Wish Me Luck As You Wave Me Goodbye,
#22494 posted by Mike Woodham on 2013/03/22 09:29:31
Cheerio, here I go, on my way...
OK, it's 'honest injun' time; I no longer play Quake and have not done so for three or four years now. I did occasionally load up new levels and no-clip through to look around them but that didn't last long, and I even stopped mapping altogether for quite some time.
However, I always did enjoy knocking brushes together and so, on and off for the last couple of years, I have continued playing with the editor, and even 'toyed' with qc when it seemed right to do so. And of course, I never stopped visiting Func, especially when I needed help! But the trouble is that I go so long between mapping sessions that I usually have forgotten what I was doing or even how I was doing it.
This map (will you please welcome, from Norway, Mr and Mrs Tevvamap and their errant son Lars) has come out of a large map I had been playing with about four+ years ago where I was into big maps and wanted to create something that took up the whole 4096 x 4096 area (not cube). Obviously, it ended up breaking lots of limits and I eventually admitted defeat, cut it in half and released a finished map called FMB-BDG. But of course, I then continued to play around with the remaining half because I �couldn't let it lie�.
Unfortunately, this other 'half' also became too big for a single map and I have split it again. So, we now have a sort of FMB-BDG The Sequel, comprising of three maps; the original and two follow-ups. But you need to remember that they really were once upon a time all one interconnected map, and on top of that, the third map still breaks limits. Also, it's worth pointing out that when this was one large map, I found weapon-spacing quite difficult to manage - you have to tone down the monsters in line with the available weapons but then end up spending too much time with lowly monsters, creating somewhat imbalanced gameplay. To compensate, I have introduced a new trigger_bastard whereby... well, you'll find out if you play the map.
Anyway, also unfortunately, properly finishing it has become a bit of a chore (or maybe an albatross) and I have just run out of steam. It is too much work to throw away; it is too much work to properly complete. It is very definitely playable as it is and I think most will enjoy it. It still has music, which I remember was 50/50 liked/loathed, it still breaks limits but plays just fine in FitzQ, and the ending is weak. I've tweaked things in qc (amateurishly) that purists will moan about, and introduced nothing particularly new - it's just more same old FMB stuff. Oh, but I fixed the couple of problems that existed in FMB-BDG part one. If you play it with an open mind, I think it will provide 45-60 minutes of fun unless you find and use all the short-cuts. Oh, and some short cuts may lead to a dead-end - just like in real life - as I have not accounted for speed runners, trick jumpers or plain old thickos. I haven't got a clue whether or not this will play in other engines (I know fog will likely be an issue), so my advice is to use Fitzquake085. The map will be in News soon.
Regardless, it's been great fun over the years, some sixteen of them now. I have been coming here since day one, as well as the forum that preceded this one (can't remember the name). Thanks to everyone who has offered help and guidance during my visits. There are some great characters that frequent this site and they always make it interesting, although I still cannot comprehend why there is such vitriol at times. But I have just grown out of Quake. I am a big boy now and have other toys to play with (strains of Puff the Magic Dragon are playing in the background as tears roll down the cheeks). Hope someone gets some fun out of this last, albeit not quite finished effort. Also, hopefully, someone will be kind enough to put the file up on one of the Quake sites.
Who knows, perhaps one day we'll all meet again outside that final Gold Key Door in the sky. Cheers, it's time for me to go.
Well
#22495 posted by Tronyn on 2013/03/22 10:46:36
It's a sad day when you have to permanently admit that further creations from someone whose creations you are interested in, are no longer going to appear.
But on the other hand, I understand why it makes sense to do different things; I've talked to others about pressures on keeping this interesting and or just use of free time after all these years.
I am a big fan of the idea of shared imaginative space, as... imaginative... as it utlimately is. I'll raise a glass at the celestial skull arch, where the scrolling blue sky meets the purple.
And I'll definitely look forward to playing this final piece. I've been interested since the first screenshot.
Nitin
#22496 posted by
Lunaran on 2013/03/22 12:17:11
In BsAs with Simon, until 3pm, when I catch a bus down to Patagonia. :)
If you do, bring decent cold weather hiking stuff, even in summer. I haven't, and a lot of really neat trails are closed to me because I'm a terrible planner.
...more Same Old FMB Stuff...
#22497 posted by
generic on 2013/03/22 12:51:28
Sounds great to me! Thank you, Sir Woodham, for all that you have brought to the Quake table. I can't wait to savor your last repast and wish you nothing but good times in your future. Cheers!
TL, DR:
#22498 posted by
Shambler on 2013/03/22 15:38:47
Mike rocks, his maps rocked, a great longstanding contribution to the scene :)
#22499 posted by
Spiney on 2013/03/22 16:00:04
ugh, i'm rusty. great stuff :D
Godspeed Mike
#22500 posted by
negke on 2013/03/22 19:03:01
Thank you for all your maps and good luck for what's to come. Don't be a stranger.
@Mike
#22501 posted by
sock on 2013/03/22 19:38:28
It always feels odd to me whenever someone says goodbye on a forum. Not mapping or visiting a forum again after so many years of hanging out seems a shame to me. If you love mapping that much (16 years) there is a good chance it is something you really enjoy.
I remember when you posted pictures of your latest map on func a couple of years ago, I thought they looked amazing. I took a copy of them and stuck them in my Q1 inspiration folder. When I was developing my MOD I often use to check my inspiration folder for ideas on shapes, style and form.
As I learnt recently, mapping at a slower speed is never a bad thing, especially when you produce quality projects.
But Coding Is A Habit
#22502 posted by
stevenaaus on 2013/03/22 23:16:04
and maybe you just have to go cold turkey on it sometime.
Good Luck Mike!
#22503 posted by
nitin on 2013/03/22 23:53:26
thanks for all the maps, enjoyed the heck out of them.
Nice One Lun
#22504 posted by
nitin on 2013/03/22 23:53:57
very jealous.
And sock, are you living in BA or just visiting?
BA For Life!
#22505 posted by
sock on 2013/03/23 00:06:31
@Nitin, yeah I live in BA, been here a while. I spoke to Lun a while ago and offered a place to stay, he seems to have itchy feet and wants to travel! Hopefully he will meet up with Ijed in Chile! :)
Thanx Mike
#22506 posted by
madfox on 2013/03/23 01:23:29
for showing examples of floppy bursting levels,
and the heartache to get them back in again.
Ah
#22507 posted by
ijed on 2013/03/23 16:28:11
Didn't know that sock - might drop you a line the next time I'm over there.
The mapping world is a small place indeed.
We'll miss you mike, thanks for the great maps. Now off to download your swansong.
And hope for a comeback tour.
Episode4
#22508 posted by
ijed on 2013/03/23 16:39:57
I always thought it was great as well. Rougher around the edges maybe, but full of iconic levels that stick in the mind.
Elder God Shrine
Palace of Hate
Azure Agony
Nameless City
Pain Maze
And I vaguely remember parts of the amphitheater level and the base level.
Episode 4
#22509 posted by
quaketree on 2013/03/23 16:55:54
The only thing that I really didn't care for was the way to the secret level. It was just a bit too clever.
And fuck Tar babies. They can be used but not in a really wide open place, they need to be in a level where they can be funneled a bit. They just move too quickly and randomly otherwise.
Hah!
#22512 posted by
Spiney on 2013/03/23 19:29:21
Carmack always strikes me as some quiet introvert and then there's stuff like this...
It's The Quiet Ones..
#22513 posted by
quaketree on 2013/03/23 19:46:29
that you gotta watch out for. All of that pent up rage and whatnot.
Quoth DMSP
You know what would be awesome? Quoth DMSP... there's a ton of various extended monsters for the mod plus maybe it could use the worldspawn flag for the maptype (base, rune etc) and spawn only theme specific monsters.
@mechtech
#22517 posted by
quaketree on 2013/03/24 04:21:47
And that is why most DLC content purchases are an evil concept in my opinion.
Imagine a Quake where the Rune\Sigil is either won by fighting through 8 or 9 levels or can simply be acquired through a purchase. It defeats the purpose of getting it in the first place. The successful journey is the reward. Bad decisions should be punished to some extent while good decisions are rewarded. Things like what you linked to are really just cheats with a price tag.
The sad thing is that, like most cheats in games, the only person cheated is the person who bought the cheat.
Alternatively the game is intentionally made so mind numbingly boring that getting beyond certain "Gates" in the game play is appealing enough to the casual player to be worth the extra (relatively smaller cost compared to the original cost of the game) cheats to make it seem worth it to see what happens next.
This is even more evil in my opinion because the base design decisions must shift to making boring games with spaced content worth viewing as long as you pay for it.