Forgot to mention: special congratulations to Ryan "Arma" Trawick and Axebeard on their first maps for Quake!
Please provide thoughtful feedback so they come back and make more maps :D
So I sampled some of the maps. It's hard for me to complete any at this point with my index finger scalped, but here's wot I think so far.
MortalMaxx "Urine for a Treat"
I loved level design a lot in this one. Texturing could use some work and some of the decor seemed out of place (runic buttons for example) but it did something I always had trouble wrapping my head around: interconnected parts of the level that open up shortcuts as one progresses. I can't turn right but I did complete this one w/o any secrets found, with 50/55 kills. Great sewer map IMO.
Burnham "Waterdeep Junction"
I liked the idea of a central hub (sort of a machine room I guess) and encounters were competent (except for fiend in a corridor with low ceiling - this never works well for him) but map overall could use some more polish. Texture work and detailing were lacking and additional lighting pass would be nice (columns could use smoother shading).
Steep water wall with a secret was pretty confusing for me to navigate out of but that may just be me (I always get confused in water). Was running out of ammo all the time and ultimately couldn't defeat Shambler at all.
Andrew Yoder "If you could do it all again"
Very good texturing, interesting encounters and, what I feel is typical for Andrew's maps, great use of triggers to mix some puzzles into the core gameplay loop. But I also got lost like with his previous map, so that's thar.
I couldn't find any explosive weapon and zombies became royal PITA very soon. I'm not sure I like the idea of pile drivers to dispatch them given the AI of the zombies. I found lighting in this level to be pretty jarring - everything seemed sterile (it's a sewer too, so...), Q2-like almost, and some of the level design seemed extremely encounter-centric. I probably shouldn't complain about it in Quake but map seemed like it wasn't designed to be used as a sewer but rather designed for Quake gameplay. Hard to explain this, really. :S
Ubiquitous "Winning the Poo"
I only played this one for a short while but I think I'll like it. The design - both in terms of looks and how one traverses the level - is very unique and I dig it. It has a little bit of RTCW vibe to me but I guess I shouldn't judge by the tiny slice I tried. TBC
Axebeard "Hello from the Gutter"
Architecture and lighting in this one are stunning. I'll savour this map tomorrow but what I've seen today I enjoyed imensly.
Also I don't remember which map was using the prototyping wad (apologies!) but it wasn't actually half bad. I played a lot of defrag in Q3 so I don't mind its state. I didn't like dogs raining from the sky though, that's something that could be avoided. :)
0 points for effort for that Tom York reference, at least be elegant.
Streamed the first batch: https://www.twitch.tv/videos/476573831
Went through the maps by Burnham, Pinchy, Greenwood, Ubiquitous, and Trawick this time :)
Map Of Ubiquitous Is Incredible!
thank You, Master.
A terrific collection of maps from everyone. I know sewer areas in games are usually the low point for many, but these maps are all highlights from start to finish.
The pipe replacement for the axe was great, never seen a weapon so highly detailed. But having recently killed enemies as small solid objects is probably not the best idea as they can block weapon fire and in rare cases, get other monsters stuck on them.
Other than that, high praise to everyone!
First run demos, hard skill: http://quaketastic.com/files/demos/orl_sewerjamdemos.rar
map is the one with the white tiles in the middle of the poster pls? thanks
That one is Ubiquitous's map :)
I really enjoyed these! Here's my Binge Playthrough
check the description for the maplist.
The quality of this pack is outstanding. I need to replay them, but a couple of these might end up real personal favorites.