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New Q1SP: FMB_bdg
I ummmed and arhhhed for quite some time about releasing this but I suspect vanity had the final say, so here it is.

I cannot deny that the map is not had a final 'polish'. It is part of a much larger map that due to the usual marksurface and clipnode limits, I was never able to play outside of aguiRe's development engines. I have therefore carved it into two, this being the first half. I doubt that the second part will ever get finished.

It's dark, hard on hard, does thing to standard monsters that the purists won't like and you won't find any of the secrets by chance.

The progs.dat is bloated, the sound file is bloated and the files are not in a Pak because I cannot face going through and changing all of the file names to standard DOS format.

So, anyway... if you like it, great; if not, well...

Screenies:
http://img125.imageshack.us/img125/600/fmbbdg11pj5.jpg
http://img69.imageshack.us/img69/3558/fmbbdg12ea8.jpg
http://img125.imageshack.us/img125/4930/fmbbdg13es2.jpg
http://img69.imageshack.us/img69/8969/fmbbdg14to9.jpg
http://img69.imageshack.us/img69/8969/fmbbdg14to9.jpg
http://img178.imageshack.us/img178/5075/fmbbdg16bu3.jpg
http://img69.imageshack.us/img69/4742/fmbbdg17tf6.jpg

Downloads:
http://quaddicted.com/filebase/fmb_bdg.zip

Old downloads (may not work):
http://www.mooload.com/new/file.php?file=files/050307/1173128233/fmb_bdg.zip
http://4filehosting.com/file/5406/fmb-bdg-zip.html
http://www.freefilespace.net/index.php?id=2357
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Oh... 
.. I thought you were talking about Mike sentence in the map announcement... sorry... 
Omg Awesome! 
That's enough for now. 
I Recommend 
using -heapsize 48000 in most engines for best performance. 
!!! 
Excellent, thanks for that. Exploration, atmosphere, monsters, eveything was great. The Rocket-Ogres were fun, the Qouth bestiary was well used (apart from the Vermis - no spoilers). Health was maybe too generous and I never found the NG so had a nail stockpile for the first half. 3/12 secrets, 125/152 monsters - I know I must have missed alot so will have to replay a few times, nbd ;)

I can tell you went through a few style revisions but it'd be shit-hot if you could make the second half. Just seeing the fort in the distance is a real teaser - I tried climbing past the imp statue to reach it.

Very nice work. 
Also 
I played in AguirRe's Nehahra engine - no problems. 
Mike 
OMG !!! What a level !!! Even in easy skill it was really hard, but I did it... I found 3 secrets on 12... Nice piece of art. Architecture, lighning effects, ammos/monster/health balance.. I got a pure moment of adrenaline ! Nice work ! I cannot wait for the second part ! And now go map ;P 
Excellent 
Bloody excellent is what this is. I kept dying though so there will be no first run demos from me. But wow! Unfortunately I grabbed the gold key via a slope and, I guess, was able to skip some parts of the map...

But with the music and all! Wow. So pretty with the textures and everything. 
This Was A Nice Map. 
But not the music! Aargh! >:( 
Stunning 
What a map. Big, beautiful, and challenging. Brushwork was top notch and those textures were pleasureful to my eyes. My only gripe was the darkness. Not only did it screw me up a few times, it covers up some of the nice detail :(

But other than that, super job. I hope this won't be your last map. 
Great Level!!! 
WTF mike is back!!! after long wait it worth!!! great level will post a demo soon ;) 
Very Beautiful 
nice architecture, very nice textures, funny monsters

thanks 
Excellent! 
Great work, Mike! This level oozes with creepy, medieval atmosphere thanks in part to the fog and the music (reminds me a lot of Danzig's Black Aria). The texturing, brushwork and gameplay were all spot on!

My only regret was jumping out the window after the first(?) secret ;-)

Thanks for cutting us another heaping slice of Quake goodness. CHEERS! 
Thanks Mike... 
44:59
4/12
127/128

Thoroughly enjoyable. From the readme all the way to the boss fight. I like it dark and atmospheric. Thankyou also for letting us have the option of turning the music off (as I agree with CZG) - very thoughtful.

Excellent mix of gameplay, everything from creeping and sniping through to spawnfest infighting. The mini-lavaboys were well implemented. Architecture was really solid and (please take this as a compliment) reminded me of some of Von's best work in places, if somewhat grander. Your attention to detail is impressive. What with your designs, the integration into cavern, lighting and fog effects I really felt like I was somewhere.

About half way through I couldn't help but think "Hmmmm, I wonder what would come of an FMB-JPL collaboration"? His work in CDA and yours here would compliment each other nicely.

Very grand experience Mike, ta much! 
Man, ... Finish That Work ! 
I just replayed that map for a third time, and really, ... it's a great classic. You should finish it and make it a proper pack, it's really worth it. This map deserves a classic pack treatment and we need the sequel. Where's the second level ? Or else, I'll release all Hell lose hunting your ass, man ! ;-) 
Waiting For The Second Map 
Great fun! The all thing is fabulous, had satisfaction in finishing the level. I really hope that you will consider to release the second map...

Thank you for the music triggers. 
The Music 
I really liked it as it added some kind of "arcade" feeling to the map. And that's what Quake is for me (to an extend(?)). Also it created a lot of atmosphere, I HAD to kill all the monsters, I HAD to "free" the map. 
Liked It As Well 
Gave it a blaster feel, like the music in HL1 - eg. when you come up underneith the mini-bunker complex of soldiers and the pace changes. But good idea including the toggle buttons, after I died or quickloaded I had to hit a button twice to restart it. 
Amazing Map! 
Really nice map. Can't wait for part 2! Did 2 demos on easy skill:
100% kills and secrets: http://qw.tontut.fi/stuff/fmb_554.zip
just run through: http://qw.tontut.fi/stuff/fmb_014.zip ( sorry, couldn't resist :D )
then I found a bug that made quake crash:
http://qw.tontut.fi/stuff/fmb_bug.zip 
Great! 
Great map. Tried it on normal skill and it was just right. I died only once (at the big thing just before the end). I liked how you have used the rocket ogres and vorelings. There were many interesting fights - the biggest one was the most exciting of course. Brushwork and textures were great. The music added a lot to the atmosphere. I saw a lot of secret items but couldn't get to them. I couldn't find any armor either. A good reson to replay the map again (for secrets searching I mean). I have recorded a first run demo yesterday but unfortunately quake crashed when I tried an jump you didn't expect. It always crashes there for me but I tried only with joequake.
http://www.mediafire.com/?edc4jrwizxn
The map is really great. I wish I could map like you :) 
I Haven't 
checked the demos yet, but is there any other crash info or how to reproduce it? I've tried several engines before (including Joe) without having any crashes in this map. Which Joe version did you use? 
AguirRe 
Joequake-gl build 0.15dev (1329). Check the demo from sidd. It happened in the same place to me and it is reproductible. I have checked with qdqstats progs - the problem is caused by a trigger. The game crashes without any message. Maybe it is something simmilar to the e2m2 bug? 
Yes 
it's exactly the same engine bug as seen in e2m2 and here it's also easy to reproduce as the demos show. Very nice demos btw :) 
Stunning 
Little late getting on the boat with this one...but what a marvelous surprise. Mike, this level is absolutely engaging. I could't stop playing it. I had only a short time to check it out initially, but I had to just see what was beyond the next corner and keep going so to speak. Fabulous atmosphere, brushwork, lighting, music, gameplay (love those vorelings). I can only pray that ther is more to come eventually! 
Engine? 
What engine did you use for the planetquake pic of this map? 
Very Nice 
fun gameplay and great use of dkte2 textures. i always wonder how people can pull off such large scale maps all the time without hitting any limits.
the lava in the large cave would have looked better with an increased texture scale though.

i so hope you'll find the energy to finish the second map too some time. 
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