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Q1SP: Egyptian Thing
A medium-sized Egyptian pyramid level with mostly casual gameplay and dark shadows.

Orginally started for Retro Jam 6, but as usual I didn't finish within the deadline so it's released slightly later. Kind of screwed up and hit several limits which caused further delays and explains a lack of features or details in certain places. Eventually I grew sick of it, admitted defeat, and just released it, so now there are some ugly workarounds to make it work on old ports (check the Readme for instructions).

Best to just use a port with increased limits like Quakespasm, though. Darkplaces is NOT recommended due to massive lighting glitches!

Not much "retro", after all, but whatever.

Id only, does not work with -quoth -hipnotic -yourmum or whatever.

Screenshot
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The Sky Texture 
Is from ikbase. 
Good Stuff 
People harp on about my episode having so many map hacks, this one single map has more hacks than my entire episode put together. Hacks aside, it was very enjoyable, a very proper Egyptian theme. The ending enemies were bizarre, and I had no idea what that invincible jumping fiend was all about. Good map nonetheless!

First run playthrough, hard skill

http://www.quaketastic.com/files/demos/orl_retrojam6_negke.rar 
Thanks 
I'm aware the outside area is awfully plain. I held off making it until the very end, but then couldn't do much since I had already exceeded marksurfaces. I wanted it to be a big desert-like area from the get-go and felt like it had to have some event in order to keep the map from feeling anti-climatic. Originally, I had intended some dunes and ruins to break up the flatness, and a little camp for the graverobbers.
Still, I think it's somewhat acceptable the way it is if you consider it's in the desert which normally isn't the most detailed of places. The map does use sunlight2 @skacky, but of course there's nothing to cast shadows and make things more interesting in terms of contrast and varyation. Plus I got fed up experimenting.

The dunes/slopes around the area are outside of the 8192 range, by the way, in case you wondered why there are clipped off.

What I'm most disappointed about is the fact that the SK button is so easy to miss apparently, despite being in plain sight. At first it was on the other side of a stone block, and when testers missed it, I turned it into a floor button with some trim arond it in the hope it would be seen when walking by. Alas, people still tunnelvision toward the shells and then examine/jump down the ledge. This is the type of weird issues that shouldn't happen, but does for some reason...

Fun fact: all of the secrets can be reached in two ways; one that involves shooting (4/5) and one that's jump walking/jumping.


Orl, no idea what happened with the fiend there, certainly wasn't intentional. My guess is the poor guy somehow got knocked out of his functions when the sandball exploded right next to him. 
 
Good job man. Really sharp in a lot of ways... thumbs up for the non-usual angled geometry and the monster placement (including some stuff like "creepy backlit zombie" that may or may not have been intentional). The map seemed to flow well without feeling linear; good sightlines, e.g. "I'm trying to get back up higher oh I see the staircase", and I liked both where you put the shortcuts and how you drew attention to them.

(Yeah the map hacks are strong with this one. A description of what's going on behind the curtain would be interesting.) 
Demo 
HUUH 
Thanks for the demo. Did you use any non-standard settings like a higher host_maxfps or something? Because obviously the spawns in the pit aren't supposed to be crushed and the sandballs usually jump down from the sky in a circular pattern. Also it looked like that one lift didn't quite work as intended, either. 
 
Yeah, host_maxfps 125.
>spawns in the pit aren't supposed to be crushed
What do you mean?
>sandballs usually jump down from the sky in a circular pattern
I launched the map (with default fps) and skipped to the end to check. I think some sort of aggressive audio cue would help a lot. The fight is the same regardless, since they are modified tarbabys(?) 
Never Raise Host_maxfps Beyond 72. 
This will fuck up the physics in a thousand ways, from small innocent bugs to elevators gibbing the player mid-ride. 
 
The next QS release will have a console warning if host_maxfps is >72, saying that physics will be broken. 
Nice 
 
Good That There's A Warning Now But... 
I play at 144Hz - "damn the torpedoes full speed ahead!"

Luckily I've only encountered a few maps (including one of mine) that are affected. As soon as something weird happens I back down to 60. 
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