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New Q1SP: Temple Of Azathoth By YukiRaven
A large-ish runic level by Doomworld user YukiRaven.

Well, that's one thing crossed off my bucket list... I finally finished my first Quake map, Temple of Azathoth. I mostly focused on learning the editor and tools, so it's not my most polished gameplay wise, nor my longest map ever, but it should still be pretty fun. My usual weird colored lighting was a lot more subdued as well, so this is something of a stylistic change from my last two Doom wads.

The map was designed with the Quakespasm engine in mind, so I'd recommend using it over any other engine. vkQuake should work perfectly fine as well. Darkplaces had weird lighting issue the last time I checked. Difficulty settings are in-place, and the map was designed to be played on hard.


To run this, move all of the tofaz.* files into the id1/maps folder (make the "maps" folder inside id1 if it doesn't exist), then start Quakespasm. Hit the tilde (~) key to bring up the console, then type "map tofaz" to start it. You can also use the "skill" command to set the desired skill level; just do it before using the "map tofaz" command. "skill" takes a number between 0 and 3, where "skill 0" is easy, and "skill 3" is nightmare.

Screenshot
Download
Readme
 
liked it a lot (and I am normally not big fan of heavy coloured lighting in q1). the red sky open rooftop in final arena was beyond cool! 
Yay, New Map Out Of The Blue! 
Screenshot reminds me of Catatonic Fits of Despair
Very Nice Map! 
Okay, this time I didn't added a space before my "!". Happy? (here you go too!)

I love all the details on the geometry. It's not boring to explore. 
I'm Sorry For Bullying You, Barnak 
I'll have to check out this map though. I haven't been playing much lately (only mapping) so i figure it's about time I try out some new maps. 
Wow 
I´ve liked a lot!
Nice atmosphere, tough fight at the end! and one unfair trap in the middle!

Excellent first release YukiRaven!

I´ve played it in AD mod ... with spike´s port ... and it works perfectly

Congrats 
^_^ 
I'm glad people are enjoying it! 
Nice 
Had fun on this, demo here:

http://www.quaketastic.com/files/demos/redfield_tofaz.zip

Good oldschool map, and liked the monster placement, and layout was okay. Only issue was the monsters cannot move over the "grid" floor over lava. Using func_wall with skip texture can fix this. 
Very Lovecraftian Title... 
...looking forward to it. -ath :) 
Grid Floors 
Ahh, I was wondering how you can get monsters to walk over floors like that. I'll remember that for my next map. Thank you! 
Awesome Map 
Pretty good gameplay, hard felt like classic Quake but with better architecture.

And the aesthetic god DAMN. I love quake's runic theme and your use of colored lighting and extra detail gave it a nice twist 
Nice Map 
Nice Map 
Very Nice Debut 
I'll remember that for my next map.
--> Glad to hear this is not your last Quake map!

Two more things to keep in mind for your next level:

1) Remember to test your map with "developer 1". The map currently has 2 "walkmonster in wall" errors and one "bonus item fell out" error -- in other words, two monsters and one other entity were placed too close to the surrounding geometry. The bounding boxes as displayed in editors can be deceiving; entities need a fair bit of space around them in Quake (not sure of the exact numbers at the moment).
walkmonster in wall at: '976.0 -1144.0 -96.0'
walkmonster in wall at: '2512.0 -1022.0 248.0'
Bonus item fell out of level at '-632.0 2392.0 126.0'


2) It's always nice when maps don't permanently block you from returning to an earlier section -- in particular, many players appreciate being able to explore the map and hunt for missed secrets after finishing the final battle/boss fight/whatever. It's usually a matter of a minor modification: in this map, for instance, it would have been better if revealing the exit simultaneously removed the barrier(s) locking the player in the final arena.

Also, mods -- #8 above is spam. Kill it! 
Going To Be Playing Through This In About An Hour 
Nice Map! 
You can check out my playthrough here:
https://www.youtube.com/watch?v=bKSyHhD3Pic

I had a great time with this one and I really liked it! it's got a great look and great flow to it. I was able to get 100% kills and secrets through the level, I'm not sure what it means, but that's almost unheard of for me. Watch the playthrough for more notes.

Nice work and looking forward to more maps from you! 
Breezeep 
Once the map completed, there's no way in going back for exploration.

Since all the details are very nice, it would be better to allow the player to explore the whole map, to find secrets and missing monsters, or just to make him in awe with the details. 
Woohoo! 
ArrrCee got 100% secrets! Champagne! 
@Mugwump 
Break out dem glasses! 
Done. 
http://www.quaketastic.com/files/demos/shamfaz.zip

I liked the theme, some of the designs / details, the secrets, and most of the combat although it was pretty damn tough! Designed to be played on hard will be little consolation to those who usually play on easier skills.

I found the coloured lighting too much, it needed to be subtler, some of the designs a bit disparate, and some of the details / smaller areas a bit awkward to navigate with bits sticking out.

Still a very good first map with a load of potential. 
Very Nice 
Good style and details (also on the ceilings!). Indeed, very well done for a first release.

I agree the colored lighting is a bit heavy in some areas, it can easily suck out contrast, but by and large it's okay.

Played on hard and it was a good challenge overall, except for getting stuck on details in the arena parts. Felt like I was low on health most of the time, but managed somehow - could have used that one health pack that fell out of the level...
Bit hell-knighty perhaps. Would have wished for an explosive weapon earlier, though maybe there is one in a secret I missed, and possibly a few more cells for the end fight.

As you may have noticed, the map exceeds the standard models limit by 12 or so. Could have been easily fixed to work on the vanilla protocol. Just FYI for next time; there are always some tricks one can employ in this regard.

Since someone complained about the packaging, I might as well comment on it, too: would be nice if you could repack the release without the folder, so that the zip contains only the three files in its root. This way, it could be used with the Quake Injector on Quaddicted.

Good job; hope to see more from you! Demo 
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