@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.
E1m5?
#16508 posted by
madfox on 2020/10/13 19:42:15
As I am converting the Qtest1 for SP, I try to make some maps according to old screenshots, that relay on the moment quake was not published.
So I found some and while I'm mapping, I found a video of a nintendo version of e1m5.
But it is not the DoomGloom I expected in Quake1 e1m5.
How come
this e1m5 looks so different, and is there a way to get support of this map?
Madfox
That's actually very interesting - that map was present on the press screenshots from August 1995.
I Know,
#16510 posted by
madfox on 2020/10/13 23:34:44
because I am making a map from the same screenshots and discovered it on a discord youtube.
I didn't know the Ninetendo maps were different then the PC version.
If there is someone out there that has this map I would like to know.
I have made a e1m5 version of my own without knowing there is another ninetendo level out there.
Here are some of the versions I made of the screenshots.
Where is that damned frog hiding in the ambience swamp?
Good Catch!
#16512 posted by
madfox on 2020/10/14 01:33:50
Earlier screenshots are hard to find.
Quake-C Weapon Specialist Maybe?
#16513 posted by Ryanscissorhands on 2020/10/26 01:49:45
Hi, there. My name is ryanscissorhands, and I have just gotten to open beta of my weapon mod, "Arms of Asgard." It's a fantasy-themed weapon mod with 8 new weapons, each with 3 attacks. I've been working on this since May, and it's my first ever release. Enjoy!
Youtube Video:
https://youtu.be/RM6Z4GfD14I
Download:
http://www.quaketastic.com/files/single_player/aoa_beta.zip
Ryanscissorhands
#16515 posted by
Cocerello on 2020/10/26 19:37:14
I could not test them well because with some issues with binding keys for the secondary attack, but looks good so far.
I got a bug i could not reproduce again where the hammer would not do the ground slam attack and would shoot the same as with primary. Will investigate more.
By the way, guys, to bind keys it is just, for example ''bind e impulse 41'' in commandline, right?
Madfox, looks good. Thought at first it would be a new enemy, like the one from Quake 2 with a tongue attack.