#3589 posted by negke on 2013/12/14 16:24:13
Not necessarily misaligned textures - it doesn't have to look bad on purpose! Just simple(r) or straightforward brushwork, not excessive detailing or overly modern designs.
#3590 posted by Joel B on 2013/12/14 19:29:16
The DTWID project went a little crazy analyzing the styles of the different mappers... layout, geometry, texturing, items, monster placement. I wouldn't say that a QTWID project needs to go down the same rabbit hole, but it was interesting!
Quake The Way Id Did - Digs
is when you make a map in the style of the original game.
So?
#3592 posted by Cocerello on 2013/12/16 21:10:40
Is there a speedmap session? �which theme? �Both? I began to make a Holiday themed one, but i can make another with no problem.
I see that all the days for the Advent Calendar have been taken, so i suppose it isn't for 17. �18?
#3593 posted by skacky on 2013/12/16 21:19:20
I started one with the Quake the way id did theme. It's a runic map in the style of episode 3.
#3594 posted by digs on 2013/12/17 15:21:43
#3595 posted by skacky on 2013/12/17 15:42:57
Mine should be out in a few hours. Just some fine-tuning and one or two rooms to do.
And Here It Is.
#3596 posted by skacky on 2013/12/17 18:31:03
I took the Quake The Way id Did theme: http://www.quaketastic.com/files/single_player/speed_maps/sm173_skacky.zip
This is also my first released map for Quake.
Heh, Demo
#3597 posted by DaZ on 2013/12/17 19:22:03
https://dl.dropboxusercontent.com/u/33279452/daz_sm173skakcky.rar
Didn't see that coming :D
Cool map though, got tons of infighting to occur on the next run through. Found the quad secret but no luck on the second.
Skacky
#3598 posted by negke on 2013/12/17 19:29:39
That's not a speedmap, nor 'the way id did'. But it looks really nice and I think you should release it as standalone instead!
#3599 posted by negke on 2013/12/17 19:30:20
Oh, and congrats on your first q1sp. Keep em coming!
Re: Speedmap
#3600 posted by skacky on 2013/12/17 19:43:36
Well I made it in only 2 days, though I'm pretty new to this concept here. I decided to do some more detailing compared to the original maps (I roughly have twice as many brushes). Not sure about releasing it standalone though, it's very small.
Nice demo, DaZ. Too bad you got squashed by that trap, heh. They are a lot more forgiving in McGee's maps but I decided to make it faster this time. If you're fast enough you can lure the Fiend waiting behind the triangular door inside and get out, killing it in the process, but it's hard to do.
#3601 posted by DOOMer on 2013/12/17 21:10:55
I'm almost finished my card for sm173 which started 2 days ago. Upload it tomorrow, December 18th, afternoon.
Skacky
About The Final Bit
#3603 posted by skacky on 2013/12/18 04:51:07
It's true it's not very good compared to the rest. I think a wind tunnel leading to the arena would have been a better solution, so you can't really escape and abuse the Shamblers (though I would need to put some cover, like a central altar or something).
You were so close to discovering the second secret too, it can be heard somewhere.
The final arena should have maybe locked you into the room with the shambler, no need for wind tunnels. (1 wind tunnel wouldn't have fit in with the theme IMO)
I was looking for the secret near the end but I thought you could jump across to the left room where the zombie fight arena occurs. I think that would have been a nice place for a secret (you can reach with a jump I just tried it). I wasn't really looking to do a lava dip so late in the map, I thought it might have been under an earlier lift though since it felt a bit weird to have lava under that lift.
Great map, I agree with Daz, this could have easily been a separate release.
#3605 posted by skacky on 2013/12/18 13:22:32
The wind tunnel idea was because this map was meant as a something that could fit in Quake's episode 3, and two maps use these (e3m4 and e3m5, although e3m4 only uses one and it's hidden). I still feel like the ending room comes in too abruptly with this small corridor.
I may re-release it in the coming days with a modified ending, standalone this time, and probably with a secret area in the arena. A Thunderbolt hidden there could come in handy for the final bit.
Oh!
#3606 posted by Hrimfaxi on 2013/12/18 13:31:10
As other has said, very nice little map Skacky!
And your right that the ending needs some modification.
I will look forward to your next version and next map, may it be soon!
Quake The Way Id Did...
would have been a good project, didn't really get any responses for a collaboration like I was expecting.
I have almost finished the first map in the project too, just a couple of tweaks to make (only took me a week on and off)
#3608 posted by DOOMer on 2013/12/18 14:07:42
#3609 posted by Mandel on 2013/12/18 17:08:50
Neat maps by skacky and digs. On DOOMer's map I got stuck in a secret area and couldn't get out which was annoying.
#3610 posted by Spirit on 2013/12/18 17:25:15
will we get a sm137_pack.zip?
#3611 posted by DOOMer on 2013/12/18 17:30:18
@Mandel
What kind of secret area you could not get out? In 2 of 3 exit by opening the wall-door shots.
#3612 posted by Mandel on 2013/12/18 17:36:13
It was one by a watery area. inside the secret there were bars which weren't open, but seemed to block entrance to another room with some goodies. I didn't see any way out because the map was dark!
#3613 posted by DOOMer on 2013/12/18 18:00:17
There need to shoot in one place on the wall for the opening of another hiden corridor. Bars and button behind them - not functional, just a decorations.
I updated archive with my map, fix some monsters placement in solid and fix one entity.
http://cacodemon.doomer.org/quake/sm173_doomer.zip
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