99 posted by ijed on 2012/04/06 15:28:57
Got the poison turned off.
Some things:
Didn't shoot a single fiend or spawn yet
Nice infighting
Didn't really get the Ogres with familiars - seemed like they could have been rocket ogres instead.
Fog changes were ok I spose. Kind of reminded me of a horrible night to have a curse.
Metroid key system was clever.
Progression and looping were very well done.
Precision of brushwork... fucking hell.
Great fun so far, agree with Scragbait's comments.
 Oh
#100 posted by ijed on 2012/04/06 15:29:22
And, this makes me want to map more, not less :)
 Finished
#101 posted by nitin on 2012/04/06 15:42:10
second map was amazing IMHO (saint), the atmosphere was absolutely stunning. First map was also very nice but not as immersive.
 Oh
#102 posted by nitin on 2012/04/06 15:43:18
and I have no idea how you pulled off that second map in what is pretty much standard quake.
 Not Standard Quake
Both maps exceed the usual limits and require Fitz 0.85 at least.
 Xmp2map.jar
#104 posted by bear on 2012/04/07 00:53:57
So you didn't use the built in .map saving of whatever the last Ogier version to support the Quake GDK?
 No That One Sucks.
#105 posted by czg on 2012/04/07 01:11:57
Besides, any Q1 support in the latest Ogier is broken at best.
 Otp
#106 posted by nitin on 2012/04/07 02:46:56
yeah I know, and it has fog, but without too much custom tomfoolery (or so it seemed anyway).
 Screens Looks Amazing!
#107 posted by ShadoW on 2012/04/11 21:30:21
Great atmosphere.
 Finally Played It Last Night..
#108 posted by JPL on 2012/04/16 16:22:27
.. and I cannot add more than what others said already. Really brilliant atmosphere and design, fun gameplay and never boring. Lightning also is very well done. Definitely you are an ace mapper.
I also discovered the limit of my computer (or I may forgot to increaze heapsize to a decent value... though..): i.e I got a lot of choppy areas particularly in the old temple part.
Anyway... that was really 2 good hours of fun, never get lost, never ran out of ammo, never died...
But what the fuck was this ending sequence ??? :)
 Problem
#109 posted by costas on 2012/04/16 21:35:04
cannot save nor quick save in darkplaces. I also tried to load maps separately, they load but again cannot save.
The message I get is PRVM_EDICT_NUM: SERVER BAD NUMBER 603 CALLED AT C:538.
any ideas
 Reviewed
#110 posted by quakis on 2012/04/17 17:05:53
 ..My Old Pc Could Run It?
#111 posted by michelor on 2012/04/27 15:50:18
..hey do ya think my valuable PentiumII(best processor ever imho) 350 would manage this map at decent framerate ??
-for your info I can play well even at 2002/2004 games
my pc is modest but godlike optimized and configured by me !
 Why Don't You Just Try It
#112 posted by jt_ on 2012/04/28 17:45:29
#113 posted by JneeraZ on 2012/04/28 20:30:26
Yes, in the time it took to ask you could have just downloaded it and played. :)
 This Is A Very Good Map
#114 posted by mwh on 2012/05/01 05:03:59
... even though I have so little game time I haven't finished it yet.
 I�m Sure
#115 posted by John on 2012/05/01 21:07:26
this is the best made out of Quake 1
I�ve ever seen.
Rubicon2�s "A thousand years into the past" is a glimpse of what he did here, especially the Saint One.
I�ve no words for this!!!
Thank You, CZG!!!
(sorry Than, you�re only 2nd..)
 Btw
#116 posted by Tronyn on 2012/05/06 09:39:35
sorry for taking so goddamn long, I've been building up to an exam I write this Wednesday. I've played this and Scampie's new release and they were both brilliant, so it is coming. I especially admire the "stacked layout" style of these maps, the layouts are so brilliant and despite the complexity you know where to go - and then you find yourself re-entering a familiar area but from a new angle. The end was good too, since it's a 20 (or 30) year cliche running to beat the boss and save the world. But real review, no more than a week.
 Thank You, CZG!
#117 posted by M4CGYV3R on 2012/05/10 02:56:06
Thank you for this feel storm.
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