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SM177 - Escher
We again held a speedmapping event! Was chosen the theme "Escher", which is offered by Shamblernaut. And today we have four completely different looking at it maps from the mappers Cocerello (requires Quoth), digs, Doomer (who will add the engine/mod requirements to his post next time :P) and Shamblernaut (requires Quakespasm).

Screenshots - http://imgur.com/a/tbv2F/Screenshots

Download - http://maps.quakegate.ru/q1/sm177_pack.zip
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Part 2 (Func Doesn't Let Post So Big Messages) 
* Mfx

i meant this in the first place, its a pain to divide a pack manually between different mods/engines.
Basic agreement should be on the "basics" lol i am talking out of my ass again sorry...

Nah, you are right. I made the thing obvious to everyone when i went overboard in sm175 making maps for using with SoA and DoE too, but that's something to always keep on mind. That's why i stick with just Quoth now or modless and made sm177_coce playable if played modless even if they are for Quoth, as it is the standard and most used mod, and it's common to see it on speedmap packs, but maybe only one mod or modless all the maps should be better.


* Ericw: thanks for the information. Going to try know to play it. I suppose that what happened is that he had it on from another map he was doing and forgot to delete that part.


*Digs

As for the places that you have disappointed, I have had no time for detailed testing. It speedmapping, and I do not see anything wrong with that.
Of course, there is absolutely NOTHING wrong about, its the opposite, and i fully know that, that's why i said on the previous post [so my words are aiming at you fixing and releasing it as an standalone.] at the very beginning.
If i were to talk about your map as a speedmap i would say that those parts to fix don't need fix at all, well more like i would barely mention them, they are more than enough for a speedmap.

In terms of detail expected on a standalone release, i think it just need adjusting on some combats, on brushwork on the room with the GK, previous and next one, in the underwater part and maybe the stairs before the garden (i would keep the trees, they fit with abstract architecture expected in a Quake map (trying to make them more realistic wouldn't be good enough so better to make it obvious you don't go that route)), and adding one or two more secrets.
Just that, and as it is an small part of it is why i said aim for a standalone release :)

Shalrath attack is not as fast, and when you wish you could hide from it over the top boxes.
It's a personal taste and experiences talking for me there.
Yeah, it's not a problem, and it's an enjoyable experience, and there is more than enough items to survive the encounter in a good fashion.
What ticks me off is that i don't like the typical ''show up behind cover, shoot, and repeat till its dead'' strategy when i have to calculate each time i do it the amount of movement i need to be able to see the enemy below without moving enough to fall down to death. I like challenges and the adrenaline rush from them, but this kind of combats feel more like a chore than skill or strategy related. That, and that i had to repeat it twice one after the other. Like i said just personal preference.



Well going now to play Shamblernaut's and Dig's new maps and post all the demos. 
Going To Be Playing These Today 
Starts in about ninety minutes.

https://www.twitch.tv/ionous 
 
 
Quick Feedback 
Digs: awesome

Doomer: well so-so

Shambler : fuck bsp2

enjoy ! 
 
Cocerello's map loads in Retroquad, but I've still got to finish implementing Quoth support. 
Demos 
Took me awhile to have them done.

http://www.quaketastic.com/files/demos/sm177_cocerello.7z


* Shamblernaut:

Unfortunately i forgot to record the first run which ended fat at the ''hands'' of a fiend, but you have here the second.

Quite promissing map. It is a direct interpretation of the theme, and well executed. At first looked badly done as i couldn't discern the trick, but after getting the hang of it, and realizing that it was all based on the same trick as sm159_negke, it made sense and looked way better in my eyes. It takes a bit realize how it works, as i found it by accident after getting teleported thrice and dying at the fiend, but thast's mainly because you made the playable area the exterior, if it were the inside of a box the player could see were he is getting to.
What stood out too much is how the skybox sides don't fit with each other, and this skybox needs to be afar to avoid see each pixel.
Things to avoid for future maps: delete the fiend, as it is very common for it to kill the player and its hard to avoid, and it also has the same issue as other maps with very open layout, like with my speedmap for mapjam 2: depending on the way the player goes, he can find himself out of ammo in hard situations (i was very lucky with that on the second run, and even with that i had to axe on very low health situations.


* Digs:

http://www.quaketastic.com/files/demos/digs_4hour_coce.7z

The theme is way less strong in this and more linear and simple as expected from a 4 hour work but it is impressive for a 4 hour one, in my case i would get stuck at fixing some parts when mapping and wouldn't advance so much, and also i found it quite fun to play, and in some parts the gameplay, isn't as polished as the other one but its more fun. It also shows typical speedmap tricks at the doors and other hilarious moments. I liked a lot the way you made the final arena block the player, but not in an obvious way, and the lava with jumps to the side part.


* Mankrip and DeeDoubleU:

You can play it WITHOUT Quoth too, it is similar to with Quoth, a bit harder at the beginning and easier after the first encounter, but it is perfectly playable, except hat the GK is invisible, but it is in the middle of the map, so it is hard to miss.

WITHOUT Quoth skill 1 is very hard, but skill 0 is around skill 0 WITH Quoth in difficulty, and skill 2 WITHOUT Quoth is a bit easier than skill 0 WITH Quoth. Have to use this for making a map both for Quoth and modless, with different gameplay and layout for both. Can be interesting.


* Bloughsburgh: thanks for your comments. I am glad you liked it. I understand the first encounter being harder, for me it was easier than the GK one because i knew what was coming so i didn't see the need to nerf it enough. Lesson learned. 
Cocerello 
Thanks for the tip.

Escher^3 - map gameplay
Ignore the debug messages when the thunderbolt fires, it's for some QC experiments I was making.

Pretty brutal and fun map! And although the layout is very simple, its visual style is pretty charming. 
Looks Like 
i'll have to put 8 shamblers next time just for you, Mankrip ... or 4 gugs, haha.

I thought no one would be able to kill them all, they were there to make the player hurry on finishing the map (2 minutes) so the combat is frenetic. I even gave them extra health and effects 1 just in case, but forgot how much ammo on skill 0 i put.
Surprised also at how almost no enemy attacked at your back, as for me it was always at least one third of them in my back in the GK ambush. Have to investigate that more for future maps, as it changes the gameplay a lot.
Thanks for the video.

And although the layout is very simple, its visual style is pretty charming.

Thats the price for having as an objective have a map done in the least hours as possible. Surprised you found the visual style charming, for me it was an experiment that went very bad, but glad you liked it.


* Ionous: Thanks for the video, was interesting to watch. Have to praise you for how hard-headed you were at trying to beat it without Quoth. I didn't expect you to try so much before switching to Quoth. Even for me that i know the strategy required and its the fourth map i made with that kind of gameplay, i die 2 out of 3 times, so you made quite the effort there.
By the way, skill 2 and 3 with Quoth are even harder and for me impossible for now, mainly due to the lighting (on very high brightness are a bit easier than Quothless skill 1). 
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