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New Q1 Map "VeniVidiFuzzi".
To make the Q-Annivers2010 a little present here my support to the unbreakable Quake One game!
A fine Greece medieval map, shaped up with the hexen wad, some new flavoured monsters, and an ache in my head. Grab it if you can, catch me on the less spiking wits of a few homs and quicksand, that punched me untill I gave up.

Rather large level, I only testedit in Fitzquake, but as I succeeded to stay below the 32672 clipnodes this baby is free to go!

download:
http://members.home.nl/gimli/veni05a.zip

screenies:
http://members.home.nl/gimli/veni0.jpg
http://members.home.nl/gimli/gimli00.html

demo:
http://members.home.nl/gimli/vevifu_demo.7z

- QUAKE ONE FOR EVER -
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took me about a half hour to beat it. i was all ready to use the trick that neg mentioned about resuming demos after death but i ended up not dying, so no problems there. :P

nothing really bad about this except one thing that really annoyed me: impulse 12 which calls the CycleWeaponReverseCommand() was broken. there have been a few mods here and there that break this and it's incredibly annoying. there's no reason to break CycleWeaponReverseCommand() as it's sole purpose is cycle weapons and doesn't do anything else.

oh, also, got lost about half way through shortly after the silver key door. there are steps on the right side when you enter that circular area and i didn't see them at all the first time through. to be honest, they are very difficult to see. should have been some lights or something to sort of show you where to go.

still, after that things smoothed out again.

some nice areas like the street and the cavern and the other large areas with the ruined buildings. some plain areas too though, but not that many. i liked the cave and the mdl rocks in there didn't bother me.

new monsters gave good fights. skeleton was probably the best of the normal monsters but the archer knights were ok too. the shooting animation for the archer knights looked a little iffy, but that's not too bad as they are usually sniping at you anyway.
last boss was cool, although i couldn't figure out how to avoid the lightning attack. i had tons of health and the red armor so it wasn't really a problem. it basically just gives you a time limit to kill it before the lightning wears you down. this could be an interesting gameplay mechanic, actually...... (or was that your intent all along?)

first run demo:
http://necros.quaddicted.com/temp/ne_sparcus09.zip

thanks :) 
CycleWeaponReverseCommand() 
Wasn't in Quake 1.01 (was only added around 1.05 iirc), so mods based on the 1.01 source don't have it. 
Oh That's What That Is. 
 
Fun. 
I had a good time playing this map. 33:14 on easy skill, 126/145 kills, 1/4 secrets. Demo here: http://mandelmassa.net/temp/sparcus09_3314_mandel.dz (1.5 MB, dz).

Quite unique environment and some good fights. Only a few times was I low on ammo, most of the time there was plenty to spare. I like it when it's not super impossible to finish a map. My greek isn't as good as one might expect, so I didn't understand any of those messages :) You should have created a custom font with the greek alphabet as well, hehe.

The new custom monsters weren't too annoying, and it was nice to see a custom boss! I was lucky enough to have some quad and cells left when I met him, so I didn't have any big problems with the destoning.

Overall the layout had me running around cluelessly a few times, but never to a point where it became annoying; the varying environments made it interesting. In the end I may just have to blame my terrible sense of direction for my getting lost.

I played in JoeQuake and it didn't bring any problems, other than a lack of custom skybox and fog. 
They, Who Will Die Soon, Greet You! 
Yes, the demo tip of Ijed sure has it advances.
I didn't get so lucky, so I had to make the demo in two parts.

I do realize now that the staires in the castlepart were a little lost, I corrected this with a torch in the download, as well as some megahealth. It is a little weird to see three doors opening without one that is usefull for the gameflow. But I thought it couldn't be bad to attract the player to wander somehow around.

I really don't know where the cycleweaponcommand was or has gone, I've been crooking the QC a lot to get granito done, and there after was the crosbow knight with its arrow. Maybe I've screwed something up.

The messages in greek are the same as there are in English, I translated them. I hope I don't get angry with a greek Quakeplayer?

Thanks for the demo's, I will watch them soon! 
 
Crazy design gets me lost in intriguing ways, but everything was so fresh, i never got bored wandering around a little.
_Lovely_ skyboxes. Great stuff :) 
Pro Tip: 
in case you can't figure out how to load this map, the bsp is called "sparcus09" 
Morituri Te Salutant 
I found the gold key and now I am lost. The bit in the canyon was nice. 
Lift Hall 
message is very short after gold key:
"door opened in lift hall". 
Nice One! 
Not as 'on grid' as I thought, but there was a lot of good stuff in this map. In particular, I liked the skybox and wall texture behind you at the start -- are they from a painting? The interconnectivity of the canal/water area was cool and I liked the city street area, too.

The new monsters were...interesting. The shrinking fish heads were a bit strange and those poor skeletons appear to be suffering from hip dysplasia. The death animation in the crossbow knights also seemed a bit slow. Granito was cool, maybe minus the lightning attack -- I just wish I had a bit more room to negotiate with him ;)

Performance-wise, the map chugged in a couple of places. But, all-in-all, I had a darn good time :) 
Thanks! 
I didn't hurt the fish, honest, one of the ogres must have beaten it while I was sleeping.
As far as bones concerned, he's so much turned up in modelling my objectivity has died.
Indeed, the crosbowknight has ten die frames and ten fall frames. It needed only three.

Mapping and modelling are two, and it happened after months of mapping I didn't know which model was in line. So when I was compiling qc it become some of a hussle.
I was planning adding the serpent and the deathknight, but then max_eddicts appeared.

Found some secrets? They are quiet helpfull surviving! 
Shrinking Fish Heads... 
i believe you are referring to the bug that is found in stock quake. ;)
quoth fixes that, but the original death anim has the fish head shrinking for no reason at all. 
Walltex 
wall texture behind you at the start -- are they from a painting?

They are from the DeathmatchMaker CD, which inspired me to make the stairs aside you in the level.
Yes, the first map was made with it.

http://members.home.nl/gimli/bukyou.jpg 
 
It looked like something out of American McGee's Alice to me.

Damn that's a narrow ledge 
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