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New Q1SP - 10,000 Feet Below (quoth)
First map of a projected 4-map unit. All four maps are in varying stages of completeness but I'm releasing this now just to give everybody something to play in the meantime. Please don't be sparing with the feedback because I will revise when the full episode is released. Enjoy!

94/116/127 Enemies
5 Secrets

Skill settings function slightly different from the norm: check the readme for details.

Download: http://www.suspenlute.com/stuff/dom3m1.zip

Screenshot: http://www.suspenlute.com/stuff/dom3m1a.jpg
Screenshot: http://www.suspenlute.com/stuff/dom3m1b.jpg
Screenshot: http://www.suspenlute.com/stuff/dom3m1c.jpg
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Played 
made some comments and recorded a demo which speaks for itself.
Will play again and see what happens, and leave a 2nd impression.
gotta run, but I like this map, basically! Good gameplay for the most part! 
Lol Ijed 
that's why it's a bad idea to do a first play on nightmare ;) 
Kinda Fixed The Authors 
I just got mariostompinstakilled by the fucking tarbaby in the second fucking room! This map sucks! 
Heh 
gg 
 
20 minutes end time, 20+ reloads are some particular places. Mixture of very very nice and a bit meh. Wonderful secrets (the dopefish :) ).

So many HOMs!

Nice work! 
Speed. 
Spawn jump to GK, RA secret and jump around balcony to GK switch, surely. 
Actually 
The original plan was spawn jump to GK -> MH/GL secret -> double GJ off a knight but I don't know which is faster. 
Oooh. 
Good point. Mandel get arse in gear and compare the two. 
Nice One 
Tbh, I kind of expected quite a mess after you mentioned your avantgarde approach to brushwork and all the error reports, but if one doesn't look too closely, the map is good. Standard bunch of obvious issues like improperly aligned textures (on transitions mainly), empty spaces, portal errors, z-fighting, clipping. But it's a unique theme and well pulled off despite everything, which is nice.

Gameplay seemed okay, except would've been more fun and varied with more weapons (yeah, I know: first map of an episode). The sentinel bit annoyed me a little, though it was no problem on the second try. Overall enough supplies; a bit pressed for ammo at times on skill 2. I think I even found all five secrets (except didn't get the item from the first one).

I'm not much of a fan of the Quoth flashlight, but the darkness section here worked out well. A nice gimmick with good timing.

Hope you're going to touch up on the most blatant issues for the episode release.

Demo GG 
Demo 
https://dl.dropbox.com/u/33279452/daz_dom3m1.rar
16.22 2/5 full kills

I enjoyed it overall, but some parts were a bit strange, basicly everything Shambler said I was going to say :)

Something I noticed was that I didn't really know what any of the buttons I pressed did. I had to just look around the level for new doors that were open etc.

Sometimes enemies would spawn in right in front of me with no sound and particle effects, unsure if that's by design or some sort of bug somewhere.

The visuals are certainly unique, I enjoyed it for the most part. I think the blue metal texture looks a bit out of place in most areas though (usually used for wall spikes and some trims) and perhaps a more grey/yellow material would look better.

Lighting was a bit dull in areas, I think some wall torches with bars around them, casting large shadows across the rooms could look really awesome here, but that is just personal preference.

Anyway, I enjoyed it :) Looking forward to the next! 
The Really Annoying Thing... 
...About the z-fighting issues is that they generally seem to happen to everyone EXCEPT myself and beta testers. The HOM over the hammer is the only exception, being something I didn't notice until after uploading (d'oh! x2). Pretty sure I've fixed the flickery ceiling in the GA room (it was just a customobject I forgot to delete... d'oh! x4) but even now I can stare up at that ceiling from every angle and at least on my machine there's NOTHING wrong with it. :( 
Oh And... 
I say "fixed." - currently VISing. download for the most egregious problems will be available fairly soon. 
Yaaaay 
https://dl.dropbox.com/u/103186490/scampdom3m1.zip

I very much enjoyed the map, very nice Fern! The architecture was very nice, and I liked the feel of discovering things all over and how nonlinear it felt.

There were a couple areas that were a bit large and drab in places, and that some of the combats felt like they were a bit wide open because of it, but I wouldn't take that away from the map any. I do wish the initial spawn point had something that told you how you arrived, if only just a teleport pad or something.

I know of at least 1 secret I missed, not sure how to get it... not sure how I managed on the secrets overall... I beat the map but... well.. um... watch the demo. GJ and GL on next maps in series! 
(oh Yeah, That Demo Is Quakespasm Fyi) 
 
ALSO 
We're not going to discuss the gold key button.

It was too goddamn obvious. 
Scampie FTR 
Both the "initial spawn point" and the gold-key-switch-room were hella more complicated in earlier drafts of the map but were eventually sacrificed just to make the whole thing compilable. Bear in mind this map won't stand on it's own forever - all will eventually become clear. But it's also good to know I piqued someone's curiosity. 
Start Points 
is one of my pet peeves. I like to make at least SOMETHING of a story as to how the player got where they were (that's why you start inside a crate in scampsp1) 
Let's Just Pretend... 
you stepped out of an airlock :P 
 
Something simple like a teleporter platform is already sufficient. Or a blocked *teleport portal.

Btw. do not put items on the same spot the player spawns. They will fall out if the map restarts. Instead place them 8 units above the info_player_start - they will be picked up instantly, but never fall out. 
Runs 
Well here you go Shambler!

The double gj route is faster but oh so much harder. Not used to gj without grenade counters. My runs are 28 and 25 seconds but oh boy it's been a while since I ran so they're not very pretty.

http://mandelmassa.net/temp/dom3m1_mandel.zip

I have tried to enforce protocol 15 but I can only guarantee they play back well in DirectQ... At my place... 
HOLY CRAP!!!!!!!!!!!!! 
nt 
Woot. 
Brilliant Mandel, good skills.

Could you do the spawn jump in two SSG shots BTW?? 
Sure 
You can kill a spawn with two SSG shots but then almost every pellet counts. Also, my r_wateralpha reset to 1 between re-records so the thing is basically invisible!

There are other optimizations to be had even using these exact routes, like bouncing the first grenade on the floor for example, but I'm rusty... 
Slight Update... 
Downloading again will get you a fixed version that removes the hammer HOM, (hopefully) the graphical errors in the GA ceiling, and fixes the clipping bugs by the tower in the first room and the RA balcony.

There are other modifications but they will wait until the rest of DOM3 is released. 
Other Stuff.... 
Mandel: the map resets wateralpha because the water in this map is supposed to be all full of oil and not see-through. :P But while recording I made a hotkey to change the wateralpha after loading and with that I could get the spawn with 2 shots every time.

Negke: fixed the items dropping out at startup (in the update) thanks for the tip. I'm still not adding the complicated entrance until full release though.

Scampie: Taking the YA after I put a frigging wall around it specifically to keep you out? You suck. Seriously. ;) 
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