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New Q1SP: Backsteingotik
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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Demo 
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 
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 
 
@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. 
 
 
@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 
sock, sorry understood playthrough as Not dying, so its the 4th attempt i think.
I can send you the 1st attempt.. 
 
@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 
seeing the bloopers and lols. 
 
@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. 
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 
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.) 
 
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 
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. 
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 ... 
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 
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 
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. 
Lol At Deqer 
did you actually read the readme file?

it is written pretty clearly

If you want to play the map with *your* original quake settings
delete the pak1.pak file. It contains the extra models (items) and
the quake.rc file with my recommended engine settings.
 
1st Run Demo 
Feedback 
@drew, looking forward to seeing your demo :)
@spy, wow oh wow that was awesome, I can't believe you did that skill 3 and with the hard mode + GK route as well. I still can't believe the amount of players who like nightmare skill so much. The spooning Shalrath's at the end was a classic! :) 
Ah Yes... 
...s3 players are part siren, part muse. I'd love to see Siewolf tear up one of your productions :) 
Ok... 
so I played through again and I managed to get 8/10 secrets.

How the hell do you get the shotgun in the cage at the beginning?

I found quad, invis, 3 wind tunnel shootables, silver and gold key wind tunnels, all the start area secrets (though they don't seem to count towards the secret tally)... one of the shortcuts that opens with a shootable in the hard mode area...

Whatever the last secret (other than the beginning shotty) I cannot find. 
Secrets 
** SECRET SPOILERS **

There are two secrets which everyone has missed so far in demos and I am surprised because they were not designed to be hard to find.

The starting SSG is a button on the ceiling next to the level in pipe. I tweaked the lighting so that it can only be seen when directly standing underneath it.

The second secret is in the SNG pit on the SK side and lowers the second lift which is locked. I suspect no one finds this because people move around that arena in a certain direction. This is something I had not considered but the flow of arena can influence how people spot stuff. 
Deqer 
How do you manage to get out of bed in the morning? 
Baked 
I understand what you're saying.

I still would point out though that a map (with custom models) should be flagged as a "CUSTOM MAP" or "MOD", rather "MAP"

For just a "MAP", typically you don't need to read readme's for special instructions such as that. You should just be able to extract the archive's .bsp and .txt files into id1 maps, and bam, you're done.

Otherwise, then the readme itself becomes abnormal or non-standard as well.

I thought this was just a map I was downloading; rather some special custom map/mod project.

Had I known the models were changed, I wouldn't played it. Who wants to play a game with different models in it after years of becoming familiar to the original models? Unless of course they know the models are changed because the download said "MOD" in it.

The models should've been excluded from the archive, and the readme should've said "want custom models? download the addon pak file here." 
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