#14 posted by czg on 2005/09/02 09:46:29
It is a wonderful map that any self-respecting haberdasher should have in his collection.
Qw Coop Demos
#15 posted by Spirit on 2005/09/02 11:14:50
temporary at: http://www.quaddicted.com/stuff/temp/ant_demos.zip
have fun, we definitely had, eheheh :>
Woot
#16 posted by Vondur on 2005/09/02 13:37:00
here's my second run (first run was month ago when testing)
http://vondur.net/files/vant.dz
once again, very quality level!
/me hugs john
Neat
#17 posted by gila on 2005/09/02 13:40:09
i enjoyed it very very much. kinda like mix of wind tunnels and satan's dark delight. didn't find any secrets though...
Thought The Monster
#18 posted by HeadThump on 2005/09/02 14:41:26
placement was damn perfect -- played on normal setting. Good variety in their approach or how you were suppose to take them on. Also, the escalation of difficulty; in the last half of the map, it really did feel like an uphill battle increasing in difficulty with every scenerio. A top caliber piece of mappage.
Speedrun!
#19 posted by Text_Fish on 2005/09/02 15:18:11
Well after Vondurs pleasantly ponderous stroll through Antediluvian, I figured I'd try my hand at a speed run. :)
www.geocities.com/joeyooc/TheAntRun.zip
It didn't quite go to plan [tripping over just a foot away from the playerstart was a bad omen], but I did have a very interesting encounter with a fish.
Err! Sorry, My Bad. Forgot The Http. : >
#20 posted by Text_Fish on 2005/09/02 15:21:11
Reminds Me,
#21 posted by HeadThump on 2005/09/02 15:30:10
On the vore lift out of the water one fallowed me
up and took a nip out of me.
Beer
#22 posted by starbuck on 2005/09/02 15:35:59
coolio
This was a lot of fun. In fact i was pleasantly surprised; the shots looked kind of average, but in practice the old-school feel was executed very smoothly. Lighting was noticeably well done, with very pretty spotlights :D
overall, great fun, worthy release, rubicon2 pleasethanks
#23 posted by Kell on 2005/09/02 16:13:00
pleasantly ponderous
nice alliteration ;)
rubicon2 pleasethanks
seconded �_�
Thanks!
#24 posted by metlslime on 2005/09/02 20:18:18
Thanks for the praise, i'm glad everyone enjoyed it. I'll check out these demos when I get home.
More responses: Antediluvian, aside from being appropriate to the watery old sewer setting, also has an H.P. Lovecraft connection.
Rust in Peace was awesome and one of my favorites from 1997. Mike Reute unfortunately became a professional coder and has pretty much given up on mapping, though he did make maps for Monolith's Sanity game.
cop1_4 is sometimes impossible to align on strange brush shapes; I relied on people being used to seeing it misaligned -- all part of the old-school charm, I hope :)
Rubicon 2: with this out of the way i will hopefully work on that next, taking breaks to work on fitzquake of course :P
zer-style map: what is this? i have no memory of a zer-style map.
#25 posted by nitin on 2005/09/03 01:47:11
best way to describe this is professional. Everything is very well done, no wow moments, but that's mainly because everything is consistently good. Combat and progression was very well thought out.
:)))
#26 posted by Spirit on 2005/09/03 03:03:40
i reallyreally like this map. it is so small and though so full of great stuff. just played a nightmare 100%, something that i don't do very often. maps in this style are the perfect motivation for secret hunting for me.
ant.bsp reminds me a bit to chessp1, the same "oldschool" feeling.
Great Stuff
#27 posted by Ankh on 2005/09/03 10:27:19
I enjoyed very much playing this map. The looks and the gameplay are great. I played on hard skill - many monsters, many good fights - died several times. The ending on skill 2 was little bit too hard in my opinion. On easy skill there are also enough monsters so you don't get bored but also have time to watch for the secrets (found only 2). The progression was intuitive - I always knew where to go next. But there is maybe a drawback because of this. I couldn't find the way back to the starting point after reaching the main room with the three wind tunnels. Also is there a way to get back from the exit?
Anyway, in my opinion this map is the best release in a long time. I liked it very much and also it is a map that makes me want to play it more than once.
One more: hard to find secrets seem to be a good idea in a map. I'm still curious how to get to the other 3 I didn't found, although I could see them :)
#28 posted by . on 2005/09/03 12:04:57
I liked the progression and the brushwork, but hated the texturing. The gameplay was too one-after-the-other for my taste, meaning - I was hoping for monsters to pop in behind me and other variations.
I liked the design of the zombie area, the hub, and the grate with the shadows and light cast through, even if it wasn't perfect.
Well
#29 posted by Jago on 2005/09/03 12:19:13
I don't really have much to say about this map beyond what has already been said.
* a solid map, which unfortunately lacks the WOW factor
* it looks and plays lot like Wind Tunnels
It looks like you gave a lot of thought to the gameplay and besides a few predictable things, it was very good throughout the entire map. I ran out of ammo once but luckily was able to dodge some mosters, run through 2 rooms and grab some shells.
The quality of brushwork was good and consistent with some areas making me look around and say "nice": (1) the part with many zombies and (2) some platform designs come to mind. Some areas could have been more polished tho, for example the vore cage. It was a good idea gameplay-wise, but it looked odd and somewhat out of place.
I give this map 7/10.
Cool Level
#30 posted by R.P.G. on 2005/09/03 14:13:37
Nice old schoolery while maintaining good build quality. Lighting was especially tasty. It was interesting to see how a few things had changed since I last saw the map a couple years ago.
Pacing was interesting and fun and a bit different from most maps. I had some ammo trouble in a few spots, but health seemed to be dispersed more adequately. Great job, and I'm glad you finally finished it.
Oh, and like I said when I first saw it, Antediluvian is quite possibly the best name ever for a metal-themed map.
Metlslime
#31 posted by ionous on 2005/09/03 14:15:11
A few years back, during a QExpo, you had a screenshot of a map.
It was under a red sky, with a wooden bridge being crowded by the the ID rock texture rock3_8.
The bridge was over what looked to be blood (thus zer styled in my mind), and terminating it what was an archway, maybe wenter01.
Hmmm.
#32 posted by Shambler on 2005/09/03 14:26:39
Nice enough. Design was proper old skool Quake. I like the outdoor bit.
Gameplay was fun for the most part. I fucked up badly near the RL, ended up playing for a while with 2-8% health which was very unpleasant. Ending was quite good. Seemed to be some impossible to kill Vores.
Secrets were impossible.
Oh Yeah
#33 posted by . on 2005/09/03 14:51:18
Vore cage was neat!
Ionous...
#34 posted by metlslime on 2005/09/03 15:05:16
oh, THAT map... yes. It's currently just a handful of disconnected rooms, but I think it's a cool theme and I am reluctant to just abandon it.
RL
#35 posted by Jago on 2005/09/03 15:54:01
This map had a rocket launcher somewhere?
Fun Map
#36 posted by aguirRe on 2005/09/03 16:07:05
Good verticality, gameflow and balanced action on Normal. I liked the many grates with nice shadows. Ammo/health was adequate but I could've used less armor in the beginning and more near the end. Got mauled pretty good in the big outside area.
Progression felt smooth, except that I would've liked to be able to get back after the final battle to go secret hunting. Like Ankh, I noticed that most paths led to the hub with the three wind tunnels, going back to the start proved more difficult. I finally found all five secrets, but the last two took a while ...
Is it possible to get to the MH without a RJ?
#37 posted by metlslime on 2005/09/03 16:15:48
This map had a rocket launcher somewhere?
The RL is inside one of the secrets.
Is it possible to get to the MH without a RJ?
There's a teleporter that will take you up there.
And as for the question of going back the start, that is a flaw in this level. Once you go up the tunnel with the silver key door, you can't return to before that point, and then when you go up the tunnel with the gold key door, you again can't backtrack.
Metlslime
#38 posted by JPL on 2005/09/03 23:35:18
I've just played the map, and I enjoyed it. Good ammo/armor/health balance, I've never been loose in the map, very interesting progression, very good monster placement (I was surprised 2 or 3 times by ogres' ambush..) Gameplay is very good.
Concerning architecture and design layout, it is also very interesting. This rusty design with pipes and water remind me some underearth original ID's level... The only thing I could complain is the fact that the map has not been compilated for transparent water... Well, it is easily solved by console command but I like transparent water effect.. but that's my own taste... As well, lightning effects are really good...
In anyway, it is a very good map that smell to come from a professionnal mapper..
you did good work, I had good fun: kthx for that ;)
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