|
Posted by sock on 2013/09/29 00:02:17 |
Download Link Readme and Screenshot.
Deep within the Grendal Gorge is the Ivory Tower, a gleaming spire of gold trying to touch the heavens. The map has a skill selection area at the beginning, a chance for time travel and some secrets to keep you wandering around in circles.
This map is made from several brushwork experiments mashed together 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 tested with Fitz/QS engines and remember ...
RECORD A DEMO, I want to see how you play the map! |
|
|
Secrets.
#110 posted by Shambler on 2013/10/05 20:28:39
Generally really enjoyed them, I can't rememberr them being that bad in previous maps but they're definitely good in this - good variety.
BTW there is a door in the second mine area i.e. past the SK door, that can't lead anywhere. It's the one I spent a lot of time looking at in my demo after getting the GK. It just backs on to a wall in another room and totally breaks the immersion and now I hate the map.
P.S.
#111 posted by Shambler on 2013/10/05 20:29:05
Stick the pixels elsewhere and I might play with pak1 next time :P
I Juste Deleted The Quake.rc In Pak1.pak
#112 posted by nitin on 2013/10/06 01:18:12
kept the models :)
Simple Solution ....
#113 posted by sock on 2013/10/06 15:03:58
@Shambler, @nitin, Create a file called AUTOEXEC.CFG in the ID1 directory with the following line:
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
This will *FORCE* quake to always start with non-pixel (blurry) textures. This overrides any QUAKE.RC file regardless if in pak files or not. You can then enjoy Quake how you want.
@Shambler, I am glad you liked the secrets, I wanted them to be more varied and yet follow a specific design with consistent visual clues.
Too Easy ...
#114 posted by sock on 2013/10/06 15:18:45
I love to find secrets in maps and I always hope that they have an useful reward. One idea I had with this map was to boost secret rewards by placing all powerful weapons (SNG,GL,RL,LG) in secrets so that the player got something meaningful for their effort.
I stumbled upon the final fight, which was a bit too easy I thought.
I think the problem with the skill levels is because I always balance maps based on the player not finding any secrets. With all the powerful weapons locked in secrets this caused the skill levels to be limited with no encounter crescendo.
In order to have harder monster combinations the player needs better weapons and I think next time I will go back to the original plan of secrets being early access instead of exclusive weapon locations.
#115 posted by Trinca on 2013/10/06 16:08:45
Not much ot say than to express my gratitude for this awesome map :)
There it goes my first demo with to much alcool :)
http://www.quaketastic.com/files/demos/ivory1%C2%BAdemo_drunk_hehe.rar
The Trouble With Secrets
#116 posted by Rick on 2013/10/06 17:13:34
It's hard to figure out what to put in secrets sometimes. I don't like putting good weapons or armor in them, in Quake that doesn't leave much. Some good weapon ammo here and there if it's otherwise limited, extra nails maybe, the good old invis thingy. Your alternate pathway is a good idea, but needs to be planned ahead of time.
Amazing
#117 posted by affine on 2013/10/06 17:28:56
I had a blast. I'd like to play it again and record a demo for you. Might do that tonight. Keep up the good work, sock :)
Random Thoughts While Sat In Heathrow
#118 posted by ijed on 2013/10/06 21:18:24
I quite like making 'bad' maps, to get a higher yield of feedback. Maybe 'flawed' is a better description, since calling your own thing bad isn't going to get many people playing it.
Commercial games are geared towards removing all flaws, while indie games focus on the flaws and make them into mechanics.
Sock
#119 posted by Barnak on 2013/10/07 15:03:58
Hey Sock,
here's a way to use Quake and your map(s) that I'm sure you wouldn't have expected (damn, I'm revealing what I'm doing in real life !) :
While watching my students doing their exam today, I was replaying your map on my 13" MacBookPro, in front of the classroom. The sound was OFF, of course, and nobody noticed that I was quietly playing Quake.
It was pretty fun to rerun accross the whole map and smashing the monsters. Sine the map is "non-linear", its lifetime is really large.
Also, the map rendering is really beautiful on the 13" screen.
Quake On A Wall
#120 posted by Barnak on 2013/10/07 15:07:09
Forgot to say that I'll try playing the map using a large wall projector with speakers, in an empty classroom where I work.
The immersion should be amazing.
Great Fun
#121 posted by ijed on 2013/10/08 19:01:03
Here's a demo:
https://www.dropbox.com/s/l339nfzitakaj8z/ijedvory.zip
I didn't get lost, got 5 secrets and had fun with it. I liked the monsters facing the wrong way thing, although I felt there could have been more ambushes as well.
Here's the textures I mentioned weeks ago (in screenshots thread) and forgot about:
https://www.dropbox.com/s/509m8lpcyiybiik/rmq_wads.zip
They're all based off the originals and expanded, might come in useful somewhere.
Demos
#122 posted by sock on 2013/10/08 22:49:58
Here is a collection of 20 demos from Daz, distrans, FifthElephant, Hrimfaxi, ijed, mandel, mfx, orl, onetruepurple, stevenaaus, Scampie, scar, shambler, skacky, SleepwalkR, spirit, spy, trinca and Vondur
Thanks everyone for the chance to see you all play my map. All of the demos I have included should work fine with MarkV (perfect for demo playback) engine, I did not included any RMQ/DS demos.
There are a great variety of play styles in the zip file (47.6Mb) and some interesting observations of what players do when presented with similar situations. As always I have learnt some new tricks and now have a better understanding of what Quake players expect from maps.
PS. I never plan to hide a button under a lift!?! That is so 1997! :P
I Never Fail
#123 posted by ijed on 2013/10/09 01:56:54
To check under a lift...
It's A Trick!
#124 posted by - on 2013/10/09 03:34:41
next sock map, 100% chance of secret button under lift
#125 posted by Trinca on 2013/10/09 20:12:23
Awesome Sock will watch some of this demos :)
thanks
Looking forward for your next work
Ivory Map Play From Custom Gamer On YouTube
#126 posted by Barnak on 2013/10/13 01:34:54
Custom Gamer... Aka Daz... Aka Custom Derper.
Just watched a few of those demos in the .zip you compiled. Really glad I did because after 4 playthroughs I still hadn't found the LG, but sleepwalkr did.
The more I play the map the more genius I think it is, there are so many different ways to encounter enemies it's crazy. What I really love though is the amount of work you have put into the beams and struts of the ceilings.
SOCK!
#128 posted by Shambler on 2013/10/14 11:45:22
Did you explain that door in the SK mine area?? It is bugging me...
Feedback
#129 posted by sock on 2013/10/15 14:27:11
@Fifth, I got the impression from the demo's that most people got 5 secrets on their first playthrough which is a good average. I think finding secrets is an awesome game mechanic and I always aim for everyone to find some, but not all of them straight away. I thought this map had a good balance between easy and hard secrets and a better variety.
@Shambler, originally "that door" was connected to the lift behind the wall that went up to the secret upper floor. I found in testing that it was too easy to discover and decided to create a long route instead and put the button below for activation. I left the door there because it was cool wall detail and it seemed a shame to delete because it was not obvious it was just facade.
Player Focus
#130 posted by sock on 2013/10/15 14:48:44
There are several key areas in the map where I tried to focus the players attention in a certain direction so that they notice something important. This involved making sure the player was facing the right way and looking at the right details.
* Down in the first (lower) mines is a broken floor section that shows the gold key door with the gold key in the right window. This is specially setup for the player to be standing at the bottom, facing forward and looking upwards to notice the floors above. This caused all sort of problems for the GK area because the GK door had to be in a certain location and I had to rebuild that area 3 times to make it fit.
* The broken bridge behind the blood pentagram door was designed to be viewed from below. The idea was to hint to the player that there is something interesting far above and worth exploring for. The second door was originally designed to be linked to the final arena but it was unrealistic to connect because of LOS issues.
* The GL secret was designed to get the player to look up and notice the broken floor above with a button to push. The pile of stones in the corner was designed for the player to climb and look up and notice the floor above. Unfortunately the visual language of Quake is totally broken because most players (from the demos) shot at the button. red = shoot only, anything else = touch.
I Want To See More Secret Entrances Below Lifts
#131 posted by Spiney on 2013/10/16 00:01:33
#132 posted by Spiney on 2013/10/16 00:02:33
Idea I tested on a small map once, Vores and a shitload of zombies... gibfest!
The Mob Has Spoken Sock!
#133 posted by ijed on 2013/10/16 00:23:19
The Secret Under The Elevator...
#134 posted by - on 2013/10/16 06:22:45
should be a crate
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|