News | Forum | People | FAQ | Links | Search | Register | Log in
New Quoth1SP : "Subterranean Library" By Than
I finally got around to finishing apsp3; A map I started way back in late 2005 for the chapters map pack for Quoth. Since it missed the deadline for that pack by 5 or 6 years, it turned into apsp3, languishing on my hard drive for months at a time, before I eventually finished it off.

It's a very large SP map with lots of secrets and plenty of monsters. It requires Quoth (yup, even if you're Daz), an enhanced engine like Fitz or Quakespasm, and yes, it does use the Quoth monsters ;-)

download (4,607kb):
https://docs.google.com/open?id=0B2HO-DwxAPCneTRvNElBN052WVk
proper mirror:
http://www.quaddicted.com/filebase/apsp3.zip

screenshots:
http://i.imgur.com/fsqTd.jpg
http://i.imgur.com/uQaNl.jpg
First | Previous | Next | Last
Now Try This : 
Load the DMSP mod (death match to single player) to add 100 more monsters, and play that map in nightmare skill. This turns the map into a bukkakke-rave party, texan style !

Of course, I'm playing in god mode and use all the weapons with the QuadDammage ON ! LOL

Hehehee ! 
Quake Done Quick ? 
Can someone play that map in the Quake Done Quick way ? Publish your movie ! 
Not Quite Done Yet 
things got really confusing after the first rune so I had to take a break for other things. overall really cool map and consistently fun gameplay thus far.

Also it was nice to see all the limit-breaking messages at startup and realize my current wip (coincidentally also a buried building) has a lot less engine rape. :P 
Thanks For The Comments! 
Sorry for the google drive link. I intended for it to be replaced as soon as possible by someone with Quaddicted upload permission (just Spirit?) Thanks for uploading so quickly, Spirit.

Glad you guys liked the map. Would have sucked if after all this time everyone said "this sucks. Fuck you for wasting my time, FAG!" etc. :)

Glad there haven't been any complaints about ammo levels yet either. Felt like it was a bit on the generous side, but you always get that on your own maps I think. If you don't, it probably means there isn't enough for a first time player.

Barnak: I kind of wish dmsp spawned monsters in the non-dm areas of the map too - that would be cool. Thanks to Negke for the dmsp compatibility tips (that he gave me when he was testing dm7rmx, and I probably ignored because I assumed nobody would bother.)

Fern: The map is pretty kind to the engines apart from the limits I think. Not much crazy high poly stuff going on anywhere. Max r_speeds are probably between 1200 and 1400, with the average being much less. It's also kind on the compilers I guess, since full vis took 6 minutes. dm7rmx, on the other hand, took 19 hours or something. 
Onetruepurple 
Really sorry I asked you to test, then forgot you were testing for me. I just wanted to get the map released quickly. In retrospect it would perhaps have been good to wait a little and get more tester feedback on skill 0 and 1, but I was so obsessed with finishing and releasing it that I completely forgot that I was waiting for your feedback.

Sorry. 
DMSP 
Well, my suggestion to tru the DMSP mod isn't working as expected.

Is there a way to use Quoth AND dmsp at the same time ? What is the command line I should use at the start point ? 
 
Too same, dark and interconnected for me. Died and did not feel like continuing right away. 
Fun Map 
 
Weird 
I didn't feel like i had THAT many issues navigating (demo on the way BTW which is probably painful to watch). Like CZG said, almost (almost)!
Ammo felt about right throughout, perhaps even a bit light at times for me. After dying lamely in the demo I'll be sending I explored around and ended up finding 19/20. I did an amazing job of not finding some in the demo, it's pretty ridiculous.

I felt like the somewhat monotone looks worked really well overall.

WHERE THE FUCK IS THE MEGASECRET? I noclipped for 30 mins looking for that thing. 
 
The megasecret is the legendary photo of than dipping his penis into fizzy peach drink.

sorry for the spoiler 
This Map Is Epic ! 
I played the map several times, with different strategies (and yes, I cheat a lot). I didn't found a single bug !

I discovered half the secrets only (about 11/20).

The hammer secret was fun.

The only aesthetical glitch I've found are the "invisible marks not invisible" on the ground, where some holes are punched after an earthquake event. This is not unique to that map, since I saw this graphical glitch on other maps as well. Probably a Quake/OpenGL issue, I can't tell.

Overall, this is really a great map. A classic. 
Lame Ass Demo 
Than You Are A Sick Unit 
Great map over all. I usually don't like this cramped style but there was enough interesting level design to keep things fun.

40 minute medium skill play, 8/20 secrets https://dl.dropbox.com/u/33279452/daz_apsp3.rar

It was an excellent idea to keep half of the rune doors in place when you had collected enough runes to destroy them. That let me know that this was in fact an area I had not been to yet, without that visual guide I would have got very, very lost in this tangled map :)

The layout in general is absolutely sick, more than once I would enter a "new" area and suddenly realise that it was the same area as before :) Blew my mind a few times!

Some things I didn't like so much were the colour scheme of the map, very dull colours and it all looks very similar throughout. I think some more distinct visuals for each sections could have helped with navigation a little, there were a few times where I was a little lost.

I would have liked some larger areas with bigger fights towards the end, but that is my personal preference. The fights you had were good and quite tactical in areas too. Nice use of the shielded hell knights.

Great map, overall I give it 4 bananas out of an ostrich 
Thanks Than 
Excellent as always. 
Better Feedback: 
The stacked / looping layout was very nicely done, as most everyone has mentioned.

Really liked the runic progression, nice to see new things like this.

It's massive, but well planned and with a lot of detail... impressive.

Secrets were fun and fair.

Ambushes were great - getting the most from the monsters. The first Ogre ambush broke my demo; I kept getting stuck on stuff there from staring up at the ogres. Then they dropped on my head. Set the scene for the rest of the map really.

Nice to see a Quadrun as part of progression.

I got lost looking for the GK door. With hindsight this seems dumb, but a couple of signs might have helped. No problem with the SK since its visually near to its door.

The bloodfalls seemed loud, even though they were a useful point of reference. I suspect they suffered from Quake's on/off volume falloff?

Definitely replaying this one a few times. 
Holy Hell 
I cant believe how much you guys just keep upping the ante!

Instant classic, I really have nothing bad to say. Everything was tremendous. 
So 
18/20, I know where one more is (the very obvious recessed wall near the 2nd rune) and no idea where the 20th is.

Anybody? 
 
No, but I uploaded my playthrough http://www.youtube.com/watch?v=N23U78RNdpA 
Video.. 
Hey Spirit,

I watched your video capture. Very nice !

I just noticed that I don't have the blood falls ambiance sound. Is there a command to turn this sound effect ON ?

Also, I don't have the knight's glows when it fires. Is there a command for that FX too ? 
Thanks 
That glow is probably the engine I use (sorry, not public :( ).

No idea about the sounds. 
Barnak 
Don't tell me you played this map without Quoth... 
Great As Always 
Great as always, pro level design.
Thank you! 
Negke 
Of course, I played the map using Quoth, and Quakespasm, on OS X.

But I don't know why I don't get the blood falls sounds. 
 
My demo was recorded in RMQ by the way. guess I should move over to quakespasm... 
Not Bad Man :) 
Very interesting map, & looks amazing. 13/20. 200/200
It slowed my system down a bit. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.