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New Q1SP: Gravey Trail By Madfox
Rinie 'Madfox' Brouwers makes his Quake mapping debut with Gravey Trail, a single player level that also functions in deathmatch mode. He describes it as a "medieval Castle, inspired by e2m4 Ebon Fortress."

So far the map is only available from fileplanet as a 637k .rar file: http://fpweb1.fileplanet.com/files/110000/119400.shtml

(thanks aguirRe)
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Not That Idle 
but I posted the level for playing, and I could use a good hint to make the gameplay better. 
Afterall... 
I have recompiled all levels of the Abandon with Arguire's compilers: TxQbsp1.1 - Vis2.29 - Light1.40 & Tyrlight0.94

Some started with the error: leaks, which I could seal after hard reconstructing. Others
suddenly started spreading HOM's in such way I couldn't imagine I had ever compiled them right.

Three maps I wasn't able to compile because of the new compilers wouldn't clear the leaks.
Still don't know how to avoid them, but I was luky to have the compiling dates of the originals, so I could light them with tyrlight.

Now I can say I finnished the whole thing, and left a conversion with a plain lightning and compiling, wich is of course much sharper
than the original was. 
Download 
See: http://pipeline.fov120.com
status :released 
As For Bugs... 
Some of the brushes suddenly become invisible but still solid, so I walk on them blindly. Some others, on the other hand, become illusionary but still visible, so I fall through them.

Quite a lot of brushes are misaligned, so various odd ledges and cracks appear, sometimes player even stuck on them. Some water brushes protrude from the walls.

There's also some bugs with monster placement - I saw an Orb and an Ogre merged together, and also some Dinosaurs placed below the ground.

Some areas are absolutely dark, I think the minimal amount of light should present there.

Keep studying... 
The Previous Post Was About The Whole Abandon Pack 
To the moment, I'm very impressed with two maps: start and r3b6.

A strong sense of different reality...

P.S. And, of course, teleport brushes should not appear standalone, they need some kind of portals or slipgates, etc. 
Thred 
At the time I compiled the maps I only had the compilers, that were available with Thred.
And as I hardly knew what I was doing with the grid settings, I made a lot of errors.
The Thread compiler has no floating point(?) compiling base, so it places all brushes back on grid.

For these reason a lot of things I saw in the editor appeared otherwise in game.
In the end I was already glad all maps were fullvised, although there were severe points.
The pak wasn't beta tested, so there can be doubled placed entities.
The ammu count on SameOlSjo is too low to survive. In some game engines there were entities that fall through the ground, I didn't test them in all games.

I have recompiled half the pak again with the new compilers. Some maps won't compile or only with severe homs which I really concern.
Others I have updated with a static camera, so messages are more easy to gain access.

r3b6-Ames Room, I made when I tried to reach the so-called mathematical idea of a room with two chairs, that look the same seize, but are not and are placed far from eachother.
The startmap is a drawing of my first project drawing of an old medieval chapel. 
An END Map 
Playing end.bsp from Abandon, I felt a strange feeling of deja vu, I remembered I've already played this map a long time ago...

And recently I found the answer:

http://www.primefan.ru/stuff/quake/elden1.zip

That's an old map by Ludovic Texier, named EldenCross. I downloaded it about 13 years ago from ftp.cdrom.com (do you remember this server?), as well as some other pretty good old maps like The Epoch Turning or MadHouse:
http://www.primefan.ru/stuff/quake/madhouse.zip
http://www.primefan.ru/stuff/quake/epoch.zip

Madfox, is Ludovic Texier your real name? I am just confused. 
Oh I See Now 
...just found an answer in the abandon.txt, where you give acknowledgements to

"Ludovic Texier for my morphing of his terrific EldenCross level"

So all the things are clear.

Heh, this pack gives me so many surprises! :-) 
Yes, That Server... 
Levelmorpher isn't the end level, but the secret level. I guess you found out , but as there were more people who got stuck in the game I added an overvieuw with all names of the levels.
You can find it here:
http://members.home.nl/gimli/Abandon.txt

When I made the pak I hadn't internet, just some cd's from the BillBoardService.
Some of them had tricks from the QuakeLab which made me decide to build levels around each trick, like exploding walls, real glass, fryer cache, wind tunnels.
It was also there where I found the LudovicTexier level of the Elden Cross, and not to forget Liquid Despair.

It might sound strange, but on these cd's were also levels from Doom and Duke3D. One of them was wrong labelled, I think it was a Duke3D map. When I tried to open it there was an error saying it was no Dukelevel. After some scratching it appeared to be a Quake level.
I have played it, some wide blue level with a strange tower that went down with a big turning round staircase.
After all these years I started to believe I just dreamed it, so I started looking without result. Still searchng as I never saw it anywhere.
My memory of it is so strong I think I can better make it myself again. 
Bump For Necros 
 
 
thanks, scampbot. ;) 
..eating Shit Without Chocolate Around... 
. 
Those Would Be Great For Conjuring ;P 
 
Good Bump Indeed 
 
Hm 
Very interesting recommendation spambot! Wow :) 
Is This Map Archived Outside Of That Link? 
It might be archived in another link in this, but there's too many posts to go through and see. 
 
1 post not shown on this page because it was spam
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