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New Q1SP: In Ovo By Jaromir Bergmann
Planetquake.com announced:
A new set of Single Player levels for Classic Quake from Jaromir83. Levels include a military base and palace, with a DM version also included for one of the levels!

I mirrored the zip at
http://www.quaddicted.com/component/option,com_docman/task,doc_details/gid,948/
(around 2.7mb)

You are supposed to start with the map sg13, it seems to be a little episode.
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:) 
My first impressions:
-Nice id1 theme and feeling
-Lacks balancing
-Sometimes weird ways (to me)


Play it, it's much better than expected! 
 
Nice 
nice oldskool levels, a pity one of them is unfinished. 
Hmm 
almost a little too oldschool for my taste, at least the base map. kind of plain and boring lighting with jagged shadows (no -extra sampling, i assume).
the second map was better, but didn't have enough health/ammo (skill 2), even with all secrets. had to cheat me a large health pack and leave some monsters alive.
third map looked promising, but wtf, why include an unfinished map? at least a small amount of gameplay could have been included.

still ok fun after all, with a few nicely design bits. 
Umm 
to me, the maps looked much brighter than in the screenshots. could it have to do with bjp-quake? 
Hmm. 
I think this pack provides an interesting window in to the psyche of a novice mapper. You can see real progression in his talents.

sg13: No design to speak of. It seems like the mapper planned it as he constructed it, which makes the connectivity feel very disjointed and convoluted. Bland, badly sourced lighting. Narrow diamond shaped corridors coupled with huge boxy rooms is just plain odd. The teleporters also feel somewhat out of place. Gameplay is also nothing special, with a lot of static enemies facing away from the player.

ejm2: A vast improvement over the first in almost every area. Architecturally more coherent, though I think it could do with being scaled down a little -- a lot of the monsters look dwarfed. Lighting is improved, though still a little unbelievable. Gameplay-wise I was particularly impressed with the placement of ogres who are far too often relegated to small, high up ledges. It's refreshing to meet them face to face in an area where they've got room for maneuver. On the downside, I too found myself woefully short on ammo, to the point where I had to take out a fiend, an ogre and several scrags with nothing but an axe.

ejm3: This is indeed a shame. It seems that as the author has got to grips with pleasing visual details he's become bored of mapping. It can be painstaking working with details and I think it must have got the better of him.

Overall, I'd say the pack was worth it for ejm2, even if it begins and ends on a sour note. 
Ejm3 
I think he his working on ejm3 and I am hoping it. Sofar it looks nice!

About the ammo problem: I started playing with ejm2 until I realised that I should have started with sg13 (since that map links you to ejm2). I had short ammo, but it was ok. 
 
back to the `96?

no thnx 
The Base 
map was a bit annoying due to confusing layout and too sparse and hap-hazard monster placement, otherwise it looked pretty good.

The 2nd map was much better, but too difficult on Normal, more health and ammo would help. There was also two monsters missing due to a misspelled trigger.

I hope the author finishes the 3rd map, it also looks good. 
 
i play on hard in both maps and sg3 was peace of cake... ejm2 was pure fun nice combats and amo, had to be count untill the end and i just saw sng :\ didn�t find secret to get it!!! hope jaromir finish ejm3 map from start look real good!!! 
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