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Posted by sock on 2013/05/10 22:00:09 |
Download Link and screenshot. Alternative Version download link for play in vanilla GL engines.
A small midnight snack with a skill selection area at the beginning, some traps and a couple of secrets to keep you wandering around in circles.
The map was inspired by the architecture of E3M6 and features medieval style pickups, some new keys and a couple of powerup models. The textures are mostly from ID and the gameplay is vanilla Quake!
The map was tested with Fitz or MarkV engines and remember to RECORD A DEMO, I want to see how you play the map! |
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But Anyway
#6 posted by Orbs on 2013/05/10 23:45:20
played on easy finished first try with one kil missing 7/10 secrets in 10 minutes and a little. Then i looked around for a route to run, but you closed down most shortcuts. It looks like a interconnected map with some route options but actualy its pretty linear. The second blue key opens a door 2 pixels away.i found a couple of traps to kil monsters (vore and shambler and later the spikes for final battle), but the first two already killed when i found them and it wasnt under pressure at all then, so that imo kinda made them unescesary, maybe no harder skill theyare more "needed". The spikes were complete usulesssince th efight waseasy, you got plenty of ammo for weapons wich do a lot mroe damage then the spikes with low RoF. having said that i geuss ishoudl try nightmare and judge again.
Demo
#7 posted by szo on 2013/05/10 23:54:27
Casual play at normal skill, recorded using quakespasm-0.85.9 on Linux: http://quakespasm.sf.net/tmp/qs1.dem.7z
#8 posted by sock on 2013/05/11 00:17:55
Scampie, that button was for testing the end battle only. When I watched your demo I could not understand how you saw it! I never did any testing with qs which why it is visible. It is real shame you carried on, the shambler/lift seq is a lot of fun done the right way round.
otp, nice demo, your final battle was epic.
Nightmare
#9 posted by Orbs on 2013/05/11 00:43:34
was slightly challenging but i still didnt find the traps realy usefull 100/101 6/10. I geuss one monster is in a secret, did you decompile scampies demo, or is there another way to view it?
Since I Missed It
#10 posted by - on 2013/05/11 01:24:09
Great !
#11 posted by Barnak on 2013/05/11 01:38:58
Very great map.
But what's wrong with OpenGL ? The large pixels on textures are so ugly ! The rendering sucks !
#12 posted by necros on 2013/05/11 02:08:29
I didn't mention it before, but one of the things I like in this map is the way you give the illusion of new textures by using bits and pieces of larger ones. for example, in your screenshot, you make a 16 inch wide bright blue trim out of the 64x64 square ceiling texture.
It's something I see a lot in Doom maps and I love seeing it in Quake.
Why ...
#13 posted by Orbs on 2013/05/11 02:22:12
doesnt anyone answer my question? If i watch back anyof the posted demos (or my own) i can only watch it until the porter after the skil selection, and then its finished, the onyl way i knwo to treat this is to use decompile to split up the demo in different parts (like how its done with marathon demos). Obviously non of you are doing this nor complaining that you cant watch them, so i must be missing out on something
Feedback
#14 posted by sock on 2013/05/11 02:32:21
@Orbs, Sorry for your frustration with the demo's, but they work perfectly with the Mark V engine. You can pause, rewind and fast forward easily. The Mark V engine allows you to record at anytime, I am not sure why you would use anything else!
@necros, I had no choice because one of the big restrictions for the map is, no new textures so I had to get inventive with existing one's.
@Barnak, the gl texturemode is being set with the quake.rc file inside of the pak file. Extract the pak file and edit the quake.rc file. I assumed everyone would want to view the old way, personally I find opengl blurry and it makes the game look worse. :/
@Scampie, like your hard demo, easy was funny! :) The YA is just a jump, no button, no trick, no rocket jump. I usually make all my secrets button operated but Than said I should do other types, so this is why there are "hop skip jump" secrets!
Thx
#15 posted by Orbs on 2013/05/11 02:38:16
was stil using old fitz.
Am I Right That...
#16 posted by Orbs on 2013/05/11 02:47:03
you can't get 10/10 secrets since the first one is in the start part?
#17 posted by sock on 2013/05/11 02:53:21
@Orbs, the 10 secrets are all in the main map, the bit at the start is no secret, it was just something I did for fun. Like the traps to kill the monsters, they are just for fun, nothing essential.
With The Gl_texturemode
#18 posted by nitin on 2013/05/11 03:06:27
just put gl_texturemode "GL_LINEAR_MIPMAP_LINEAR" in your autoexec.cfg if you want it the other way.
sock, I know you prefer it the pixelly way but I dont think this is a setting that should be forced on the user.
Anyway, just finished playing it, twice in fact because its actually a pretty perfect map. I love all the various bits of cool brushwork (doorways, ceiling, the grate/fence things etc) and the smooth texturing but the gameplay in this map is seriously well thought out. I initially thought monster AI must have been tweaked because I was having a lot more trouble than usual but it's just down to clever placement if no AI tweaks were done. Got 83/84 kills and 6/10 secrets (which is very high for me).
Possibly my favorite release of the year so far, makes me itch to play your stealth mod but I know I need more than 20 min to play through that so it will have to be put aside for now.
Oops
#19 posted by Orbs on 2013/05/11 03:07:51
just assumed it was one :P
Sorry
#20 posted by nitin on 2013/05/11 03:14:14
just one thing, I didnt really like the new health and ammo models, just didnt look right to me, not sure what was off but I they felt a bit cartoony maybe.
Easy Run
#21 posted by Orbs on 2013/05/11 03:33:47
didnt find all secrets yet ( i think i found 7) and didnt care enough to look hard for them + i tought this was a funny route:
http://members.upc.nl/verorber/mstalk_er.rar
One More Thing
#22 posted by Orbs on 2013/05/11 03:36:25
For casual play i kinda didnt like the fact that you first get red armour then need to waste it if you want to get the (2nd) lightninggun, but maybe i missed another secret there
GL Rendering
#23 posted by Barnak on 2013/05/11 03:41:34
@nitin, thanks for the GL tip. It's working.
@sock, yes the GL rendering is blurry, but I think it's good anyway. You should give the user a choice, since we can usually set the rendering style in the preferences settings.
Excellent Map
#24 posted by than on 2013/05/11 03:52:08
demo: http://www.quaketastic.com/upload/files/demos/mstalk_than_sk2.7z
I first tried nightmare but found it a bit hard, and after a couple of false starts, got a nice run going...
...until I tried to be clever by backing away from a button quickly after pressing it and getting squished :(
I continued up until the end and died once in the final battle (not the shamblers before that though!) because I was being very careless, then managed to finish with no problems.
7/10 100/101 (grr). Didn't check the time, but I think it was about 20-30 minutes.
Challenging gameplay that never felt unfair, nice secrets that are fun to search for (you often see a clue and know there is a button nearby) and really fantastic visuals throughout.
RE: the yellow armour - I got it the first time in my demo, then failed a bunch of times after getting squished by the lift door afterwards. Seems you just need to either jump perfectly at the edge or do a strafe jump to get a bit more distance.
Demo And Some Quick Thoughts
#25 posted by Drew on 2013/05/11 04:09:18
http://www.quaketastic.com/upload/files/demos/mstalk_drew.zip
Recorded in Mark V, will record more demos in this from now on - have had serious slowdown issues with MV in the past for some reason which put me off it, but seems to work great now...
anyways...
As everyone (-Orbs for some reason) says, fucking amazing map. Good job, thank you. Great gameplay set ups, great architecture, great atmosphere.
One thing to point out -- usually in your maps, or maps by other great mappers, the architecture is done in a way that I can't comprehend. In this map its all very comprehensible, so to speak. I feel like I could construct the details in each room. And yet, of course, more than the sum of its parts. Nice to see.
I think I might have gotten stuck near the LG - not sure exactly what happened there, have a look in the demo.
Than - haven't watched your demo, but I think I did the same thing with the backfiring cleverness...
re GA - I need to work on my skills there. tough jump.
Now to go back and replay!
Drew
#26 posted by Orbs on 2013/05/11 05:21:00
indeed i dont find it a fucking amazing map and the some reasons are:
-not realy something wich was a whole new experience
-doesnt push the boundarys of what we have seen mapped before
-i think some things are balanced a bit odd(like i mentioned having to abuse the RA with penta to get something out of the lava & the not so usefull traps)
However I found it a fun map and i'm certain i played it longer then anyone in this thread (except sock's playtesting maybe) i did a easy clearance a nightmare and a easy run
besides that i was just giving some feedback on gameplay issues,i leave the commentary about architecture, looks etc to the ones who have more intrest in such things.
Btw i got swim-stuck on a silly corner in the lava near Lg on my first run aswell but i had penta and rl and got myself loose pretty easy
Yeah
#27 posted by Drew on 2013/05/11 05:42:19
not putting you down or anything. Just surprised, I guess...
Great Map
#28 posted by spy on 2013/05/11 08:52:20
a bit unfair though when the 3 shamblers popping up
my demo is broken after skill selection
Nice
#29 posted by Vondur on 2013/05/11 12:04:19
nice oldskool map with plenty of action and nice final battle.
demo http://vondur.net/files/vstalk.7z
#30 posted by Shambler on 2013/05/11 12:26:24
<TombRaidbler> errrr
<TombRaidbler> sock's map
<TombRaidbler> it is overriding the fitzquake resolution in fitz085??
<TombRaidbler> can't change it in the ingame menu...
<Spritit> dumbler
<TombRaidbler> okay so how do i fix it?
<TombRaidbler> adding commands to the shortcut nor auto-exec don't work
<TombRaidbler> meh
<TombRaidbler> gotta bind keys right?
<Spritit> bind +mouse 1 "kill"
<TombRaidbler> ha fucking ha
<TombRaidbler> how do i override whatever sock has done and set the width and height
<TombRaidbler> just bound keys to it, it doesn't work
<@Vondur> TombRaidbler, same
<TombRaidbler> ummm
<@Vondur> i played it iwth socks settings
<@Vondur> too lazy to fuck with all settings
<TombRaidbler> the gl_linear mip map thing works
<TombRaidbler> memmmmhpogohopg
<TombRaidbler> negke you are good at breaking quake, tell me how to just set the damn width and height??
<@negke> scr_menuscale
<TombRaidbler> negke it's the game not the menu
<@negke> options->change resolution
<TombRaidbler> <TombRaidbler> can't change it in the ingame menu...
<Spritit> -height 1680 -width 1050 then
<TombRaidbler> spirit i hate you
<Spritit> roulf!
<@negke> TombRaidbler: there's nothing about the resolution in the map
* TombRaidbler goes to play tombraider or hots then, fuck you all
<@negke> ergo: you suck
<@Vigil> sigh
<@Vigil> Shambler
<@Vigil> while in Quake, bring up the console
<@Vigil> type quit
<@Vigil> go to your Quake folder
<@Vigil> delete its contents
<@Vigil> blow up your computer
<TombRaidbler> negke it is the resolution.....the hud bar is oversized too
<TombRaidbler> vigil, at last, a sensible suggestion
<@Vigil> move to a cave and contemplate the futility of your existence for the rest of your days
<@Vigil> you're
<@Vigil> fucking
<@Vigil> welcome
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