 Warp
#126 posted by ijed on 2010/02/20 13:56:40
Is public yeah - glad someone saved that.
 Thanks Baker
#127 posted by ijed on 2010/02/20 13:57:29
Just don't try looking at the maps.
 Cool
#128 posted by Drew on 2010/02/21 03:02:57
thanks guys
#129 posted by Drew on 2010/02/21 03:10:15
oh, I don't think the czg terra sources are in that are they? if you want I can send them to you to add to a future version or whatever
 Re #124
#130 posted by negke on 2010/02/23 17:41:20
Oops, I didn't realize aderlass_map.zip actually got deleted from my files directory somehow. It's fixed now.
 @Drew
#131 posted by Baker on 2010/02/25 22:33:00
I think I have those already, but thanks for the notification. I'll end up making another .zip sometime in the future with general .map sources.
czg's sources are a different license than the ones in that zip and for clarity I want to keep the zip "same license", especially because subplots #2 and #3 are that I have a big reworked Nexuiz .wad that I trying to organize and break out into prefabs as hopefully more than a "thought experiment".
Random comment: Negke's brushwork is so very creative.
 Random Response
#132 posted by ijed on 2010/02/26 01:06:59
Thank you, Sherlock :D
 But Yeah
#133 posted by ijed on 2010/02/26 01:08:23
The amount of creativity in one of Negke's speedmaps puts most full maps to shame.
 And Some Episodes
#134 posted by ijed on 2010/02/26 02:05:05
 Valve 220 Format + WADs
#135 posted by Baker on 2010/02/26 02:56:45
Very partial set (25 maps +/-) with a big WAD containing their textures (can't change the textures without knowing how the brush is supposed to be textured) and also Valve 220 format versions for Worldcraft 3.3.
http://www.quake-1.com/files/maps/gpl_220.rar
/@ijed: Usually I don't play speedmaps and the Vertical Map I only killed about 16 monsters or so ... I'm ashamed to admit I never found the secret levels in Travail but I don't want anyone to tell me either because eventually I'll replay Travail yet again.
 So Uhhh
#136 posted by negke on 2010/02/26 11:02:19
Don't judge a book by its cover then!
Baker, I take it you've exhaustively played the vertical map on DM instead? What's the verdict? ;)
 Skinny Norris
#137 posted by Baker on 2010/02/26 12:17:23
Hehe, the monster "density" was quite high and I looked up and saw how much more there was and looked at my health bar and since I am unwilling to cheat, I think I kinda gave up. ;)
Progression was very difficult and for whatever reason when playing I am usually primarily motivated by cool looking areas I can see but cannot get to and with Skinny Norris I imagined Scrag and Vore hell.
This was back at the time you released the map, way back when ...
Not a criticism of the map, everyone has different map styles they like plus I'm biased towards base/industrial themes. I'll have to try Transloquake with moon base and discover the secret entrance in Travail ;)
I'm actually kind of embarrassed about how few of your maps I've played.
#138 posted by gb on 2010/02/27 03:02:50
I don't know how to say this without sounding like an ass, but I tend to not play high-concept maps, which include most of negke's. I look at them, and appreciate what they're trying to do, but they're not accessible enough for me.
I'm more likely to start up PRBOOM and bash through Knee-deep in the Damned a few times, than to replay many of the top rated Q1SP maps of the last few years. Because that doesn't require me to - how should I put this - deal with the designer's artistic ambition.
Quoth maps also confront me with the artistic ambition of Quoth, not just the mapper.
Many Q1SP are like exquisite statues of twistedness, or monuments of brutality. Usually when I get the urge to play some FPS, I don't want to be dragged to an artistic exhibition and suffer through an academic speech where an artificial concept is hammered into my skull. I want to pull out the shotgun, switch off the thinker and kill some freaks.
#139 posted by JneeraZ on 2010/02/27 03:24:31
So in that vein ... what makes a solid, classic Quake map for you? What would you prefer that mappers concentrate on, if making a vanilla Q1SP map?
 It's Funny That You Say That As
#140 posted by Spirit on 2010/02/27 09:46:43
That pretty much sums up my dislike of RemakeQuake.
 What Is The Problem...
#141 posted by JPL on 2010/02/27 10:05:37
.. with the artistic veins of Quake ? I don't understand why when mappers try to do something different but a brown-ish standard Quake map, there are systematically either boycotted or considered as outcasted of the community... (I am exagerating, I admit...) Nonconformism is what makes the world moving forward, else humanity still would have continued to be what it was 10000 years ago... though...
 Gb
#142 posted by negke on 2010/02/27 10:37:28
That's fine. Some like gimmicky maps, others prefer oldschool run-and-gun gameplay (tip: coag skill 2). In this sense, Doom is indeed more suited for this, because it has better weapons and, unlike Quake, is properly balanced. This also affects one's stance towards the montercount.
statues of twistedness, or monuments of brutality - I like this one.
 Gb:
#143 posted by metlslime on 2010/02/28 01:37:32
i'm curious, could you list a few more examples of the "high concept" maps that you don't really like? I thought i understood what you were saying until you mentioned Quoth, and now i don't understand again. :)
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