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
Someone
#3614 posted by
Drew on 2013/12/18 21:30:22
Make a newspost about this SM so I don't forget to dl and play it when I eventually have time! And you know, so more people play it generally!
please.
Let Me Do It
#3615 posted by
Cocerello on 2013/12/18 23:36:52
And while i am on it, i'll add my map to the pack.
Done
#3616 posted by
Cocerello on 2013/12/19 12:00:16
I will upload my demos later.
How About.
"Revisit your favorite theme"?
I Want, I Will
#3619 posted by
digs on 2014/05/26 19:12:46
I can only alter my map or any?
Deadline?
#3620 posted by
spy on 2014/05/27 16:32:55
and what the theme?
return to castle cuckoo
I Know About Koohoo
#3622 posted by
spy on 2014/05/27 17:54:23
but my favorite dream is to make an insane/horror level
something like visiting an abandoned asylum to search for a longlost friend &)
hence the name "return to castle cuckoo"
Shit It's Been In The Last Thief Game Already
#3623 posted by
spy on 2014/05/27 17:58:08