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New Q1 SP Quoth: "Mainframe Mayhem"
Another base map, this time polished till my fingers bled! Be sure to have Quoth installed!

See the textfile for further information about setting it up correctly, and who contributed to this release.

Screenshot 1 Screenshot 2

Download (updated version 2)

And your demos are always very appreciated!
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This Is Weird 
In Fitz, the texture issue goes away after you die once... 
Oh That Reminds Me ^^ 
There was a room where vis got totally messed up and half the area was missing, parts would appear and disappear as I moved around the room. Really weird! 
Nice Map Tho, Once It Runs :) 
 
What Compiler? 
 
Wtf 
I breasted a recent version and had zero problems with quakespasm. Damn last minute changes.

Awesome map and I say that as a base map hater. 
This Map Is The Tits? 
Look forward to playing it! 
Uh 
'Breasted' isn't common usage, and saying something is 'the tits' is Brit lager lout slang for saying its good. 
Fuck You. 
I died. 
Did Someone Say... 
Thanks For The Map 
Great map detail, textures look good, rocks and damaged floors areas good. The end portal looked GREAT.

Too quiet, more environment sounds.

Running with Fitz nasty HOM near the end.

Enemies sparse for the size of the map.

I agree with DaZ back spawning is cheap but only if done to close. Sending reinforcements far enough to be out of detection range is fine.

Some path_corners to make the enemies patrol would have been good. Enemies peaking out from walls and corners. Pathing adds to replay.

I hope that wasn't too many complaints.
The only thing broken is that HOM. 
Back Spawning 
I agree with DaZ back spawning is cheap but only if done to close. Sending reinforcements far enough to be out of detection range is fine.

This. I like it when I get surprised from behind while still having a chance to react in time. If enemies get spawned far behind me so that I can hear them approaching, I think it's fine. If I remember correctly, ijed did this quite nicely in Warpspasm. 
There's Cheap, And Then There's What Mappers Do 
Number 1 was the constant back spawning of stuff behind the player. It's cheap! Especially when you telelport stuff in *directly* behind the player, multiple times! nonononono!

It's cheap even before you consider that Quoth allows you to have monsters spawn in silently. With the teleporter sound, it's merely cheap. Without, it's downright abusive.

Having read this, I am reluctant to play this map, now. Which is a shame, as I generally like base maps... 
Don't Be A Dink 
it isn't *that* bad. 
In Fact 
it's pretty damn good
as others said, it's very beautiful in many places.
I actually found the tape pretty distracting and out of place, but the wires and computer terminals added a great sense of place.
This is a good map, and it is undoubtedly worth playing. 
In Fact 
it's pretty damn good
as others said, it's very beautiful in many places.
I actually found the tape pretty distracting and out of place, but the wires and computer terminals added a great sense of place.
This is a good map, and it is undoubtedly worth playing. 
 
Very nice looking, but very buggy as people said. Also dislike the silent teleporting dogs.

https://dl.dropboxusercontent.com/u/103186490/mfxsp17_scamp.zip

28ish mins, didn't kill the last couple enemies as I had no ammo. 2 secrets I think? 
Congrats MFX 
A beautiful tech/base map with a couple of minor gameplay issues which should not be missed. The visuals and atmospherics are gorgeous and I really enjoyed finding the secrets.

The operation of the lifts could have been better and I often found myself stuck trying to reach the lower buttons with the lift above. The final exit teleporter is amazing, a lovely brushwork design with a subtle Quake symbol in the background. 
Argh 
You can walk through a wall: http://i.imgur.com/Gs4danM.jpg

Replayed on Nightmare. The end fight is insanely hard. :D 
Drew 
You're right. It's not that bad.

It's worse.

When you do that so early in the level, even with a low tier enemy like a dog, you are basically making a contract with the player, saying that you will do this again when the stakes are much higher. When the player cannot deal with the enemy as effectively, and is going to use a lot more resources dealing with the problem.

So, no, I can not say that a map that decides to kill the player on a whim is a good map.

(Also: It's possible to get stuck behind the moving crate at '-1796 -2815 +408'.) 
Mostly Great. 
Except the few blindingly obvious issues which would have been picked up by beta-testing or even playing the map yourself.

HOM / greyflash in "cablecar" room is really horrible. Also present in a few other places.

Lifts are tedious to use and call and dangerous if trapped. Ladders a bit awkward too.

Enemy and sounds a bit sparse in places.

But...

Architecture is great. Layout is great and the interconnectivity is pretty mind-bending in places. Fog and coloured lighting are spot on. Details such as the radioactive taping, cables, pipes, dual-layer lava are really well done.

Gameplay is mostly good and well balanced. Enemy are well placed, hunting around and exploring is well rewarded. Quouth enemies are not too bad at all. Secrets are very fun but again there are a few too many details that make the secrets stand out less. Ending is rather cool although I had read Daz's spoiler so it was very easy staying by the button with 3-Nail + LG secret. It could have been quite IMBA otherwise. Dog ambushes were not a particular highlight nor problem. 
 
so, as someone who usually has to play custom Quake levels on Easy, should I download this? 
I Had Fun 
Definitely better than the beta versions. I get huge HOM errors in the end also (QuakeSpasm 0.85.9 on OS X). Of course I died at the end, too ;-).

Skill 2 demo: http://www.quaketastic.com/files/demos/sleep_mfxsp17.dem.7z 
Will There Be A HOM Fixed Version? 
 
Thanks For This Awesome Map 
didn't resist to play today, first run the balance is fantastic :p

http://www.quaketastic.com/files/demos/tr_mfxsp17.rar

fantastic map, love it! 
Very Nice Map, But... 
For the most part a very good level, and I enjoyed playing it. Lighting and overall layout were very well done. Nicely restrained colored lighting, not overly saturated or garish. Two places seemed a little too hard, shortly after getting the gold key and the ending. I managed to survive the ending, but I probably wouldn't have if I hadn't found the secret power up.

It's a shame all the little errors, poorly designed spots, and various minor lighting defects weren't tested out before releasing this map. All combined they do tend to cause an overall bad impression.

Seriously, how do you build these maps with all that gray flash? Huge parts of the map just disappear at times. I wouldn't be able to do that if I tried. 
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