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New Quake Map: Tower Of Dal Gurak
here is a new map its remake of Blade of Darkness' level Tower of Dal Gurak special thanks to Kinn as author of Marcher Fortress I have used Marcher's contents in my map (progs.dat, mdls, ents, sounds). Aguirre for glquake and compile tools, sielwolf for beta testing, and RickyT23 for beta testing.

the map 7z: http://shub-hub.com/files/maps_singleplayer/bod.7z

zip: http://shub-hub.com/files/maps_singleplayer/bod.zip

screenshots:
http://shub-hub.com/files/images/quake00_01.JPG
http://shub-hub.com/files/images/quake01.JPG
http://shub-hub.com/files/images/quake02.JPG
http://shub-hub.com/files/images/quake03.JPG
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Wow. 
harsh. 
Why 
Why does this require aguirRe's engine? It did not make any extraordinary technical impression on me. Surely monster spawning could have been tweaked somehow? 
 
Yeah, I'm on a Mac so requiring an engine other than Fitz is a non-starter for me. 
Spirit: 
it appears to have too many lightmaps, marksurfaces, and clipnodes. (might exceed other limits too) 
Dirty Commies 
it's not a bad map, so if you can run the engine somehow (or hack your own), play it.

spy, you should seriously consider removing the palette and reuploading this. 
 
Its a very good map, I dont know what you're all talking about! Its like a mid-evil warpspasm style map! Just get over the fact that it requires AguirRe's engine to run and play it!

I mean Mac users cant play it. But Mac users cant play Warp either.

Spy - People in this community are old - they just like complaining about things. People come along with exciting new stuff and they just sit and dis-dis-dis. They can be bothered to come on this forum and shit all over something, but they can't be arsed to just play the damn map and not be such fucking arseholes! 
Ricky 
:) 
OK Maybe I'm Getting A Bit Carried Away 
Spy - I would have released this as a bsp in a zip with a readme, saying it was a "custome map to be run with Kinns Marcher Fortess Mod"

I wouldnt have put it as a pak, just put the required files in the zip, so that they would be installed to the Marcher dir. 
So 
is it a pig map or a hippo map? 
Definately A Hippo! 
A big cuddly hippo! Its got pretty good r_speeds, its just massive!

I've tested it about ten times! 
Spirit: 
I would have thought this map would be right up your alley - big Mid-Evil Fantasy style map with good style and epic gameplay. 
 
>I would have released this as a bsp in a zip with a readme, saying it was a "custome map to be run with Kinns Marcher Fortess Mod"

maybe i should do it,but...

i've dedicated almost three fucking years of my life to this map and now i'm realize i shouldn't do it so massive. its just a litte tribute to the blade of darkness game 
Oh 
I already played it and I was not that impressed. Sure it is kinda huge but that's it.
The gameplay mostly consists of horde combat, ammo is quasi unlimited until the end. Most func_s (buttons, lifts, doors) felt somehow rushed. There is no (feeling of) connectivity, one walks and shoots and walks and shoots. Enemy encounters are always the same, a horde of minors, two or three of those flying things. Many monsters "hey, peekaboo, here i am"-teleport in right in your face.
Texturing is so-so, lots of sloppy alignment. Lighting is quasi non-existant.

A good effort but way not in the league of its spiritual grandparents. 
For A First Release?! 
For a first release its fucking incredible!!! 
Spy 
nah, i think you did right releasing it as a pak and the custom pal is just like idgamma with a bit more contrast - its not an issue (whoever dislikes it - just delete it from the pak) 
 
It's an ok map, and for a first release it's indeed good. The palette shift put me off (I played at gamma 0.9) but I got over it (that doesn't mean it's not an issue - you can't always blame the player for not liking something...) I hereby threaten to make more demos if nobody else does. Where is Sielwolf, by the way? Holiday?

Spy, it seems clear that you wanted to do something grand for your first release, and it came out OK. I think the basic brushwork, layout etc is pretty good. I have to surprisingly agree with Spirit about the lighting and monster/item placement, which is a bit on the simple side. The brightness/pal shift isn't so good for the textures I think, it makes them look a bit washed out. Nothing that can't be fixed in your next map though.

I liked the part where the bars close behind you (I normally hate that, but in this case there were enough options to handle it.) You can see it in my demo, the part right before the SNG. You used enough different monster types there, bombarding ogres, stairs, infighting, goodness. Spirit is right about the hordes of knights though, those combats weren't too exciting. I also liked the fight at the bell tower after you press the button.

What is this? Normally I do the whining?!

Beer. 
Played It 
Definitely enjoyed it. The massive scale of the map would make sense why it exceeds Quake's limits. Brushwork was really good, especially the terrain rocks.

Gameplay was well balanced. Although there may have been to much monster spawning in front of you, I don't think it ruins the experience.

The lighting was pretty convincing I thought. Well done.

The custom Quake palette was fine, although I wouldn't use it all the time. But for a once through, it was okay.

Very nice work spy. I hope to see more maps from you in the future. 
 
i�m 400 km from home but i can�t wait to get home to play this :)

spy all maps are good nobody pay us to map so... i think if we like what e�ve done it�s more then enought :)

my maps aren�t top but for the short time that i have to map i think they are pretty cool to play ;)

i will record a demo when i return ;) 
 
Hey, I'd play it if it wasn't restricted to an engine that I can't run. *shrug* 
Spirit 
i couldn't sleep last night since you didn't
like my map :) joke

>A good effort but way not in the league of its spiritual grandparents.

i know its not ideal, but nobody told its the best map in the world

today i would make the map different (but almost the whole map was made long time ago, i couldn't rebuild it)

honestly i'm sick of tired of this map
and i'm glad i finally release it

if you'd see it when i've asked to beta test it
you'd like it even less :) 
Willem 
>Hey, I'd play it if it wasn't restricted to an engine that I can't run.

i'm really sorry 
Don't Take Me Too Serious 
I am a bit ill-tempered at the moment. 
 
"i'm really sorry"

Don't be sorry if you have a good, solid reason for requiring a specific engine. If it's laziness or something else then yes, be sorry. 
 
yes i had a reason 
 
Great! 
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