Great Fucking Idea Madfox
#16482 posted by
Drew on 2020/08/05 04:25:08
I'd like to see them blacker tho. Also any way to make a 'skybound only' setting?
How Zombies Would Squeel
#16483 posted by
madfox on 2020/08/05 06:29:23
It is an old concept of Necros, trying to port a H2 raven model to quake. It ought to just surf around, sit down and pick around, fly in flogs, gather.
Quake doesn't have that many th_entity settings, so I split up the stand and walk functions in two toggable poses, and took the run function for fly.
Still was confronted with the error it would only walk with two seperated files. So one can be used for sky tracing only. It still will attack though.
Bad intentions for standing wagon wheels with hanging zombies and crows on top, burning cities in the background.
QRaven
@Preach
#16484 posted by
madfox on 2020/08/05 06:30:43
I keep getting a noreply on your email adress, is something broken?
First Release, Looking For Feedback
Hello everyone! This is a medium to small-sized base map I was working on for almost a month now, and potentially my first Quake release. It is not in the final state yet, and any kind of feedback is appreciated, including demos! You can DM me in discord @ Mista Heita#9082
Quoth and protocol 999 is required. Tested, working with QS/QSS.
Download
Some screenshots
Those screenshots look lovely.
Protocol 999 for a "medium to small-sized" map, though? Shouldn't that only be required for Ter Shibboleth-sized monstrosities?
It's Not Big, It's Deep!
There are a couple of pits that are just over 4k coords, hence it launches under 999.
ACTUALLY
It's just me always testing it with QSS, so it always launches it @ 999. Just tested with regular QS - works with 666! Sorry!
Heh, that sounds more reasonable :) Remember the limit is 4096 in all directions from the centre, so you effectively have 8192 units of playable area to work with from the very top to the very bottom of your map (or from one side to the other).
And don't quote me on this, but as far as I know for areas the player can never reach, you can even go over that and still have you map work with protocol 666.
@Mista Heita, Your Map Is Really Impressive
I wasn't really planning on playtesting it, but curiosity got the better of me. Here's a bit of feedback; make of it what you will.
It looks absolutely fantastic. You must have mapped for other games, right? This does not come across as a first map at all. Beautiful brushwork, clean texturing, and great environmental storytelling. The fog could be toned down a bit, though.
Nice sock-style pseudo start map, although not including easy skill is so 1997. :P
Found 3 of 8 secrets, though I wasn't really looking. Can imagine myself going back and secret hunting in the final version of the map, since you have created such a beautiful, interesting space.
Overall, gameplay is good, albeit in need of a bit more polish in my opinion. The following applies to skill 1:
The first part of the map needs more ammo. By the time I encountered the first flamethrower enforcer (or whatever they're called), I was completely out of shells. The map had only given me a shotgun and SSG at that point, so this was a problem. Cheating myself 50 shells solved the problem, so I'd suggest adding ~50 shells (or even a few more) somewhere in this part of the map.
After that, health becomes very scarce, which make the map very unforgiving. As Quoth monsters can deal a lot of damage very quickly, not providing more health pickups leaves your players very little room for mistakes. I'd suggest a couple extra health pickups on skill 1.
The final fight is an impressive piece of choreography, but the small space combined with a large number of high-tier monsters makes for an overly brutal experience. Had to switch on godmode to survive. Needs to be toned down for skill 1 in my opinion. Neither ammo nor health is a problem here; there are simply too many monsters dealing damage to the player at once with very little room for escape and avoidance. In addition to reducing the number of monsters, perhaps having a slightly longer delay between waves would help, so as to give the player a bit of a chance to take stock and strategise.
No demo, sorry. :( As I said, wasn't really planning on playtesting.
Once you've ironed out the kinks, this is going to be a stunning debut map!
Thanks!
Yea, I've made just a couple of maps for HL2 in the past, for small competitions.
Thank you for playing! Will look into those.
Can't Play Currently
#16493 posted by
Drew on 2020/08/18 04:58:18
but those shots look SICK. nice moody, not unsophisticated lighting, and I'm generally a fan of 'midsized to tight' spaces in quake maps
Absolute Beginner
#16495 posted by
madfox on 2020/08/24 00:01:44
Yes, good idea's, lightning is good! It looks like some good maps can be made with it.
Add some decoration and watch out for texture alignment.
#16496 posted by
mfx on 2020/08/25 20:37:25
Oldschool vibes with modern lights
What To Do
#16497 posted by
madfox on 2020/09/29 06:00:21
when you listened all your life to a chainsaw
blues ?
Now I Want Him To Play A Steel Guitar...
#16498 posted by
generic on 2020/09/30 02:31:53
Don't Shoot The Pianoplayer..,
#16499 posted by
madfox on 2020/09/30 09:32:46
It's a jiggle for a Dr.Orgula behind its
Church Organ
Free Q1model
#16500 posted by
madfox on 2020/09/30 09:40:56
I couldn't find a free 3D harmonium for Quake,
so I made one of my own.
Q1_harmonium
Those Are
#16503 posted by
Cocerello on 2020/10/05 16:39:03
hilarious. When will we see them in a map?
Harmonium
#16504 posted by
lpowell on 2020/10/05 20:52:51
Hey Madfox. Once again excellent work on the models. I think that free harmonium might fit somewhere in lpqsp3. Cheers.
A Beer For The Player..,
#16505 posted by
madfox on 2020/10/06 08:49:54
Here a short in game
effect .
What is a harmonium without a player?
Might as well include it here:
Orgulus.zip
#16506 posted by
arkngt on 2020/10/06 12:08:50
And he even turns the pages on the music sheet. That's so cute. Love it.