Something in this pack is making the levels hang in the version of Mark_V I am using (version 1.99).
Managed To Leave My Map Out...
Mods, if you want to repalce...
Uh, Disregard Prior
I'm just overwriting orignal file. So no intervention neeeded. In my defense, it's ultra late.
Ok, So I Didnt Read This And Just Realised Its For Quoth
First batch of demos, doing these in random order, most demos are on skill 2, a few are on skill 3 when I'm in the mood.
Congrats on everyone who made it, some great stuff in here so far!
2 demos cause I died alot. Fun map, pretty hard, was playing on skill 3 and ended up switching to skill 2. I think I messed up and didn't record the playthrough I actually finished. I hate the spike traps in the hallways, feels like random damage basically.
It's the multi-colored grunt parade! Had fun.
The gug is still waiting for something to happen in his life.
Haha didn't think this would turn out so well, you're becoming the master of gimmicks.
Free telefrags for everyone!
I broke it at one point, had to noclip, fun arena map.
2 Demos, by far my favorite map so far, navigating the structures is super fun, and gameplay was a blast, great work! I want to make am map like this.
Simple and fun, theme works nicely.
Felt like a standard map, very cool atmosphere, not surprised this one, great job!
Good Job Everyone
Nice variety in style and quality. Thanks to all participants. Fucking Quoth, though - if I ever see a Gug again...!
I more or less agree with the ranking, except I would have maybe put The Tutorial slightly higher and the Teleporter Complex defintely lower.
It seems each one of the judges put their main focus on a different aspect, e.g. gameplay or use of Quoth stuff. I think I would have liked a stronger focus, or at least more detailed reasoning on the ways the brush limit was handled in each entry.
Congrats to WW, a well-deserved win. Atmospheric map and good gameplay.
Spipper's is very good, too. Bit of a coagula-like construction, but a destinct style of its own and competently pulled off.
Digs doing typical digs stuff 100b edition!
I like Artisitical's Beyond and Within for it's weirdness and atmosphere. Like a fever-dream of R'hley and a descent into madness like ionous put it.
Pyro's Barbecue has a good layout, and The Forgotten Station isn't bad either in this sense (except too dark), though they could have featured more brush trickery for some better detailing.
ionousel's maps are good as usual, upper tier material. But not necessarily second place imho, more like fourth.
Redfield's level is a very unique experience and he put a lot of effort into it, kudos for that. Still, I wouldn't have included in the ranking due to all the MDLs. Likewise, Shamblernaut's map should have been out of competition, too, since brush cloning is cheating. And tbh, considering it IS using model hacks, it could have been better.
Honorable mention to Roman. I didn't even seriously attempt the map, because I'm so bad at platforming. But the map does have its place in the pack for sure. Looks like a tech demo of sorts.
And GG ww. So frustrated to not have access to a pic right now! I'll be playing these soon enough.
Yeah Auto Complete
It seems that the start maps's skybox is missing from the pack. It's called Kradegar.
I searched on google and found it here:
Another one of my fuckups. Whoops. Thankfully I used 'skyvoid', which oddly works within the map.
Some Good Stuff Here...
Though I'm using quakespasm 0.92. 2-qss-r7-admod with the suggested hooks added and can't play several maps. I'm getting 'Host-Error: Illegible Server Message 110, previous was svc_serverinfo'. Any ideas?
You need Quakespasm v0.93
Or Mark V v1.99 Revision 4 2018/05/23 build.
...and cheers Redfield
Demos For All
It's amazing what some of you guys did with so little. What a fun event this has been! Congrats to the top chums. Here are some demos for you all- I'll admit I wasn't on my A-game when I first played the maps and recorded these demos, so some of you will have multiple demos.
I'm still working on beating your map...
Going To Be Playing Through This
That's awesome.. I'll have to try them all!
This is the 4th? I missed 2 and 3 :( Links pls.
Here to remind everyone that I was the person to organize the first ever 100 brush compo, and y'all should go play it!
Stay a while hombre. Your maps on the strlen site look great. Did you see dm4jam? https://www.quaddicted.com/reviews/dm4jam.html
thanks for the demo!
Here is my playthrough of The Tutorial by Dumptruck =D
(it's not blind, in my first run took i died too much in the star's room and the video became too long so i recorded again) :P
I didn't play the other maps yet, but since i never played Quoth, i thought that would be smart to start by the tutorial XD
This map is awesome!! Why it only get 16th place? o_O
It reminds me so much "The Stanley Parable". I loved it! XD For those who don't know, stanley parable was a halflife mod (later it became a stand alone game), where a narrator gives instructions to the player, but the player refuses to obey and always make a mess =D
The only thing i have to complain is about the star's room... the narrator never said the room doesn't have gravity, so in my first playthrough i died A LOT in that place, because i didn't knew i could jump to take the goodies :P
Thanks for the awesome experience XD
Thanks Tribal! I'm relieved at least a few people liked this one after the metric-fuck ton of work that went into it. I've never played the Stanley Parable - I guess I need to now.
I knew this level would be a polarizing experience.
But I had no idea the star room was going to be the big issue. It's come up a number of times so I kind screwed the balance up. For those still who want to play it - make sure and kill Bob and the Rocketeers first and keep jumping and moving!
This was a fun experience both to play and to map for, with lots of learning on both sides- i.e. learning that mapping is hard, or learning that Gugs make me cry and curl up into the fetal position. Congrats to ww for his first place victory and to everyone else for making maps anyway, even those of us who decided to bend the rules a bit. Skill 2 demos and short text blurbs for all here
, individual demos available if the filesize is somehow too large but mega is way faster than Quaketastic for downloads so it shouldn't matter much.
Two more playthroughs =D
"Unwarranted Phlebotomy" by DelusionalBear
There's a button next to the silver door (it shows on the video at 00:38)... i shoot it many times. what is it supposed to do? :/
"N-Titties" (100b4_shamblernaut.bsp) made by Shamblernaut
Nice re-use of space, making the player revisit the same places again and again, this make the gameplay last longer =D And I love how high the ceilings are. They were perfect for the battles with those flying things, by the way, they're awesome XD
And about "Ela-V8" by Roman... i coudn't even make the fourth jump. so... no playthroug from me, sorry :P
Oh, man! I forgot to post these here :P
More three playthroughs =D
"The Engineering Department" by JCR:
Awesome gameplay and visuals (i love green fog)! And I think i'm in love with all these quoth's enemies. They are too fun to fight! XD It's hard to believe that this map only got 14th place :P
"The Forgotten Station" by Artistical
Sometimes the map is too dark to see, the gameplay is a little repetitive for my taste (walk, kill an enemy, walk more, kill another enemy, repeat), and it's hard to get kill by the monsters because there's too much cover (even the final shambler can't reach you), the only time i die was because i fell into the lava XD ... oh, and the exit opens before you press the three buttons :P
"Pyro's Barbecue" by Newhouse.
I got a little lost in this map, but it was my fault. I should have paid more attention :P
I apologise if my comments were terse or grumpy. I'd forgotten I signed up for this, I wasn't in a Quakey mood, and I always struggle with Quoth. There were still some very exciting and impressive interpretations of the theme / restrictions tho.
Two more playthroughs =D
"Locus Genus" by Artistical:
Simple, but very fun to play! This is my second run on the map, my first one was much more epic (in the last enemy my ammo ran out, and i had to take him with the axe only) XD but somehow OBS doens't recorded my playthrough, so i had to play again, this time saving ammo for all the enemies :P
"Cerebral Edema" by Shotro.
This one took me a while to finish... my ass was kicked so many times in my first run that i rage-quit the game. Days later, i tried again and rage-quit again... On my third try i played in "normal" mode and i was able to finish the map, then i noticed that the difference between "normal" and "hard" is just one enemy (normal=65 hard=66) so i tried again in hard mode and i won this time \o/
At first i hated this map, now i love it because it makes me feel like a real champion XD
Thanks for the playthrough. I'm surprised you had like 50+ rockets yet still decided to use the shotgun. That poor grenade launcher needed some love!
To be honest, i didn't remember that i had the grenade launcher at that point. Thinking about it now it would be easier to kill the vores with grenades too XD
Two blind playthroughs =D
"Between Dimensions" by JCR:
Action packed from the start to the end! I love it! =D
But at the end i noticed that i didn't find any secrets and i played it again, and this time i got them all... but the last fight became too easy with all the goodies from the little floating island, i killed all the enemies in seconds, that's why i decided to upload my first run when my last fight was way more exciting... sometimes powerups just ruin the fun :P
"Beyond and Within" by Artistical:
Gloomy, lovecraftian and more slow paced, i love it too XD
I just didn't get why the judges were complaining about fight the Droles with a shotgun, since they are weaker than shamblers and we fight shamblers all the time with a shotgun. A single shambler can take more than 25 shots before die, and droles only taken 17 to 20, so they are easy to kill ;)
After i finished the map i noticed that i missed 3 enemies (i killed 8 of 11) so i noclipped back to the map to find them, but i didn't found any. Maybe they got stuck in the geometry? I don't know :P
thanks for the demos and the videos guys :)
Four more playthroughs =D
"The Teleportation Complex" by Newhouse:
After this map i want those flying robots in every base map. They are so cool and fit so well in the theme XD
"The Vale of Dreams" by Redfield:
Beautiful, psychedelic and surreal... i didn't even know that quake palette could be so colorfull =D
"With Apologies to Insomniac" by Spud:
Somehow it reminds me a Doom or a Chasm map, maybe it's because it doesn't have any vertical fights.
"The Di[g]stortion" by Digs:
Brutal! I barely came out alive XD
This is the correct link to "The Di[g]stortion" by Digs, sorry :P
QUAKE: Quoth ⚡ 100b4 Playlist
"There's a button next to the silver door (it shows on the video at 00:38)... i shoot it many times. what is it supposed to do? :/ "
given that this is very small map, I boldly assumed that it will be easily associated with one secret this map contains.
as for secret itself, there is somewhat visible, but not accessible area with nice bonus.
I thought it will be easy. I was wrong.
Finally I was able to upload the last four playthroughs =D
These maps are incredible! Hundreds of enemies, huge scale and epic fights!
"Immortal Reach" by Spipper:
"Ioian Shorelines" by Ionous:
"Deflan'Ka" by WW:
"Frostbitten" by Ionous:
The last playthrough is Frosbitten because it was the last map that i played from this pack. It took me several tries to finally finish it! On my first run, i didn't read the text about the moving platforms, so i missed them. I even managed to make a grenade jump from the mountain to it, but the enemies didn't spawn and i had to restart the map. On my second and third runs i just rage-quit after dying so many times falling from the platforms XD
On my forth try i didn't have any ammo at the end to kill the Gug to trigger the exit door :P
So, this playthrough is my fifth try, and i made it XD
Awesome maps! Thank you everyone for this amazing journey =D
I knew it was a secret, but i couldn't see or hear what was being triggered :P
Maybe a text saying "I hear something moving on the upper floor" would help =D
The 100 brush limit is so low that I wasn't expecting too much from this pack but even if my expectations had been high, I still would've been impressed. It was hard to believe that some of these maps managed to stay within the limit.
Ideally I'd say a little bit about every map but frankly, I don't think anyone cares and enough has probably already been said at this point. Dumptruck's, Redfield's, and ww's maps were pretty big standouts for me. I've never seen a map with voice acting and I thought it was really cool how Dumptruck's map had a lot of interactivity and a sense of pacing, as well as a story. Redfield's map was on another level. One can clearly see how much effort he put into the tiniest details. The models were extremely well done and I'm a sucker for maps that fall outside the scope of traditional Quake maps. It wasn't long into ww's map that I began wondering how he managed to accomplish so much while staying within bounds of the rules.
It seems like the limits led to a more abstract approach by many, and this is a very good thing. Even some of the more lower ranked maps were oddly pleasant. Bear's map kind of had a nightmarish quality to it, as did Artistical's Beyond and Within. I also really enjoyed Locus Genus. Something about the sunset atmosphere and the huge brushes lent to a sense of surrealism - that's the best way I can think of putting it.
Ionous has a gift for getting the most out of a relatively small space. This is evident not only within this pack but also from his previous works. I could say the same about JCR's Between Dimensions - good use of space. Newhouse has a talent for abstract brushwork and layouts, and his signature style surfaced here again.
Very enjoyable maps overall. Some of them felt like full-fledged maps where the author laughed in the face of the brush limit. Digs and ww pulled that off really well. Props to everyone who submitted something for this.
Apologies In Advance For My Fucked Up Demo Filenames.
I finally finished playing the bronze winning entries.
Really sorry that I don't have a demo for you after the map itself had a sign asking for them, but I simply cannot even pull off the first several jumps, let alone complete the map. :( Props for doing something completely different to everybody else, and doing it well too. I did like how the map looked, it's as if Quakeguy ended up in some UE4 test map after a spectacular slipgate accident.
I think the judges were exceedingly harsh here since I don't think this map was anywhere near the worst of them all. Obviously it wasn't perfect, even considering the 100 brush limitations (ran out of time for a betatest?) but I found it enjoyable.
Second attempt demo
, the first one ended in the void rather quickly.
If you're going to bend the rules in the most ridiculous way, at least make something interesting instead of a box map with a worse version of Qonquer for gameplay.
No demo, sorry not sorry.
Perhaps you should have tried to make the worst map, so everybody would try out the "last place in the contest" to maximise the actual education potential. ;-) Fun concept, and the map looked fine for 100 brushes, but the rocket room was far too hard for a tutorial, and the invisible room wasn't the best way of showing changing gravity. Good work on the sound effects across the map too.
I made a first attempt demo but I somehow misplaced it, sorry. I gave up recording after dying several times anyway.
JCR map 1:
Nice map, I tend to agree with the judges that while visually the map wasn't much (though props for attempting a base setting with non base textures), the gameplay was pretty fun, and fast paced. The thick green fog and Quoth enforcers abundance tickled my Warp Spasm nostalgia bone well.
Skill 2 demo
, I missed the only secret.
Cerebral Enema more like. Felt very much like a sequel or a b-side to your jam 9 map, with the difficulty and rather unique texture combinations. I had to come up with some creative ways of avoiding damage, gave me flashbacks to playing some Orl maps. I cheesed some of the Vermis fights but I don't see how else would they be beatable.
Three skill 2 demos.
Artistical map 1:
No offense but I'm rather surprised by how this map scored higher than some of the ones I've just covered. It feels like there was no effort put into either the visuals (extreme darkness) or the gameplay. I ran to the exit as soon as possible (which was too soon?) as I wasn't very enticed to explore.
Skill 2 demo.
My favorite so far probably, the first map of this bunch that I played with an actual sense of place. The "barbecue" was a nice touch but I think I'd have preferred a map with strictly non-base monsters. The layout was interesting in how it looped around itself. Quite surprised it all fit within 100 brushes.
Two skill 2 demos.
Artistical map 3:
Still pretty dark, though not unbearably so. I appreciated that the map attempted a monolithic visual, very appropiate for the quothic monsters, though I don't think Quake pulls off extreme minimalism too well. I go into more detail in my three skill 2 demos
What a fucking long write up. The other half of the demos will be coming today or otherwise soon.
Thanks for the write-up. And no apologies necessary. I have only played two of these so far! It's a lot of content.
No worries. I just finished playing the silver medalists and I'm knackered.
Demos within 12 hours guys.
Here Come Dat Writeup.
JCR map 2:
This was cool, still a bit rough around the edges but better than the first map. Still had that same frantic Quoth 2 gameplay to it. I wasn't too enthused by the jumping bit at the start (though I admit it was clever). The visuals in the area past the slipgate were good, surprisingly effective in their simplicity.
Skill 2 demo.
Artistical map 2:
I understand this map is supposed to be Quakeguy living in a dream, and the general atmosphere was appropiately dreamlike, but I'm not sure the anoxia-level brushwork was the best way of conveying the feel. The sky textured door was cool, I was under the impression it wasn't doable but I suppose modern compilers can do miracles. Shame the gameplay was basically nonexistent.
Skill 2 demo.
Newhouse map 2:
Didn't find it as impressive as map 1, the single slipgate idea felt a bit contrived to me, and I prefered exploring one cohesive area instead of small fragmented bits (even if the two of the bits form one area, in theory). Very boldly red without looking garish, which was an interesting design choice (especially with the contrasting green sky).
Skill 2 demo.
A Coagula Contest 4 map in disguise. Lots of platforms in the void is a
way of dealing with the 100 brush limit, but not really the most inventive. (And neither is the obvious cheating, for which this map should have been entirely disqualified, IMO). Pretty amusing overall but also tries too fit too many monsters into crampt areas. At least falling wasn't instant death.
Skill 2 demo.
Another void map, but this time a single solid piece that just happens to float in the void - that's preferable. No idea what was the deal with all the ridiculous hacks employed in this map - but some areas really suffered for it, in particular the cavern with the cages. Otherwise it was a pretty fun and good looking map, though! I managed to mess up the ending, as is evident in my
Two skill 2 demos
Ionous map 2:
Lots of good improvements since the beta, but still quite unpolished a bit. The layout really evoked some older maps I played, with the revisiting of old areas from above, so that's my Quake nostalgia bone tickled. I understand the concept behind the four-fold flying platform but overall I don't think it works very well - the platforms moving diagonally and clipping into eachother makes it feel buggy. I think I was wrong in my old demos about removing the linearity at start - it would make more sense to keep both ways open, considering how the platform needs both keys to activate and not just one.
One skill 2 demo and one skill 1 demo
Saving maps 4-1 for dessert (aka the weekend).
Not being able to gib Alice at the end was a big foul.
Gibbing Alice is how you make American McGee wake up in a old sweat on his boat in China, knowing someone has defiled his daughter-fu.
Wow, Haven't Had The Time To Check The Play Throughs
Thanks everyone who played amd liked or got engaged at my map. I put it together in the final few days from scratch. No intention to win, just push some limits with the concept.
You can guess what I meant. It's late.
On getting engaged in the map. When is the wedding date?
LOVED THE 4 PLATS ON IONOUS'S MAP
That was like the best puzzle I've seen in a long time, the clipping could have been better but it was totally awesome!!
All of the maps in this pack were quite unique, had fun with them.
@OTP this is what happens to people that think they can gib Alice!!!:
You've stumbled into a really dark corner of YouTube there :(
19 New Maps!
Woow, so many great mappers participated. Looking forward to play all the maps this weekend. Cheers!
My Personal Rating, 1-5
Website copyright © 2002-2019 John Fitzgibbons. All posts are copyright their respective authors.