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Coagula Pack #3
After literally days of procrastination and delays, the 3rd Coagula Pack has been released.

And it just so happened that on the third of the second in the twothousandandninths he who calls himself Trinca proposed the gathering of mappers to thereby form a conglomerate of maps.

Those maps - which as He suggested to be of the Coagula style - would be floating in the void. The peons were interested and so it was decided that delivery day was to be the last of March. Rules came and went, people joined and dropped. De-Quothed it was and to be started within Idone Vanilla.

There were screams of pain and moans of happiness to be heard all across Funcia.


Pack contains 6 maps and a start map.

Screenshots:
http://www.quaketastic.com/upload/files/screen_shots/coag3_ericw.jpg : ericw
http://www.quaketastic.com/upload/files/screen_shots/coag3_gb.jpg : gb
http://www.quaketastic.com/upload/files/screen_shots/coag3_rickyt23.jpg : RickyT23
http://www.quaketastic.com/upload/files/screen_shots/coag3_spy.jpg : spy
http://www.quaketastic.com/upload/files/screen_shots/coag3_trinca.jpg : Trinca
http://www.quaketastic.com/upload/files/screen_shots/coag3_willem.jpg : Willem
http://www.quaketastic.com/upload/files/screen_shots/coag3_start.jpg : Start Map

Download:
http://www.quaddicted.com/filebase/coagula3_pack.zip

Enjoy!
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Spy 
Haha, you totally kick my ass on the route. I walked way further because I did not realise I was passing above that platform. Duh!

And now I'm gonna beat your time. :P 
Nice, Trinca 
but, try the skill 3 instead, that shitty vore is blocking the way, (mine031 is skill3 run) 
 
gb - um, quite plain and the gameplay is ridiculous. where's the ammo?

Did you go atheist? If so, replay and pick a god. Try several, too. That's kinda the point of this map. Atheists are expected to cope on their own ;-)

I suggest Yogg-Sothoth, Shub is more geared towards the RMQ shotguns and if you pick her, you'll have to save ammo until you get the SNG, which is doable since you can kill most monsters there when coming back. I made killing monsters in this map completely optional, you can even exit without any kills by just jumping off at the start.

Otherwise, you can't really miss the ammo in this map unless something is still (or again) broken. Map was tested in Tyrquake, so I dunno if items fall out in DP or something (which would be the only explanation if you really can't find enough ammo).

It's interesting how people actually expect to "finish" a map after the first playthrough, typically by killing all monsters. Don't you people ever get tired of that? There is no law saying that you have to kill each and every damn scrag on the spot. Again, sorry, wrong map to expect that from. If you run out of ammo, 1) blame yourself and 2) simply ignore monsters. Don't waste ammo on scrags just in order to be fried by shalraths later.

You guys take far too many things for granted (like killing all monsters in the order in which they appear - if you have no ammo, continue further into the map to find some, yes?). Then you get grumpy when you aren't given those things on a silver tablet. Wake up, Quake doesn't have to be that way all the time.

Negke: Well, here, have your money back. I like almost abstract maps with fast gameplay and a couple new ideas, you like painstakingly broken up floor and other stuff like that (which is why your maps don't make the deadline). Sorry, not going to see that from me - wrong person to ask.

Pope and others: Rating a map without gameplay (but with broken up floor and chopped off columns) at the top, second only to a nonexistant map, is sadly typical for this "community". I don't believe it was a joke actually, which is sad.

I hope one or two ppl will have fun with my map, which is the point.

I'm pretty aware I map for the wrong game at this point. Although I still think Quake doesn't have to end there.

Finally, I also played a couple maps!

Spy: Like I said earlier, this is a typical Quake map in many ways, which is why people will like it. The best word to describe the map is "solid". I really don't get why some people here and on that abominable IRC channel say that the startmap is the best map of the pack, you must be kidding. Spy's map should pretty much satisfy even the most conservative players.

Ricky: Neat map, I thought the "dark powers" stuff has been done to death though, same as breaking bricks out of the walls, but I liked the gameplay. The SNG jump thing was nice. The final stretch with the SK and across the roof was a bit tacked on, I think there should have been a boss fight in the church instead. :)

ericw: Hard arena style combat made me run like a rabbit here, and die, and die again, which I liked. The upper parts of the map, ie the walkways, felt a bit less satisfying. Some nice looks in part of the map. The four shambler bit again felt somewhat unnecessary and tacked on. But I liked the map overall. Probably OK in deathmatch, too.

Trinca: Looks like this was your speedmap with some new layers, so many of the same comments apply. Gosh, that's a lot of monsters in the same place. My crappy skills can't cope with this, sadly. My fault though.

Willem: The map kept segfaulting so hard it froze my X server in Tyrquake .59. It seems to do something unusual. I'll have to try this in another engine still.

Nonentity: The start map is adequate, but I think it misses the bus on being a start map somewhat. Top priority for a start map should be giving the player easy access to all the other maps, and to the skill selection, and otherwise stay out of the way. Ijed said it best.

In general, jumping puzzles over void/lava should be avoided IMO, since the punishment (instakill) is out of proportion to missing a jump. It creates frustration and not much more.

Thanks to all the other guys for a fun pack and lack of flamewars over deadlines. Overall a pretty mature thing. It was fun, see you guys around. 
 
ricky's map on easy in 26 seconds:
http://www.quaketastic.com/upload/files/demos/speed_runs/coag3_rickyt23_spirit_er_26.zip

Do use the SDA demo progs for accurate times.
http://speeddemosarchive.com/quake/QdQstats18.zip

I hope NahkahiiR does not start running. ;) 
Gnah 
I was down to 27.5x for Nightmare, but now I lost my mojo and knights always get in my way (or I bump into the geometry just above the exit). Damn fun though. :)

http://www.quaketastic.com/upload/files/demos/speed_runs/coag3_rickyt23_spirit_nr_27.zip 
NH Someone Please! 
Nice hard run Spy!

Nice speedruns everyone! Spirit is the winnar!

I take it no-one has found the early Quad right at the very start then? 
 
Nice hard run Spy!
why? it was nitemare run :) 
 
"you can even exit without any kills by just jumping off at the start. "

"If you run out of ammo, 1) blame yourself and 2) simply ignore monsters."

um, ok thanks I see where I went wrong...

seriously, I am all for trying new things, but how about some warning instead of just saying "too bad if you dont think like me"?

and for what its worth, I did do exactly what you said (keep playing and avoiding monsters till I could find ammo), but it was *not* enjoyable. And that's the bottom line.

just my $0.02. 
Just Realised 
that second last para may sound like a quote, its not. 
Spirit ;)) 
Your wish didn't come true, I did some speedruns. :P http://nahkahiir.thps3.net/quake/coag3demoz.dz

ericw_023 ER
rickyt23_023 ER
spy_029 ER
trinca_103 ER
trinca_119 NR
willem_009 ER

As this was a contest, my rating for maps is this: start, RickyT23, spy, Trinca, Willem, gb, ericw.

I don't get the whine about "jumping puzzle" in the start map. I never fell down there yet. Those details... they are something.

The bad thing about ericw's map is the skybox. It gives me only 15-30 fps and kills my quake experience. :( 
Nice Beat Down 
You guys take far too many things for granted (like killing all monsters in the order in which they appear - if you have no ammo, continue further into the map to find some, yes?). Then you get grumpy when you aren't given those things on a silver tablet. Wake up, Quake doesn't have to be that way all the time.

The board could use a little more sass like that. 
Spy 
Sorry my mistake 
Fine Whine? 
The jumping wasn't a pain - I only fell off when looking for the NM entrance. The complaint was havint to redo it each time I respawned in the start. 
 
I wasn't just referring to the start map there, sorry. The jumping puzzle where I fell off was at the SNG in Ricky's map, apparently there was a teleporter that I missed or something (it did kick in once, but it wasn't very clear.) But I saw that the startmap also had void-jumping.

More a general comment, not aimed at nonentity's map specifically. 
 
but it was *not* enjoyable. And that's the bottom line.

Good, all right. 
Sorry, But This Has To Be Said 
You take far too many things for granted (like having no jumping obstacles in your way - quicksave when things look dangerous and if you fall down and die, just reload, yes?). Then you get grumpy when you aren't carried through the map on a silver tablet. Wake up, Quake doesn't have to be that way all the time.

In general, making it hard to get 100% monster kills should be avoided IMO, since the disappointment (achievement of "completion") is out of proportion to one or two more ammo boxes. It creates frustration and not much more.

-----

I like your map, don't get any false vibe out of this post. It's just almost that you are saying one thing and then that you are exempt from it. 
 
Oh and the praise for the start map might be coming from the fact that some people here primarily map like "sculpting" and not necessarily "creating gameplay". And the start map is a fucking mind blowing example of a monsterless map. It's not only the lighting that is plain beautiful, it is also the layout, the texturing, the atmosphere, the creativity, the whole composition.

I honestly have not seen such perfection for a long time (apsp2 does not count for me as it is base). 
Nice Pack! 
My rankings:

1) Spy
2) Willem
3) RickyT23
4) Trinca
5) ericw
6) GB

Why rank a start map? Especially one with an insta-gib bottom in it ;)

All were good-looking, except GB's, and fairly true to the coagula theme. I thought Trinca's could have used more void -- and health --in the interior. Some of the gameplay gimmicks weren't so well executed, though, but I liked Willem's highjump demons :) I managed to survive them all on normal :D

If I were a pixelated Joe Montana I would point at you all and say, "Great Play!" 
 
Spirit: Hmm well, it was an experiment. Experiments go many ways :) 
Gb It Could Have Been Better Concieved I Know 
basically you have to stay where you were when you picked up the sng for about 1.5 seconds and you will teleport back to the trigger which moves the stones into position. In retrospect I dont think this was very obvious. Ah, well.....

Well done for finding it!

Someone do a nh demo using the QUAD at the start.

Or I will :D

Regretably I havent done demos yet for the other maps, but I will!

Nonentity - help Ijed/gb do a map for RQ :)

You have a talent there for very aesthetically pleasing maps!

Spy also. Really good map! :DDD 
Ricky 
Well, who can resist an SNG when it says "Jump at it!" :)

not me :)

Yes, spy's map is really good I think. #1 for me. 
Hmm 
Firstly, respect and praise for everyone who created a map for this. It being the weekend and all I haven't had a chance to play through them all yet, but will post opinions once I do...

Many thanks for the appreciation (altho they may be slightly ott, I think my unproductive cyncism makes people forget this isn't my first map ;)

However, as people who were listening to me rant in #tf while trying to release on Friday are aware, the map is far from complete in my eyes. Unfortunately I didn't start the map 'til last weekend so it is very rushed, to the point of being fast vis'd rather than full (this is what happens when I try using an engine that doesn't support static meshes).

Rather than delaying the pack, I decided to release as is and then tidy up the map over the next week (or two). Currently the brushwork & vis/clip hulls need optimising, the lighting needs tweaking (was done in ~2 hours, so no light has non-default fade for example (although non-default algorithms are used)), sound needs adding, DM starts/items (as should be the case with a 'coagula' map, etc.

The one thing I missed that does annoy me (since it affects gameplay) is the lack of a start2. I was aware of the issue and knew in the back of my mind it was possible, but was too hurried to find out how to implement it. My apologies, it'll be fixed when I release the updated version.

As for gb's snide remarks I shall avoid vitriol and remind you it was (a) a hub (albeit one without a start2) and (b) some of your own words;

Wake up, Quake doesn't have to be that way all the time.

I like almost abstract maps with [...] a couple new ideas

Sorry, not going to see that from me - wrong person to ask.


...and otherwise stay out of the way 
Good Pack 
Globally, nothing more to say more than what others said.
This pack is so far one of the best pack ever.
The start map is a real peace of art.
All the contributors made really enjoyable map. I don't want to make a ranking here, as I really had fun with all the maps.
BTW, the skyboxes are fucking good !

I want to see more pack like this!

Go map and keep it up ! 
 
Huh, having looked at the start map I now realize I didn't know I was supposed to name my map. Dammit... 
Very Good So Far 
I played the maps in order they appear on the start map. This means Eric, Trinca and Willem's maps - and Willem's up to the lift part where i fail to not die (i'll fight it though before i continue to the next maps :-P). So far my favourite is Trinca's (awesome map for monster infighting) but i have to check the others. I'll post more detail later when i finish these :-).

Btw, packs like this makes me wish that Quake had a similar "title/mapper" announcement at the map's beginning like Unreal 1. 
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