|
|
| Posted by Spirit on 2008/08/27 20:30:29 |
After an unusually short delay for a mapping pack, finally here it is! In one short sentence: Quake Maps remade/remixed in one way or another.
Drool over the screenshots:
http://www.speeds.quaddicted.com/rmx
Grab the pack:
http://www.speeds.quaddicted.com/maps/rmx-pack.zip
Get a headache watching the source files:
http://www.speeds.quaddicted.com/maps/rmx-src.zip
-Take care of your body fluids (top AND bottom ones).
-Fribbles, you might want to quicksave a lot!
-Willem's map is balanced as it would be played after the other e3 maps.
-You could put the maps into id1/maps/ if you want. But then you cannot use the fancy-schmancy start map (do not put that into id1/maps/...).
Enjoy! |
|
 |
 Error In Fruitz Of Dojo's GLQUake.
E4M1RMX crashes everytime you get in the next to last room, right after the message "Now you're trapped inside!".
Something related to a wrong teleport target or something like that... Must be one fo the enforcers teleporting in... If anyone's interested, I can post the error message...
 Works Fine In Fitzquake, Tho'....
 OK - Here's A Challenge!
#22 posted by RickyT33 on 2008/08/28 18:57:14
http://shub-hub.com/files/demos_singleplayer/rickynhe4m1rmx.dz
Here is my spoilers demo!
It should work in Fitzquake, but if you downloaded the 9th (?) June version it might not work. Also Negke's demo will possibly require the old version to be viewed too...
This was the final version of the map.
Anyhoo there's 108/109 kills 5/5 secrets in less than 5 minutes. Sielwolf? Any takers? No?
Ah well...
 Ricky
#23 posted by Sielwolf on 2008/08/29 00:23:56
not playing much atm.
Great to see so many releases during the Expo btw :-)
 Finished Playing.
#24 posted by Dr_Shadowborg on 2008/08/29 01:08:28
Listed in order of what I feel is the winner in terms of fun value.
Spirit's Map: Good, aside from a few niggling things, it's not horribly ugly, nor horribly hard. Captures the feel of Quake.
RickyT23's Map: Outstanding architecture, couldn't finish it though because of teleport target problem at the end of the level...
Zwiffle's Map: Good, too much trim / detail on the walls for my taste though.
spd's Map: He makes no mistakes, but somehow I can't help but feel this map was needlessly spacious and difficult. Didn't have all that much fun with this one. :/
willem's Map: Not going to rate this one, because it doesn't feel finished, and is mostly just a eyecandied version of the original...
 Played
#25 posted by ijed on 2008/08/29 03:51:36
A few times now, great pack.
A few general comments:
Spirit's - a bit plain, but didn't really suffer for it. Comepletey reinvented the theme.
Zwiffle's - The blue got a bit annoying, but the gameplay was spot on.
Speed's - Again, the brown was a bit repetative. I gave up on the pack originally, unable to beat this map because I tried playing it first, and therefore had no weapons, and missed the grenade launcher in the pool.
Willem's - Did the job, could have used some more work on some areas that were left original.
RickyT23's - Pick of the pack for me. Glad you didn't follow my stupid advice and make the slime water - the respawning biosuits are a much better solution.
The start map was functional. A way to skip having to reselect the skill would have been good (for NM) and maybe a visual change at the start as well - I thought I hadn't copied the maps at first.
Interesting to see how others are approaching remakes, aside from than's impressive rework.
 Two To Start:
#26 posted by Shambler on 2008/08/29 11:40:13
Spirit: Nice, simple stylish map, does the job, lacks a bit of architectural focus though. Gameplay very easy (esp with secrets) but fun. Spirit, you need to sit through all of this demo as revenge for what happened...
http://shub-hub.com/files/demos_singleplayer/sham_e2m1.dz
(Recorded in AGLQuake)
Spd: Cool map, I agree with whomever said that this is what Wind Tunnels would be described as to someone who'd never played it. Cool architecture although some of it curiously innaccessible. I quite like the gameplay - it was tough but managable, with some well thought out combats designed for a specific challenge. I played too casual early on and found myself in the red for a while BUT just had to try harder and got back in control. However the first "exactly like E3M5 room" was pretty touch and go and perhaps a bit undersupplied. I eventually died with the stupid fucking "Fiend lands on your head from above" instant-death bug. I claim a clean run anyway as it was piss after that.
http://shub-hub.com/files/demos_singleplayer/sham_e3m5.dz
(Recorded in AGLQuake)
 Hahaha
#27 posted by Spirit on 2008/08/29 12:27:22
Nice job finding the coop start room. I admire your stubbornness! Thanks for the laughter. :)
(I did want to put a texture up there that reads "this is where coop players start" from below, but then I was done and tired with the map.)
 I Did Wonder
#28 posted by Lardarse on 2008/08/29 16:47:20
Why that wasn't tagged a secret...
 Good Work Guys!
#29 posted by erc on 2008/08/29 23:12:27
Had much fun with the pack.
Though lacking a polish, Spirit's rmx is still Quakey. Too bad Willem's one is unfinished, the little details here and there really added a lot. Speed's still strong with the industrial theme, however, I agree that it's a bit underpopulated and spacey. Ricky's coloured lights are lovely as always, gameplay gets a bit hectic at times tho' - and I hate those spawns! As for Zwiffle's; well, I didn't like the custom texturing much, and the lack of atmospheric lighting (as in the original) made it seem a bit bland, tho' the gameplay is absolutely the best of the pack - congrats.
Here's the pack of my first-runs:
http://shub-hub.com/files/demos_singleplayer/rmx-pack_erc.dz
#30 posted by nitin on 2008/08/30 05:31:55
spirit's - nice variation on the theme, pretty good map with some nifty areas visually but definiely could do with more detailing for polish. Fun map though.
spd's - ran out of ammo on normal twice, had to godmode both times. Otherwise its quite well done, nice visuals and definitely a very good extrapolation of the original.
ricky's - already commented previously when released individually, probably the best inthe pack too.
zwiffle's - nice looks, the main room especially but I didnt like the ameplay, more to do with the original which is what I guessed this is based of. Tied second best with spd's.
willem - would have liked to see the finished version, this is too similar to the original.
 Speeds
#31 posted by ijed on 2008/08/30 19:14:56
Why no Thunderbolt?
#32 posted by Trinca on 2008/08/31 01:09:06
ok, finally play then!
1st demos
http://trinca.quaddicted.com/temp/rmx_demos.dz
didn�t made a ricky demo becouse i beta test it!!!
winner... wel i think both speedy and ricky win i love the layput of both maps but speedy had a great gameplay :) love it!!!
zwiffle :\ fuck i died in this noob map :( bastart i dont love you anymore :(
Willem's always new of come next map was realy easy... only at start was hard becouse i didn�t had any amo... after that was peace of cake! i think the most fun part of map was the water secret.
Spirit map was fun :) also a litle easy but was a fun blast!
good job guys!!!
p.s-> speedy please nooooooooooooooooooo we need more maps from you... take a small rest ;) and comenback soon!
#33 posted by Jaromir83 on 2008/08/31 22:26:29
OT: how do I export the console content to txt file pls? (to be able to read maplist of 300 maps on server shown in console by /maps command). thanks, srry for OT
 "condump"
#34 posted by anonymous user on 2008/08/31 22:30:54
 Actually...
#35 posted by metlslime on 2008/09/01 03:21:29
condump only dumps the current buffer, not the entire history. To increase the buffer size, run fitzquake with -consize 128 (or higher.) This is the size in kilobytes, with 64 being default for fitzquake.
 Also...
#36 posted by metlslime on 2008/09/01 03:23:09
by the time you quit the game to read the text file, you might as well just browse your maps dir in windows explorer :)
 That Would Be Usefull For
#37 posted by RickyT33 on 2008/09/01 03:31:07
doing progs trickery and using entity numbers for the "target" key.
If I had known that when i was making thehand I would have tried harder to get the lighting working in the underground section. In the end I settled for lazers. :|
 Don't Forget
Good old -condebug command line option.
 Next 3
#39 posted by Shambler on 2008/09/01 20:13:12
Willem/E3M4 - nice tweaks to the architecture, but, err, that's it?? Not really taking advantage of the full joys of rmxing...
http://shub-hub.com/files/demos_singleplayer/sham_e3m4.dz
Ricky/E4M1 - really taking advantage of the full joys of rmxing!! Very good map, very stylishly done. Great example of the genre. Felt a bit large in some places. Solid, tough gameplay. Remembering the map layout helped. I managed to totally waste the quad, yay. Was going well and then got trapped by two fiends BEFORE taking the mega-health, doh.
http://shub-hub.com/files/demos_singleplayer/sham_e4m1.dz
Zwiffle/E4M7 - like the style, a great visual enhancement of the theme. THIS is what Episode4 was really getting at, but never acheived - a sense of horror and dislocation. Good solid gameplay again, steadily challenging but fun the way through. I missed having spawn tho.
http://shub-hub.com/files/demos_singleplayer/sham_e4m7.dz
 P.S.
#40 posted by Shambler on 2008/09/01 20:14:51
E3M4 very easy without adding weapons, of course.
 E4m1rmx First Play
#41 posted by mwh on 2008/09/02 02:47:56
On skill 3, almost made it!
http://python.net/~mwh/e4m1rmx_mwh_1st.dz
(played with joequake).
Didn't find any secrets, had fun!
 Thans For The Demos Guys
#42 posted by RickyT33 on 2008/09/02 04:07:29
mwh - fucking good effort!
shambler - thanks man
would like to thank Speeds for the textures - aren't they fab!!
check out the spoilers demo peeps if you wanna see how to get those secrets - I tried to sort fo leave them where they were but developed them/re-hid the triggers...
all the same it seems you can burn through this map at a great rate of knots!! there are two Quads, a Pentegram and the LG :P
the LG and the pentegram make for interesting underwater prospects...
 Maps Done, Whee!
#43 posted by necros on 2008/09/02 08:52:37
http://shub-hub.com/files/demos_singleplayer/ne_rmxpack_demos.dz
some of these are a little short on ammo... i had to work on my axing skills. :P maybe they are meant to be played with previous ammo/weapons or something.
i beat them all except e4m7, that ending was retarded. not because it's overly difficult, just tiring to have to keep running around and around.
overall quality was pretty darn good, speeds' map i think had the best technical brushwork but i liked the take on e4m7. good use of colour in e4m1. e3m4, i think captured the original feel well and the secret area is pretty sweet. e2m1 is good, but it felt haphazard at times and it felt almost like a completely new map.
thanks for the evening of quakery guys. :)
 Answering Ricky's Challenge!
#44 posted by mwh on 2008/09/05 04:38:47
http://python.net/~mwh/e4m1rmx_mwh_nh_357.dz
3:57 109/109 5/5
Not easy! The improvement comes mostly from plain faster play I think, though there's some better ammo thinking (don't quad shaft enforcers when you want their cells!) and an easy tf.
The mechanisms for opening the secrets were a bit opaque, particularly the shaft one. But it's still a great map.
|
 |
|
You must be logged in to post in this thread.
|
|
Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.
|
|