News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP: The Horde Of Zendar
Download Link Don't Readme No QUAKE.RC and Screenshot.

Deep within the Grendal Gorge is the City of Zendar, a hodge-podge of stone consumed by madness. The map has a skill selection area at the beginning, a chance to dance on the roof tops and some secrets to keep you wandering around in circles.

The map is about trying to capture the vertical essence of Quake, the desire to climb and explore the world while dealing with the minions of Chthon! It features medieval style pickups, some new items and blood soaked ogre backpack! 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!
First | Previous | Next | Last
 
@Tronyn, thanks for the review! :D I am very happy with this map, it has the strongest theme/story content and the gameplay/layout was the right balance of player choices and skill settings. 
Sock Plz Make Base Map. 
Consider it an encore / post-script / bonus / something to your Q1 SP swansong of Zendar. I really want to see what you do with pure sci-fi and pure Q1 sci-fi enemies. 
Let's Be Honest, 
everyone considers Sock to be the best mapper in the community, but I think unless he does a base map then this can never be proven (personally the greatest base map of all time is Stark Monstrosity IMO, I play it every few months)...

(I hope my reverse psychology plan works)... 
 
Yeah, I just cannot consider sock to be a good mapper until he declares base maps to be the worst kind of maps and makes a coagula map instead. 
Ssssssssock ! 
Sock is a lame mapper : He didn't made any metal map. 
Enough With The Lame Jokes 
 
All Of You 
Go map. 
 
Awesome review, congrats Sock the review fits perfect!

20/20 is a proper ratting for suck a great map!

some people born to map and some doesn't :)

I'm pretty sure you born to level design :p 
 
Fun map, took me 18 minutes, found just two secrets (never really look for them) but it's not like I was running short on supplies at any point. Nice clean design like in all of your maps.

Here's a demo:
http://www.sendspace.com/file/e4h9wz 
Feedback 
@Mikko, thanks for the demo, it is always good fun watching Zendar demo's because everyone does something slightly different. Finally someone found the upper garden balcony first and took the route! :) I was beginning to think that everyone was afraid of taking one way routes in Quake maps!

I think the demo is short because it felt like normal skill was too easy for you, I think you should try hard skill, it will give you a better challenge. Secrets do play a big part in this map and they are worthwhile finding, but you did find the largest one, so no real loss with the others.

@Shambler, you don't need to see a tech/idbase map from me, there are tons of tech style maps in production this year! I am sure 2014 will be the year of rubicon2 homage. 
Poopie Kaka 
Since most of detailing is somewhere above, walls are huge chunks of single color. All that green on the level made me nauseous. Looks bad, was i suppose to look up all the time? Because there's nothing to look at below roofs. Encounter design on first two halls is bad - due to infighting and simple layout 50 monsters disappeared in moments, was a no-brainer for me. And how about that Fiend spawning from thin air behind the player to block him in the room? Some low level shit. The fight began horribly, and it ended horribly - the Fiend was killed by a zombie who was inside one of the "zombie closets". Poor thing couldn't even reach it. There's plenty of such lame monster spawning on the level, feels like the mapper didn't care at all about monster placement, it's much worse that he did previously. Here you've got useless monster turrets, long lines of monsters from one entrance, a huge amount of single ogres, the fights with whom are almost identical all the time. Plus, plenty of places where their grenades can't reach you, including stupid single steps. Most of the Vores were just wasted on lots of boring "pick-a-boo" moments, some killed with easily provoked infighting, because the layouts are as simple as they can get, and 90% of encounters are so flat and boring that i almost fell asleep. The rest 10% are encounters with monster one level above or below (wow such vertical wow), with almost no threat to the player. This two-level layout was present on the previous map from sock, i think it was called The Ivory Tower, very similar. In general, this map plays like a bad Doom slaughter map, almost as flat as a Doom map gameplay-wise, includes a lot of monsters spawning from thin air (what's the shorter name of this crap?, can't remember), and looks bland. I guess you could say that.. sock SUCKS! Ha ha ha ha ha, just kidding, but this map does suck. 
 
Oh, wait, i think that "that crap" is called "teleporting monsters". Or was it "instant spawning"? Dang. 
Wtf 
 
GG WP 
#152 wins func_ 
 
3) whatta fuck is goin on? 
 
thin air (what's the shorter name of this crap?, can't remember)

'fart' 
#152 Speaks The Truth 
The rest of us have just been lying through our teeth to avoid hurting sock's feelings. 
 
>Great map, Sock.
>No demo from me, since I'm a retard player, playing with God mode and all weapons... 
Harmata 
So you write up a massive review about how much this map "sucks", and yet you were playing with god mode and all weapons the whole time?

You might as well have been blindfolded too. 
Kona 
I believe he may have been one of those gentlemen of the "troll" persuasion...

Trolls at least need to be funny though - his wasn't. 
 
That... that was a quote from this thread... 
 
oh it was too 
Guess What Turns 2 Years Old Today 
 
Your Girlfriend? 
 
Holy Fuuuuuuuuu 
 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.