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Posted by sock on 2013/07/06 15:53:02 |
Download Link Readme and screenshot.
A towering monolithic brick structure soaked in hot yellow lighting with a skill selection area at the beginning, some crushers and a couple of secrets to keep you wandering around in circles.
The map was inspired by the gameplay of E3M5 and features medieval style pickups, some new keys and a couple of powerup models. The textures are mostly from ID and the gameplay is vanilla Quake!
If you want to play the map with your own engine settings check the readme file for further details.
The map was only tested with Fitz 0.85 and remember to RECORD A DEMO, I want to see how you play the map! |
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For The Nth Time: Continuous Demo Recording Trick
#76 posted by negke on 2013/07/10 14:48:40
Even though some engine ports may support demo recording and/or playback across deaths/level changes, there's an easy trick to ensure maximum compatibility. This is far better than lazily relying on external means or luck - after all, you want the author to watch your demo, do you not? Just a few steps:
0) Quicksave at key points while playing.
1) If you die (a) or exit a level (b), stop the current recording.
2a) Disconnect.
2b) Proceed to the next map and quicksave. Then disconnect.
3) Start a new recording in the console with a different name and without the map argument, e.g. record demo2.
4) Quickload. The demo will continue from here.
#77 posted by Spirit on 2013/07/10 15:25:58
It is a massive pain in the ass to do that! And I cannot count the times where I overwrote the previous demo by forgetting to use a new name.
Someone please re-summon jdhack so the his engine can finally be released for all the goodies.
Great Map
#78 posted by kaffikopp on 2013/07/10 22:29:48
Had lots of fun playing, didn't find the layout confusing at all and thought the progression flowed very nicely. Lots of good opportunities for monster infighting and general mayhem.
Skill 3 demo, 256/256 kills, 9/10 secrets (wasn't the golden vault supposed to count as a secret? I thought for sure I would get 10/10 with it)
Also, I played with Mark V, but I don't think it presented any issues, as far as I can tell at least.
Gb
#79 posted by nahkahiir on 2013/07/11 04:46:46
Another way of recording demos with multiple levels - http://speeddemosarchive.com/quake/marathon.html
Yet another pain in the ass thing to do. ;)
I am itching to play this map but I haven't found the time to do so. Hopefully this evening.
#80 posted by sock on 2013/07/11 13:41:16
@Shambler, I was totally surprised you took the GK first and I assume that was your first run as well!?! I was expecting players would try the hard mode+ on 2nd/3rd play through. It seemed like you had a harder time with the SK side that GK. The end of the demo was unfortunate, I did not expect anyone to do that, sorry for that. Amazing demo. :)
@Berntsen, I did a couple of nightmare runs and I struggled. Awesome demo, you have crazy good Quake skills. It always amazes me how Quake players are so hardcore when playing new levels. The final secret you are missing is in the SNG trap room on the SK side. It operates the second lift which is locked. Technically the GK vault should of been a secret, but I just wanted 10 overall for the map. I love you got the ogre flanking route on the GK side and my favourite infighting was the 3 HKs killing a shambler! :P
Sock.
#81 posted by Shambler on 2013/07/11 14:15:10
Ta. My demo is punishment for your principle of "the button is always hidden in view of the secret" - especially around the GA / double nail trap area :P. I did later find the first SSG secret and the silver key area secret with r_fullbright 1, and the other one only by noclipping.
I'd skimmed the readme about the GK vs SK paths and took the bait. I had great fun with the GK crushers and the Quad run. The only problem with the SK side was I got cocky as it was supposed to be the "easy" side and tried to get a big infighting party going in the RL area instead of playing normally.
The ending made me lol, I did complete it fine next go.
There isn't much to say about this map as it is excellent in all areas, especially the build quality, design style and varied and fun gameplay (and good monster traps). The only thing I didn't like so much was lack of variety in the secrets. Suffice to say I am really glad you've turned your hand to Q1 SP like this.
I am really glad you've turned your hand to Q1 SP like this.
Yes so hard.
Time to replay this on skill 2...
What An Awesome Map.
#83 posted by mfx on 2013/07/11 15:04:39
Congretulations!
Excellent Brushwork, great textures, i�m stunned. Looks very octagonish and all fits so well.
Brutal gameplay, but in an excellent way. Was nearly constantly
under pressure, but there was always room to backup.
Shame on me, i managed only skill 0, yup.
Demo
Warning, demo is played KEYBOARD ONLY, QS doesnt seem to like my hub and mouse. For the purists out there!!
I liked the secrets, especially your signature secret (SSG).
Noticed a disappearing elevator in QS, that�s the only thing i can say about this map being not awesome and brilliant;)
Thank you!
Demo
#84 posted by quakis on 2013/07/11 17:00:34
Normal Difficulty. This is the one where the end area glitched out for me, but since it's close to the exit I'll just post it up.
http://taw.duke4.net/bstein_quakis.zip
Good Map
#85 posted by lizard on 2013/07/11 17:54:41
I enjoyed playing this map. Played on easy. Don't know how to do demos but when there were a lot of monsters I just strafed and pulled the trigger. I found 3 secrets along the way but didn't look to hard. Was to busy saving my butt
#86 posted by sock on 2013/07/11 19:03:18
@shambler, I felt no punishment watching your demo, I thought it was entertaining. When I saw the end of the demo I was like WTF!
@mfx, is that demo your first play through?
@quakis, I thought it was the fact you axed the fiend at the end, but I tested that arena a couple of times and could not find any fault. I wish you could get debug info from demo's or be able to freeze a demo and fly around to see what went wrong.
@lizard, yeah Quake is completely unfriendly when it comes to recording demo's, no worries, glad you had some fun.
Sock, Yes.
#87 posted by mfx on 2013/07/11 19:09:47
#88 posted by sock on 2013/07/11 19:12:13
@mfx, your demo felt odd. It looked like you knew where everything was (items, monsters, secrets) and just found them. I can see the weird keyboard turning thing going on but the demo was strange, it felt like you had played the map before!
Ahem
#89 posted by mfx on 2013/07/11 19:18:15
sock, sorry understood playthrough as Not dying, so its the 4th attempt i think.
I can send you the 1st attempt..
#90 posted by sock on 2013/07/11 19:25:16
@mfx, yeah the first attempt is always the best, regardless of how it ends. After that the next demos are just seeing if people repeat things or not. Personally I think a demo where things go wrong or are chaotic is far better than a perfect run.
Yeah
#91 posted by mfx on 2013/07/11 19:29:41
seeing the bloopers and lols.
#92 posted by sock on 2013/07/11 19:40:02
@mfx, not really. I want to see what people look at, how long it takes them to find things, which way they approach encounters, what enemies combinations are too tough, too easy etc. The first play through is a goldmine of information for level designers wanting to improve.
So, I Played This Map, And Made A Demo.
#93 posted by deqer on 2013/07/11 23:51:51
The only reason I played this, was to help sock out by showing him another first-run demo.
Having said that, I did have plenty of reasons not to play this map.
First, I downloaded it and opened the zip, and I see pak files, named same as id1 pak files. I thought to myself "so, I have to extract this to it's own folder? why? why would he do that?"
At that point, I did not want to bother; but I kept patient, and held on and went forward anyways.
So, I extracted it to a separate folder.
Then, I had to create a shortcut for the quake engine(darkplaces), and edit the shortcut to put in the "special commandline" to run the map. That felt quite tedious and annoying.
Playing the map now. I see items that I don't recognize. I think to myself "why would you change the items for everything? why change everything that everyone has become familiar to." -- You might as well call this a mod, because that's really what it is; it's not merely a map; it's a mod.
Anyways. I played through, and died, and didn't bother to give it a second try; because second-run demos is not what you're interested in, and I already hated every experience I had so far with this anyways.
The only good things I can say are: Good architecture/map-design and texture/lighting.
My recommendations are: Next time, make a map just be a map; a simple archive(zip) with your .bsp, and .txt files.
Demo:
https://anonfiles.com/file/48e5577287bb2b6540522b7a64fab88f
Bye,
Forgot To Say
#94 posted by deqer on 2013/07/11 23:54:12
The items were different; and therefore that contributed to me wasting time and wasting resources because I would pickup a health not knowing it was health.
In fact, at one point I thought the health was a button I had to walk on, or a switch I had to shoot. (yes, you actually see me shoot at one of the, in my demo.)
#95 posted by gb on 2013/07/12 00:51:29
I'll install the latest Quakespasm then, and use that to play new custom Quake maps. I think it would be wise if mappers tested their maps at least in Quakespasm, since so many people seem to use it... not to mention crossplatform support and being actively maintained.
Lol
#96 posted by nitin on 2013/07/12 01:27:14
so now engine limitations are the mapper's fault. You do realise deqer that quake was made in 1996 and wasnt exactly out of the door friendly for mapping/modding etc.
Deqer Is The Master-troll.
#97 posted by Drew on 2013/07/12 03:24:51
Who can even begin to compete with these posts!?
Anyways. I played it on skill 2, got 7/10 secrets, I think. Didn't die. Recorded a demo which will be uploaded soonish in Mark V, which records across level transitions (but apparently not after deaths, as Night Stalker demo proved).
Beautiful map - I appreciate and am intimidated by your craftsmanship and skill in all areas of level design. Thank you for quake-making - hope you haven't gotten it all out of your system yet!
@Deqer = Well ...
#98 posted by Baker on 2013/07/12 05:41:04
Deqer:
I see items that I don't recognize.
And keep in mind I don't view you as troll as the others do, but the diehard single-player Quake thought goes like this:
There are 800 +/- custom single player releases at Quaddicted that are stock id1 (i.e. Shamblers, Fiends, Rocket Launcher, Healthboxes and other ZZZZzzzzzz.)
Does the world need 801 of these?
I mean the body of work for the stock gameplay features in Quake is really quite massive.
Quite absurdly massive.
Now --- let us reword this ...
If you are looking for stock Quake maps and want stock gameplay, should you be digging this massive treasure trove of awesomeness up at Quaddicted?
With so many hundreds of these --- if this is what you are seeking --- it has been done before countless hundreds of times.
Sock isn't trying to re-live this often walked road, he has broader and more creative goals in mind.
Please take these infos into consideration.
@deqer Pt 2.: Classics
#99 posted by Baker on 2013/07/12 05:49:38
The Underworldfan site had a list of "All-Time" and Recommend maps ...
These are the top ones according to that list:
http://www.quakewiki.net/archives/underworld/qclassics.html
And these were the recommended maps:
http://www.quakewiki.net/archives/underworld/q1sprecommended.html
The existing standard Quake as "most imagine it" has scores of top-notch works.
From the IK series to Insomnia and enough individual maps to play non-stop for at least a year if you became serious about it.
In fact, I did a single player "hub map" called the Undergate that ONLY featured great maps that happened to be liberally licensed as well called the Undergate.
http://quakeone.com/forums/quake-talk/single-player/1463-undergate.html
It features only a meager 104 of these maps.
At Deqer Pt. 3
#100 posted by Baker on 2013/07/12 06:02:36
Another way to think of this:
Sock has been around Func for 10+ years and he is familiar with the existing body of single player works and is quite a creative gentleman and a true creative asset to this community.
And I know that your awareness of Func Messageboard community is newer you are exploring around and learning and poking around.
Don't place this personal exploration onto others to familiarize yourself with Q1 single player mapping past and present on others.
Look at the body of the existing works, maybe using some of the links I have provided above or perhaps some of the links others have provided.
Sock isn't looking to reinvent the wheel, he knows the existing body of work.
And if you don't, there are many resources available to learn about them and Quaddicted and some of the release thread here are a great place to start.
And definitely the Underworldfan links I provided above.
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