#6 posted by st3ady on 2008/12/06 00:57:25
Really awesome job Trinca, you have been mentioning this map a whole lot, and all the hard work has paid off! I died after I entered the room "Its a trap!" but I played through with cheats. Really beautiful architecture, and the skybox looked good too. This is definitely an inspiring piece.
YES
#7 posted by Shambler on 2008/12/06 01:10:39
gOOD MAP. wELL DONE ALL ROUND, DESIGN AND GAMEPLAY. vERY ARENA-ESQUE, CAN SEE IT'S TRINCA GAMEPLAY. oNLY CRITICISM IS THAT SOME BIGGER BATTLES WERE HARD FIRST GO BUT MUCH EASIER WITH FORE-KNOWLEDGE. i DIED ON SOMETHING OR OTHER. dEMO LATER.
Shambler
#8 posted by nitin on 2008/12/06 01:12:29
you'll wear out your caps lock key :)
where's the skybox? it's not in the zip file?
No Skybox...
#9 posted by generic on 2008/12/06 04:56:32
But this map is pure sexy without it! A few of my highlights are:
* Those ruby red eyes on the walls -- I shot at every one of them :)
* The great architecture throughout. I initially didn't like such a curvy look from the early screenshots, but it really worked.
* Those massive fire pillar thingies in the courtyard.
* The carvings atop the pyramid.
* Fair gameplay. There weren't any overwhelming hoard combat situations without ample space to move around in.
I played for 42 minutes and only found 1 secret.
GREAT JOB TRINCA! YOU ARE A NOOB NO MORE!
Thumbs Up
#10 posted by gb on 2008/12/06 05:34:16
I'd be surprised if this didn't enter the top ten.
I didn't live long, partly because everything was a bit hard to see and partly because Quake's shotguns are damn useless. Partly because it's very late at night, too.
I played on using godmode, like st3ady, and it's really a very impressive map. Even so, I did get lost after picking up the second rune - I ended up going in circles, so I quit. I'll replay this for sure, though.
This map is rather new school in a lot of ways, so the stock Quake combat stood out as the main thing that bugged me. I'm not saying you should have used Quoth - just something like Cranked or similar tweaks (for example SSG or axe gibbing zombies) could really send this map over the top.
The use of detail textures or trim (skulls, paintings/mosaics, door frames etc) stood out and made everything look neat. The tomb feel is really there.
Monster placement is also very good, like others said, especially the fiends and vores and the little groups of monsters.
Just a rock solid map, personally I think this is the best Quake map in a long time.
Thanks.
Congrats On The Map Trinca,
#11 posted by HeadThump on 2008/12/06 07:20:13
I'll play it and comment on it Sunday, gotta big day tommorrowz. I saw your IM pop up earlier this evening, but I was poppin' one off with a DVD of The Queen in the PC, responding at the time would have been weird. Cheers!
Trinca
#12 posted by Drew on 2008/12/06 08:16:24
Looks Awesome will play tomorrow! love your maps, and from what I'm reading this ought to be the crowning achievement.
Headthump...
Wow.
Great
#13 posted by madfox on 2008/12/06 08:51:42
to see your map released. Will play it soon.
if I can drench me out of that Quoth hell.
#14 posted by coasteR on 2008/12/06 11:05:07
O Brasil agradece o amor com o quake trinca! ;)
#15 posted by JneeraZ on 2008/12/06 11:52:47
Amazing work, Trinca! I love the curvy bits. Definitely a solid level, both gameplay and design wise.
I love the outside temple area and trying to induce the necessary in-fighting. Great job!
#16 posted by anonymous user on 2008/12/06 12:52:11
thks guys ;) ~
the testers made this much much better
in lights... is like from day to night...
p.s-> thks necros ;)
skybox is in
http://kell.quaddicted.com
since kell is our huge Quake mapper friend i think u guys should download from is page :)
Download It Now
#17 posted by ijed on 2008/12/06 13:19:50
trinca != n00b.
Trinca
#18 posted by nitin on 2008/12/06 13:36:42
kell's page only has one 77MB download for all skyboxes, not individual ones.
Anyway, map is pure class. Easily your best both visually and gameplay wise. 'Majestic' was the word that first came to mind. You really got the atmosphere right with the lighting I think and the texturing/brushwork combination was excellent too.
Gameplay wise its quite fun without being too hordey like some of your previous maps, tough but not frustrating.
A Winner !
#19 posted by Barnak on 2008/12/06 16:58:52
This map rocks !
Definitely a new classical map !
Thanks man !
Fantastic!
#20 posted by Hrimfaxi on 2008/12/06 20:47:01
Very very good Trinca!
As others has said, this is an exelent release. Curvy and lots of trim and good design.
Lighting is fantastic as well.
Gameplay is good and fun.
Overall your best map yet.
Looking forward for more of this kind in the future.
Love it!
Very Good Map
#21 posted by Ankh on 2008/12/07 00:53:04
It is a great map Trinca and you should be proud of it. Everything was done very well: the architecture, ligthning and the gameplay.
I liked the combats a lot, always on the edge. The ammo situation made me nervous through the whole map though. In the end it was always enough. Also keepeng the GL away from the player for such a long time worked very well. You have managed to make me nervous again :)
I liked the way you set up the combats. You lead me from one big encounter to another. And I kneew that after grabbing each rune there will be a lot of action.
I have recorded my 2 first tries for you.
http://www.quaketastic.com/upload/files/demos/tchak_demos_ankh.zip
I repeat myself. It is a great map with nice style and atmosphere.
.
#22 posted by Baker on 2008/12/07 03:38:32
Very good map, challenging .. a lot of surprise monster placements made it hard to ever have that "safe" feeling.
I must have had 4 health and 0 ammo for 35% of playing the map ;)
#23 posted by ericw on 2008/12/07 06:39:53
Great job! This is the longest and most intense map I've played in quite a while.
Had fun trying to sneak by getting the first rune with 16 health, where I died a few times, but then was able to beat it from that point :) Fiends and the spawns made me jump a few times, too.
Enjoyed it a lot, and thought the theme/texturing/architecture worked very well as others have said.
#24 posted by Jaromir83 on 2008/12/07 09:47:32
wow, I am really impressed. usually I do not like these egyptian/mayan themed levels much, but this one has such a great lighting and gameplay, good details+scary brushwork (zombie tunnel under atrium, how lovecraftian). I have seen first few rooms only, but screenshots are VERY promising, looking forward for evening to crawl through the rest of this tomb, thanks!
Trinca
#25 posted by JPL on 2008/12/07 11:13:26
Definitely your best map. Nothing to add that has not been said already: good map, good ambience, good gameplay, good architecture, awesome lightning effects... Well, no go map and sort out a better one ;)
Thanks for the fun !!
#26 posted by Jaromir83 on 2008/12/07 11:39:25
epic, unique, liking everything about it. I will play this one a lot now. first trully great level in months, imho. died after picking up the last rune this time, cornered by knight and shambler.
King Trinca
#27 posted by gb on 2008/12/07 13:52:12
.
Ministers of Evile, ijed, negke, necros.
A+
#28 posted by Orl on 2008/12/07 15:44:31
Fantastic map Trinca, surely your best one to date. I'd be repeating what everyone else has already said about the map, but I just want to say that the lighting and shadows in the map are excellent. Really well done.
Hey There
#29 posted by Zwiffle on 2008/12/07 17:26:19
Played it this morning. Overall it was a big step up from your previous works. I do have some problems, maybe they're just me though.
- Overall didn't feel Mayan. You had the textures, but a lot of the architecture didn't feel Mayan, which in itself isn't bad. I just felt it was inconsistent with the textures, and with itself as well. Discontinuity in style, really.
- Crates! I just got a big frown when I saw crates. Wouldn't crumbling stones be better than crates?
- Overall too easy. Perhaps because I played on whatever default skill I had, probably normal, it felt really easy. There wasn't a point in the map when I thought I had to conserve ammo or be cautious. Traps were incredibly easy to spot, and because of the open areas many were easy to avoid taking any damage.
- Also, in two places I didn't know where to go. This wasn't a huge problem because I ended up backtracking once for each case and magically found out where to go - ie, I picked up a key somewhere or pressed a button on accident.
Other than that really same comments as most everyone here.
#30 posted by Jaromir83 on 2008/12/07 22:30:43
too bad coop is not fully optimised. we played 2 players, normal skill. it would be nice if button could reopen "Itsa trap" room. other place where I got stuck with no way out was Silverkey room. 2 dead-ends.
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