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New Q1SP: The Horde Of Zendar
Download Link Don't Readme No QUAKE.RC and Screenshot.

Deep within the Grendal Gorge is the City of Zendar, a hodge-podge of stone consumed by madness. The map has a skill selection area at the beginning, a chance to dance on the roof tops and some secrets to keep you wandering around in circles.

The map is about trying to capture the vertical essence of Quake, the desire to climb and explore the world while dealing with the minions of Chthon! It features medieval style pickups, some new items and blood soaked ogre backpack! 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 tested with Fitz/QS engines and remember ...
RECORD A DEMO, I want to see how you play the map!
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Thanks! 
nevermind, i found it.. i think it was "Ogre platform in Zombie Courtyard" 
Obrigado E Feliz Ano Novo! 
Left this one for the end :p and I don't regret it a bit... fantastic map with lots of explore places(real paradise) :p

As usually bunnys and jumps was lots of times in wrong places... :)

Died near end but already run all map played second and third time :)

there it goes my first demo!

http://www.quaketastic.com/files/tr_zendar.rar

thanks Sock for this peace of art...

dawn, upload demo to wrong directory... sorry 
Oh My God 
I dont know how you even begin to make something like this. Truly brilliant map.

147/160 kills, 5 secrets, got to the roof using what's identified as method 2 above (only checked after). Also about 34 minutes playthrough. Oh and got 3 silver keys, not sure where the fourth was.

Very fun gameplay and the design is just mindblowing.

Will definitely play again. 
Feedback 
@Trincia, thanks for the demo, but unfortunately it is a DP protocol and DP has terrible demo play back functions compared to Fitz MarkV. Glad you enjoyed the map, hope it looked nice for you on DP.

@nitin, it is certainly designed to be played several times, lots of different routes and things to find. Also you have got Skill 2 to try as well, if you want more of a challenge. 
Looks Like You Impressed Marc Laidlaw 
Quality... 
this is the guy who writes novels and also wrote the story for the HL games? He has great taste in games according to this interview -

http://www.gamingnexus.com/Default.aspx?Section=Article&I=801 
Sock 
did you ever look into the bug i was experiencing with the roof top armor secret? bit curious to know what happens 
 
Replayed again, found 8 of 10 secrets omg... 
 
Just got around to playing this, and wow... not much I can say that hasn't already been said, absolutely fantastic. Loved the interconnecting layout, being able to approach areas from a multitude of directions, which I think definitely aided in making the combat quite enjoyable as well - nothing too difficult but I really liked being able to approach a situation in so many different ways. I imagine the replay value here is endless.

Also the visuals were gorgeous, it actually felt like a proper inhabited town, very atmospheric. I'd wager the patrolling enemies helped build up under this illusion as well.

I listened to this while playing and the experience was mesmerizing... just exploring the map, admiring the visuals or searching for secrets, was almost tranquil.

skill 3, 66 minutes, 224/224 kills, 9/10 secrets demo (I spend a couple minutes wandering around after getting all the kills... really wanted to find that last secret ;p)

Man, I really gotta catch up on the rest of the quality releases from the last couple years as well, still have yet to play Honey...

Also, this is your last vanilla Q1SP map? Say it isn't so! 
Feedback 
@Orbs, sorry no, I tried to download your latest demo but the link was broken. Can you provide another link to your demo?
@kaffikopp, what a crazy good demo, you jumped around all over the place and even got the RL early! Fantastic skill 3 demo and it felt like your first playthrough as well! Was a pleasure to watch :) 
 
You're welcome. Now keep making maps so we can give you demos to watch! ;p 
Repost 
Feedback 
@Orbs, wow that is an awesome nightmare run, I loved the rocket jump from GK to the MH secret. The upper route via the church is certainly the best way to get all the powerful weapons first. You are the only person I have seen so far who saves the GA behind the demon door. (I designed it as a boast for the final battle)

I watched your bug demo (zendar_buggy_secret) and you are talking about the YA behind the demon door, but I don't understand how this is a bug? unless you are talking about the shootable door? 
Bug 
Yeah the YA, the secret just doesnt register sometimes, actualy quite often 
BugHunt 
@Orbs, now I understan what you mean in your demo, I was not sure what you highlighting at first.

The func_door bmodel has one target pointing at a func_secret bmodel with a notouch option. It is extremely odd the door is not firing its target, I checked all skill levels and I cannot get the bug to happen with the Fitz/MarkV engine. What client/version are you using? 
Same 
i was accidently usign an older fitz version at first (085) but im pretty sure when idid the nightmare 100% i noticed it and switched tomark V (due tomultidemoplayback)

I'll check if i get the bug in other clients 
Bug 
got it in fitz 0.85 mark V and darkplaces within a couple of trys (skill 3). i didi take the sameroute as in the NH 12:07, other routes it happens less. I think it has to do with max_edicts 
Commandline 
+max_edicts 2048 increased it to 4096 still happened first try:) 
Odd 
I've got no idea why it happens, I still can't get it to happen for me. I have run the map several times with your route on nightmare skill (god mode) and everytime I shot the door, the secret triggers. I tried different clients Fitz/MarkV/QS and they all trigger fine. I tried to use r_showbbox on your demo to see if the trigger_secret entity is missing but I can't get that information.

Can you do a savegame before shooting the door? Then at least I can try to debug it better. 
Got A Sudden Day Off 
so that should be np,just waiting for the gf to go work before i start any game:) 
Safegame 
http://members.upc.nl/verorber/demos/s0.sav

i probably noob this up, since it opens it as text, but i geuss you can just copy paste that into a new file. Or enlighten this noob how to do it properly 
Pandora's Save File 
@Orbs, no worries I opened the file in my browser and saved it locally. Probably the best solution would be to rar/zip it.

I compared the saved file to a fresh one from the start of the map (using my client/config setup) and there is certainly some weird stuff going on. I replaced both the door and secret trigger with versions from my "clean" version and it made no difference. I even checked all the header information and could not find anything out of place.

I went back to the church and killed all the monsters and then went back to the secret door and it works! I think there is something deep within the Quake engine that is having a horrible time with this map. It certainly breaks lots of limits and this save file sort of proves it.

I need to create a special progs.dat file to check out what is going wrong with the door entity and why it is not firing any triggers. It's weird how the door/secret entities function after the body queue has been updated with plenty of fresh head models. 
No. 
You just need to make maor maps! 
Cool:) 
Though i must admit i kinda loose you on your last paragraph, I think my geuss was not far away from happens as i noticed it happened more often as i stirred up more (one of the nice things about that route was you can cause infighting from high up a couple of times). Maybe this way you/the community can to stretch the limits of the old baby even more, one of the things about this map i realy liked is was how smooth it played for its size. And some maps from just as experienced mappers just play much less smooth. 
Feedback 
@Orbs, are you using a custom/special progs.dat file with this map?
@Shambler, I am, but for my MOD only! :P 
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