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Posted by sock on 2013/07/06 15:53:02 |
Download Link Readme and screenshot.
A towering monolithic brick structure soaked in hot yellow lighting with a skill selection area at the beginning, some crushers and a couple of secrets to keep you wandering around in circles.
The map was inspired by the gameplay of E3M5 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!
If you want to play the map with your own engine settings check the readme file for further details.
The map was only tested with Fitz 0.85 and remember to RECORD A DEMO, I want to see how you play the map! |
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Wow Wow Wow
#9 posted by - on 2013/07/07 04:44:43
This map is fuckin awesome :D
https://dl.dropboxusercontent.com/u/103186490/scamp_bs_normal.zip
my playthrough on normal. 30 minutes, 6/10 secrets, 223/224 monster kills (on retrospect, I wished I had gone and searched instead of immediately exiting)
Really enjoyed the combat and the secrets of this map. I'll have to play again and find the rest!
(I played with Quakespasm because I am a bad man and don't listen to sock)
#10 posted by Joel B on 2013/07/07 04:48:47
Aight I watched my whole demo using Mark V, it seems to work!
That was fun times. I actually had just got out of some QuakeWorld DM right before playing that, so I was a bit tired/twitchy, but I liked the combat a bunch. Monster choice and placement, ambushes, and also some opportunities for the player to do ambushes... good stuff. Although more than once some guys seemed to spawn in right on top of me. Honestly though, at this point I kind of expect/hope for a map to be a little unfair if I play it on hard difficulty; I just want the exploration and fights to be engaging.
The mix of stone and brick worked for me, especially with the warm lighting. It never felt same-y. For my tastes, high-tech base themes aren't as Quake-ish, and so I enjoyed seeing a good mix of the low-tech textures. Plus the special models you've added fit in quite well. I think I was a little slow to pick up on the visual cues for "this is a lift" and "jump up here", but I picked up on it after a bit.
(And I got slightly lost after the silver vault.)
I'm not 100% sure what to think about the "gotcha" traps that spawn a ton of monsters when you pick something up. I guess that is very much in the tradition of id games :-) and they were certainly well marked. A few times, the pickup was something I didn't really seem to need (already had the weapon or whatever) and I knew that I would probably come out of the fight with fewer resources than I started. But I did it anyway cause I likes to fight! Some of those combats were pretty extensive and interesting... if the player avoids the trigger pickup does that fight just never happen at all?
Congrats On The Release!
#11 posted by negke on 2013/07/07 08:50:02
Another masterpiece.
Fifth: You can upload your demos to Quaketastic (pw: ilovetheshubhub). Or in this case sock's own hosting site would be appropriate, too.
Awesome!
#12 posted by DaZ on 2013/07/07 10:10:23
Demo : 23 odd minutes, 3/10 secrets, not all enemies killed. Hard skill https://dl.dropboxusercontent.com/u/33279452/daz_backstein.rar
Great map! The arenas were very cool. I loved how rockets and cells were very much rationed and I was always juggling whether to use those or stick with the nailguns/shotty. It got very interesting at times :)
Great secrets (of the ones I did find!). I blame morning sun glare on my monitor for not finding more :)
I'll definitely be doing a vid for this, this time with non fubar'd gamma.
#13 posted by Spirit on 2013/07/07 11:02:06
Compiled Quakespasm from SVN just now. Saved after the load so I could record a demo. Trying to load that demo makes the engine quit with "QUAKE ERROR: Z_Realloc: failed on allocation of 53248 bytes"
#14 posted by Spirit on 2013/07/07 11:06:58
Fixed by adding "-zone 512" to the commandline. Oh, all that non-standardised engine hubbub is so annoying.
Great Map
That was a lot of fun. First run on hard: http://www.quaketastic.com/upload/files/demos/sleepback2.dem.7z
No complaints from me. The map looks great, has plenty of atmosphere, some great monster placement, nice secrets, and it's not unfair.
Feedback
#16 posted by sock on 2013/07/07 16:46:20
Custom Quake Engines
* Fitz 0.85 works perfectly, fully tested by me
* Quakespasm works fine as far as I know
* Mark V (0.88+) does not, it has spawn issues and monsters become impossible to kill, but it does play back demo's perfectly.
So far I have got 6 demo's and they were an awesome treat to watch, thank you everyone. I am totally surprised how many people tried hard skill first time. Personally I would have died a lot, I find normal skill is just about right me.
I am glad so many people explored the skill selection area, it was certainly a lot of fun to create. I think the vertical space sets the mood perfectly for things to come.
I did try to keep all the visual clues consistent, lifts look the same, button types work as expected and runes on the floor to symbolize function, trap/respawn.
One area which constantly changed was the very beginning with the GA/SSG. I am disappointed how difficult it is to find the button considering the reward, should have been more obvious.
I like how some people used the crushers, some just killed things and some even used the spikes traps. I tried to give as many choices as possible and I am glad they all got used.
Also the map can be put into the ID/maps folder, it does not require its own directory. I setup the map this way because I like to play with custom models and texture settings.
If anyone is interested in more map waffle from me, there is a ton of extra information in the readme file. Thanks everyone. :)
#17 posted by sock on 2013/07/07 16:50:34
if the player avoids the trigger pickup does that fight just never happen at all?
Yes, some trigger pickups can be ignored/skipped, even the whole of the silver key side can be skipped. There are loads of shortcuts and different ways to approach areas. I tried to cater to as many player types as possible and give loads of choices.
#18 posted by Spirit on 2013/07/07 19:16:41
http://www.quaketastic.com/upload/files/demos/backstein-spirit-normal-firstrun.7z
I loved the skill selection area (I love exploration like that) but the actual map somehow did not "click". I kept feeling rushed by combat, often I wanted to explore an area more. I also got lost quite a bit, the map seemed very samey to me! Maybe some obviously different (colored?) structures would have helped me. Awesome brushwork.
I felt like it was a bit a case of pearls before swines to have such nice surroundings for hordish monster slaughter. Maybe I am just tired of Quake though ;)
Sometimes I was not sure what were secrets and what not (the Vaults?). Loved the Shambler placements!
There were a couple of instances where I was running around in circles and the progression didn't seem immediately obvious. However I loved that the different areas were different hues, it really made it feel like "yes, this is a different area now".
I was going to peak at the .map file but it doesn't open in Trench. Says something about an integer parenthesis or some junk.
I just re-watched my demo, I didn't realise how close and often I was to dying. But then again I had about 5 or 6 beers by the time I had booted up the game :D
Also I don't think I fully appreciated how good the brushwork and texturing was. I love the soft lighting that you achieved too.
Where Is The Map Source?
Is it in the pak files? It says "The source map file is in the zip file for viewing pleasure." in the readme, but there's nothing to be found there.
Source Files
#22 posted by sock on 2013/07/07 23:32:36
Yeah the source files are inside of the first pak file under a source sub directory. I assumed anyone who be interested would check out the contents of the pak files.
The map file is saved with a Q3 GTK editor and contains a lot of extra information. Probably why Trenchbroom does not like it. I also included all the map texture plus some extra stuff in a wad file for anyone who wants to create their own brick themed map.
Cool
Thanks! If the sources are Q3, then TB will not like them, yes. Well, not right now, anyway.
Attempted Hard...
#24 posted by quakis on 2013/07/08 01:12:51
And it didn't go too well. Was also recording a demo which I don't often do and therefore become far too conscious of eventually having my gameplay watched and make too many mistakes or be overly cautious. Used the axe a lot to conserve ammo, which didn't go too bad, but hordes constantly caught me off guard and chipped away too much health. Got as far as the first Shambler. Not sure its worth posting that demo... :p
Doesn't matter though since I accidentally used Mark5 instead of Fitz. Will give it another attempt later. Might have to force myself to play on Normal though just to enjoy it, then check out Hard another time. We'll see.
Awesome!
#25 posted by Vondur on 2013/07/08 05:33:17
Very satisfying map in all aspects: fat meaty gameplay, cool secrets and exploration bonuses and of course trademark atmosphere of sock.
sock u rok as ever!
here're two demos. first one i have failed aggroing big horde of mobs, second one went more smoothly till the end.
http://vondur.net/files/backstein.7z
Not bad ;>
The quad secret trigger was a little devilish. 5 or 6 / 10 secrets on normal.
It's a little annoying that crosshair, and next/prev weapon bindings are always reinit by Sock's mods.
The start was enjoyably unusual.
#27 posted by Kyran on 2013/07/08 10:49:03
That was fun. I tried to sneak past all the monsters in the second pipe, that didn't go so well. Was finally killed at the final room.
Used Darkplaces.
http://stratagus.com/forums/backstein_kyran.dem
Awesome
#28 posted by nitin on 2013/07/08 10:52:33
will play Saturday. your last map is my favorite release of the year to date.
Z_Realloc: Failed On Allocation Of 69632 Bytes
#29 posted by hkBattousai on 2013/07/08 11:25:51
This error occurred while I was playing the map.
Version: QuakeSpasm 0.85.9
add "-zone 512" to the commandline
#31 posted by sock on 2013/07/08 14:32:56
@quakis, yeah I can understand the pressure of recording demo's, there is no quick save/load and a lot of mappers tend to forget the map is suppose to be fun not punishment. Personally I always play a level on normal skill first and if that goes wrong I stop and move on. I did spend a long time trying to balance the skill levels to be fair to their name and normal is a certainly a good place to start with this map.
@Vondur, as always you rock and your demo was very cool to watch. Your first demo did raise an interesting point for me that the wind tunnel after the first shambler (SK side) is not obvious. I was told this in testing but I assumed the floor texture/panel would be obvious but you can walk forward and miss the trigger above. Your second run is extremely methodical with the use of the crushers, even to the point of crushing shamblers! total respect. :)
@Kyran, awesome thanks, I did not know the map worked with DP. Time to re-install another Quake engine. :)
@nitin, I did not realize you liked midnight stalker so much. This map is different, much more horder fights and variety of floor space. This map also has a lot more choices of what you can do.
@hkBattousai, sorry did not know about the -zone command. I will add that to the readme file in future for QuakeSpasm users.
Fun Map
#32 posted by bal on 2013/07/08 15:44:16
Did it on hard, difficulty seemed just right, had a lot of fun with it.
Not sure why but at the very end I got lost, wandered around for a few minutes before finding the exit pipe, that was a bit anti-climatic (which is weird cause the rest of the map felt really fluid, always knew where to go).
I didn't record a demo because I'm a terrible person. :(
Great map once again, thanks!
Sock
#33 posted by Vondur on 2013/07/08 16:51:55
yea i seriously stuck there, thought something bugged even. message 'u can jump here' would fix that ;)
also, for me, that spot looked like it was specially designed balcony, not jump spot for some reason.
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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