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Q1SP: DM6RMX: "The Dark Portal"
I managed to finish an old half-finished map I had sitting around on my computer collecting virtual dust after I got inspired by how healthy and active the community still is after all these years. I've fallen in love with the new tools too, so hopefully there will be more maps after this!

Although this map is based on DM6 - The Dark Zone, it's hard to make out any of the original elements, as I changed the map so much to make way for a compelling single player experience. All skill levels are supported, along with (untested) coop and deathmatch modes.

Here's the file: https://drive.google.com/open?id=1OOwMgkum8TF-LZO9DUINPrM7ZnLauGwk

Screenshots here: https://imgur.com/a/KAxi8oR
This Map Is Hella Good. 
 
Congrats On The Release 
glad that you've finished another map in your rmx-series

skill 3 demo (first run)

http://quaketastic.com/files/demos/spy_dm6rmx.rar 
Looking Forward For Dm1rmx 
 
Damn, Spy! 
I know you are playing skill 3, but you are the most item conservative player I've seen :) Makes me wish I'd not bumped up the ammo counts a bit because I was worried it was too tight, because you proved that it was mostly quite plentiful.

Leaving items lying around is something I rarely do if I can make reasonable use of them (if I have 90%, I'll definitely pick up a rotten health), so it's interesting to watch someone play so cautiously.

Not sure when I'll do dm1rmx (I started it ages ago, but I'm not really happy with it now), but it would be good to get you to test so I can better balance the ammo on skill 2.

Anyway, thanks for the demo :) 
 
Leaving items lying around is something I rarely do if I can make reasonable use of them (if I have 90%, I'll definitely pick up a rotten health), so it's interesting to watch someone play so cautiously.

i wasn't sure what to expect about the monster species on the playthrough, so i tried to preserve as much ammo/health packs as possible

as for the map itself , a typical top notch map from Than, great visuals and interesting and clever gameflow. there were some confusion elements, i could figure out at first thou 
WoW! 
Dude, I think this level is probably the best map of the year 2018!

A*W*E*S*O*M*E*

It's now terribly hard to classify the best quake maps, these days. There are so much awesome maps, year after year. Geez.

Hat's off! 
 
Congrats on release!

Here is my 7/8 secrets 1st run demo (qs 0.93.1): https://files.fm/u/665d4ehg

Can you please remix episodes 1-4? (: 
My "First" Run Demo 
First Play Coop Demo 
http://www.quaketastic.com/files/demos/5jo-dm6.zip

Great map, will play it again I reckon :) 
To Run The Demo 
use quakespasm-spiked-win64.exe

Seems like you have to enter into the game proper and then run the demo otherwise it crashes... bit weird. The other person playing is my gf 
FE's GF 
Ooooh, you have a GF that plays Quake with you! I'm jealous. 
Super Cool Stuff 
Here's a skill 2 blind run
https://drive.google.com/open?id=13XlcDm6yvdKXQ4rItRiC2UkQZudKHhtg
One of the best maps I've played for sure. Great combat and awesome visual pieces all round. 
 
skill 1 demos: https://www.dropbox.com/s/01p76iftwgcpc74/dm6rmx_yoder.zip?dl=1

Got a strong Half-Life 1 Blast Pit vibe from it, in the best way. Well done!

Second the nomination for best map of 2018. 
Can't Wait To Play But D/l'd 
The readme is gold, especially the backstory. 
 
That was a satisfying map... I kinda hate to specifically point out the parts I liked here, just for spoiler reasons. In any case, good to see you back in the saddle! 
Nice 
I had a great time with this. I had some trouble trying to understand how to get to the blue key. I finally found the switch to lower the chain bridge that gets you there. About 1/2 an hour to finish and 4/8 secrets. Really nice map. 
One Hell Of A Map 
Long day so I gave up right after the Silver key door. (I'm old) but watched a few demos and saw the rest.

AMAZING level Than.

Everyone else. Play this thing. 
So. Than's New Map. Wow! 
What a way to come back! This map is fantastic. Architecture is top notch with plenty of cool details, yet still manages to retain a somewhat old-schoolish vibe.

Gameplay is spot-on for skill 2, tough but manageable, even though ammo scarcity made it a little hairy at times.

Great interconnectedness and sense of progression. This map reminded me a bit of apsp2, in that one doesn't quite get lost but still feels disorientated and unsure of one's exact whereabouts.

Cool secrets, found only 7/8 but I did find Willits' unmarked super-secret!

No demo for now, sorry - I did record some but my internet's been acting up. I'll post a link when I can upload them.

I hope that you're back for good and this is just the first in a long series of new maps... 
 
Playthrough

You had a great vision for this map. I loved how it vaguely resembled DM6 in certain areas yet was completely unique. Very enjoyable encounters also; I thought the map would end after the cthon fight, was very glad to learn that wasn't the case. 
Best Map Of 2018 
What about voting for the best Quake map of the year ?

I don't remember any map of that quality, published in 2018. 
Good Idea 
I was personally very dissatisfied with the "2017 Quake Awards" so I'd like somebody else to take charge for the 2018 vote (and sooner than in July). 
YESSS 
Thank you map god 
Pretty Rad - Congrats! 
prepare for some SUPER derpy demos! I reward your hard work and attention to detail with hardcore meandering
http://www.quaketastic.com/files/demos/dm6rmx_drew.7z

love said attention to detail and layout etc. glad you're continuing to develop the look you'd began with round the u bend.
Even with introduction of more lightly modified textures (could be mistaken here) the thing I like here is how much is done with old ones. The functional tech spread and often subtly interlinked throughout uses what? maybe 4 or 5 textures in total?
Such a clean, tidy fucking map. Thanks! Hope to see more maps from you, and interested to see how a fully Trenched out Than map would look. 
Oh Yeah 
I don't think I'd have believed an ambush like the one at 16:30 in jcr's video above could be so satisfying. Like normally taking down a stale old hunk of those guys is boring as shit. So thanks for showing it can be done? 
 
at first I thought it was too tight in places+could not find the third cube, ultimatively finishing it today. wow, THE ENDING! great 
Fuck Yea!!!! 
PS. 
Some proper nerve wracking moments in that one, and one very costly armor misplay (you probably know which one before even downloading). But that's a full completion run with no deaths...






...sort of. 
Unfortunately Don't Have A Demo 
Kills: 112/112
Secrets (9)/8

An excellently well-crafted map and homage to the original DM Map. This truly does deserve map of the year for Quake, if not for all user-made Maps. I hope more work comes out for this. 
Thanks For The Demos, Guys! 
I've been watching them while eating breakfast each morning and it's interesting to watch how each person plays. I guess most people are fairly cautious when playing a map for the first time, so I've noticed the main arena fight doesn't always work that well, mainly because it's easier to use the computer filled lift area as a sort of bunker and wait for the monsters to come at you, and also there is a tendency for players to stay at the top and pick off the stronger monsters in a boring but safe way. Will have to watch out for that kind of thing in future maps, because I'd rather keep players on their toes.

I really want to check out Fifth's coop demo, but I couldn't get the engine to run on my linux laptop. Will have to try on my windows machine another time.

By the way, JCRs YouTube demo was nice because I could watch it sped up. Anyone know if there is a way to play .dem files sped up in Quake? Play controls on demo playback would be amazing, but I assume it's not a trivial thing to implement. 
 
in demo playback on Mark V, I think PGUP and PGDN will do rewind and fast-forward. 
 
Or try leftarrow/rightarrow hmm. Can't remember. 
Sweet, Thanks! 
I'd better give MarkV a try. Kinda wish some of the nice features of MarkV were merged with QuakeSpasm, since QuakeSpasm is multi-platform. 
Host_timescale Or Sth In Qs 
default is 1 iirc 
Than 
yep, see above :) 
What A Beauty Btw 
And welcome back!
It's funny how a mapper can have its own unique style in each and every of his maps.
I adored the scenery, and the dm6 origin is not only recognisable but in combination with the general progression quite clever executed.
Also excellent abuse of vanilla progs, surely a negkeboner.
I played on skill 1 and found the actual combat a bit unfair at times due to limited supplies and rustyness on my side.
No problem in the end, the architecture provided enough cover for me :)
Chthon was mandatory, loved how the map just continues after zapping him with pleasure. Sorry no demos, i found 3 secrets until now but i will hunt them all down.
Go map!

oh..

And what about APSP4
Mfx 
Glad you enjoyed the map. Ammo balance is always hard, and I certainly feel I messed up a little bit with this map. Feels like there are far too many shells sometimes, then not enough ammo in general at other times, especially if the player picks stuff up when they don't need to. Spy's demo illustrates just how much ammo there is if you play it safe though :D

Apsp4 will probably never see the light of day :(

Thanks for the timescale tip. Works a treat! 
To Be Fair 
Placing too much ammo is a far better mistake to make than not placing enough ammo ;-) 
 
Amazing map! Like others said, a true "map-of-the-year" contender. I got lost sometimes, but that's on me, i just like to stop to admire the details and architecture and immediately forgot what i was doing.

I'm really glad that no enemy was hidding inside a secret, like usually happens in huge maps like this (yep, i hate when i finish the map leaving enemies alive just because i didn't find some secret button to shoot that makes 25 scrags appear). Thank you for that =D

Here is my blind playthrough
https://www.youtube.com/watch?v=pQZvW81DB8w

Skill 2 Hard
Secrets 05/08
Kills 130/130
Zero deaths \o/ 
NDP OMG 
Very nice. I still had a WIP from August 2014, but didn't really remember much of it. Seems like you made good additions/changes.
It's a great-looking map with fun gameplay and secrets, although I found the author secret only afterwards (one of the centerprints has a word cut off). The hub-based layout with the two routes was a nice touch.

I died once during the boss fight due to overthinking it, really. The stupid tracking... but the attacks can't really hit the player if just running along the walls. The lower parts are very reminiscent of DM5RMX; I could imagine the water arena with bumpy floor might create some grief for unlucky players, but I got through fine.

Bonus points for DM support, though from a quick glance I doubt it'll play well.

Demo

Are you going to finish DM1RMX next? 
Negke 
Thanks for the demos. If only you had looked at the ceiling a bit more, you might have found the quad, the super secret, and spotted the entrance to the YA+nails secret.

Dunno what map I'll do next. I am kind of busy at the moment, so not sure if I will have much time to map anyway. If I dm4rmx it will fill a gap in the sequence, so I'm more tempted to do that than dm1rmx right now. I also actually started playing with the dm4 texture set and recent light tools, so 4 seems most likely. 
Also... 
what the heck was with the fiend? It looked like it was working out to burn fat for the summer or something. 
LOL. 
Mr "People don't look at the ceiling in my maps" gets busted!! 
More Like People Don't Look At The Ceiling Much In General 
But then, 6 out of 8 (9) secrets on a first run isn't so bad. 
Sporty Fiend 
It was ye olde 'awkward floor' double jump behavior + infighting. When a fiend jumps onto a grate or too close to a ledge, it'll jump again until the full bbox touches solid ground. But since the AI always wants to move towards its current enemy, the fiend kept bouncing around there after being hit by the enforcer and then by the vore, and couldn't turn around. Eventually I decided to put an end to its athletic aspirations. 
 
Check out my demo for a very special rocket launched Fiend. 
Youtube Version Of The Coop Demo 
... 
Fifth: Thanks for the coop demo upload. It was fun watching that demo. I left a comment on your youtube, but glad to see the map works quite well in coop even without teleporters.

otp: I watched all of your demos I think, but maybe I missed the fiend you are talking about. Someone had a fiend get stuck leaping up and down in the little wind pipe, killing the shambler, who wandered in. In general, fiends seem to suffer the most amusing bugs of all the Quake enemies. 
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