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Q1SP: Greymoor (jpqm9)
Hi, here's my new Quake 1 SP map - "Greymoor" (jpqm9.bsp).
Map is utilizing progs_dump mod devkit by dumptruck_ds.
Requires a source port that supports bsp2 format (increased limits). QSS works best.

Features:
- medieval theme, somewhat between E2 & E4 vibes
- large-scale, varied environments, from caverns & tight corridors to vast, open areas
- takes advantage of various progs_dump features and modifications
- full weapon, monster & item set, 13 secrets, almost 300 enemies (more on hard, less on easy)
- playtime around 45 min depending on difficulty level

Download:
http://www.quaketastic.com/files/single_player/maps/jpqm9.zip

Video:
https://youtu.be/LG_qgbRBYoA

Screenshots:
jpqm9-1
jpqm9-2
jpqm9-3
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Fun map, sky was awesome.. contrast thing ? Liked the nail ogre's skin. But too tough for me on skill 1. Day of the tentacle laugh. 3/13 secrets. 
 
Quick bug report: the music file is named Track102.ogg, with a capital T, so it won't play on non-Windows setups. It should instead be track102.ogg. I didn't realize the map had music until I was about done!

Great map though, a real adventure. Will be back later with more thoughts maybe. 
 
A few unordered thoughts over breakfast:

* The thing with the gated buttons is a good "go somewhere else and then come back" device. Functionally it's much the same as a keyed door, but it's a nice distinctly different-looking thing which I like better than just having a bunch of different keys (gold, silver, bone, rust, banana) and needing to remember which doors were which.

* The very FIRST gated button though, since it is unlocked a lonnnng time later... that took me a bit to figure out where to go. I know there's a teleporter that dumps you out facing the now-available path, but I honestly thought I had already been down that way.

* For a map with a lot of monsters like this one, I appreciate that you went ahead and provided the RL and LG early enough that they (especially the RL) can be used for a while, rather than just for some final fight. The ammo distribution on skill 2 also seemed good at encouraging the use of grenades/rockets.

* I think I picked up the gold key before even seeing the gold door? Did I take a weird path somehow?

* The brief trip into the basement cave-space was very good for variety and pacing. I think it would also have been good to have a jaunt outside the castle walls, or at least through some area that was partially open to the outside (not just overhead) -- as well as being good for variety, it would really cement the whole level as a "place".

My playtime was an hour on skill 2; found 8 secrets. 
 
I got stuck really bad here during the final fight while seeking cover.
https://i.imgur.com/XaWPEXg.png
If I were recording a demo, it would have been all over. That's not a review, just pointing that out. 
Really Nice Map 
It was really fun to play this map! Nice job!

Does anyone knows why FTEQW won't display the skybox texture in the portals? It worked fine with Mark V!

As you can see in the screenshots below, the skybox is set correctly, it just won't show in the portals!


https://imgur.com/a/4LcrgFg 
Awesome Map 
Awesome map, I like it a lot. One question: from where did you get the music? I am 99% sure I heard the same music in a Doom mod, maybe you had something to do whit that mod... 
Music 
music track is "Often Not Their Right Time" by Verbum Mentis. It's part of an alternative quake music pack released by Greenwood few months ago (when yt & twitch started banning videos containing original quake soundtrack). 
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