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Q1Puzzle: Ascending And Descending.
Or was it "Asshanding & Dazending"?!

This is a small medieval/realism puzzle map, complete with cramped rooms and oversized furniture. It's based on M.C. Escher's print of the same title, albeit without the visual paradox or any other weird styles for that matter. It's a bit of a blend between my very first Quake map, Scragbait's Fall Cleaning, and Lower Forecourt.

The gameplay is slow and focuses on key-hunting and finding secret areas. Requires a little thinking out of the box at times, but not excessively so. Try to discover, figure out and remember the hint messages.

It has a very open, nonlinear layout with terrible visblocking resulting in a high polycount and the risk of packet overflow on older engines. I recommend Fitzquake or one of its forks, but if you must play it with a vintage port, consider using some corpse removal mod.

Originally, it was supposed to be a quick and simple turtlemappish level to be released on Halloween or Christmas, but it dragged on and I ran into all sorts of technical problems (limit-related) which eventually made it a very frustrating experience - hopefully it won't be for you. Demos are appreciated.

Screenshot
Download

Note: There's quite a bit of compatibilty issues, be sure to check the readme for information. Most importantly, this map does not work with DirectQ 1.9.0 (use 1.8.8(1) instead), and Darkplaces users must set sv_gameplayfix_ q1bsptracelinereportstexture 0.
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Func_moderator: Can you please edit the OP and fix a typo - it should read "DirectQ 1.8.8(1)"

Mandel: Very nice already. It should be even quicker/easier if you use the super secret. ;) 
 
I concur that it's too confusing but still good fun. Thanks negke! 
I Will Play This 
eventually...

And when I do I might even record a demo!(!!!!!!!!) 
I Need Better Computer 
My crappy laptop doesn't run this map without low fps.

And that is why Mandel can keep his record. ;) 
 
try -nomtex 
OTP 
I never noticed that. Probably because S = 3...

http://wiki.quakeworld.nu/images/Runes.jpg

Haven't played this one yet. 
So 
That image is 2341. 
 
pretty sure that fourth one is the episode 2 rune, otherwise i've ballsed up considerably here: http://isoterra.co.uk/quake/s9/e2m3a.jpg 
Uh 
You're right.

So the order is 1342 in that image... 
Alternatively 
Earth, Hell, Elder, Black. 
Can't Get Past Seals Breaking... 
...everything freezes.
Using Fitzquake (Quakespasm) 0.85 2 on an Imac.

What gives? Any (easy, for the untrained, for dummies) workaround?

Thanks in advance... 
Awesome Map 
Just finished playing this one on all the difficulties.
Played it on Fitquakes Mark 5 with zero issues at all.

Very frustrating at first, but once you get into the swing of things it flows very well. Some parts of the map genuinely put a smile on my face (the silly magic curtain and some of the props etc).
I enjoyed the attention to detail. The props as mentioned, like the knives in the workshop and stuff like the rug on the library floor very cool.

One thing I enjoyed was being able to get the keys/items in a different order when I would replay the map in the higher skill level, enhancing the non-linear feel of the map even more.

For those complaining about running out of ammo, well honestly I think that's an issue of simply being wasteful with it.
Fair enough I was almost out of shells and nails (like 4 shells left, 30 nails), but I just finished on Hard just then with 99 rockets and 15 cells, still with one of the 'Battery' of 100 cells left over near the Deathknight super battle/Gold key door that I didn't have to use.
I think that's a more than reasonable amount of ammo to get the job done.

Very cool to see what mappers can still wring out of vanilla quake. A very creative and daring effort, well done Negke! 
Big Grin 
Finally found the last rune.
Lots of nice touches. Getting lost seems obligatory (gold door is where!?!), but the nice mediaval touches everywhere meant i didnt get so annoyed at having to continuously wander around. The seals are a great theme.

@the silent
QS 0.85.2 is very old... so probably best to upgrade 
Uh... Supposed So... 
...Question is, where do I find a more recent version ported for OSX? 
Nevermind. 
Found it. 
And Finished It. 
Great stuff, as usual Negke. Great, great stuff.
Second run on normal (first one I was up to 3 runes and 2 secrets, missing only the gk) 30 mins-something, 90/90, 2 secrets.

The 2 Secrets is what troubles me. The first time through I had not found the ROS and still had 2. (NG&Tidiness, I suppose)... Hmm, shall have to Nightmare it... 
Thanks Guys 
If you have trouble getting it to run, try one of the engines/versions listed in the readme.

Judging from the demos, it seems most people don't take the hint messages seriously. My idea was that players should return to them, see which ones are still working, then go to the area they hint at and search it thoroughly until the secret door is revealed. Instead, at some point they just run around the map aimlessly and in patterns, always revisiting the same areas and axing this and that as if the way to proceed would just open up by itself.
Perhaps two hints per rune would have been better, at least on the lower skills. And in retrospect, I should have put the stash note (up the ladder in the kitchen) out in the open, so that people wandering around spot it more easily. Library and especially rear balcony (roof negcony) are the nasty ones. Though it should be clear what the front of the building is - big stairs, large door... if in doubt, look at the painting in the hall.

I also found that people sometimes don't seem to understand the seals. I assume that's what Daz meant by "pressing buttons and not knowing what they did". It may be another case where someone doesn't use the second line in the status bar that shows ammo and runes, but it's really quite obvious, now, isn't it: you collect runes, there are runes painted on the seal clamps, go figure. 
 
One of the problems with the rune clamp areas is that there are two of them and also different hint areas. I think if you had all the clamps and hints in one area as a kind of "hub" then that would be much easier to comprehend as a player. You'd still get some aimless wandering about but probably a lot less then now.
The other problematic areas are the picture puzzle and the hidden door. Making the hidden door a very slightly misaligned texture would have been better, and for the picture puzzle I think a subtle animation would have been brilliant (and the player would have blamed himself for not noticing the animation rather than the mapper for not giving you a clue). 
Nice Map Once Again Negke 
Nahk: you need low fps? you found some very fancy low fps trick? Or did you get some words mixed up there :) But thats not enough reason to let mandel keep silly records:

http://members.upc.nl/verorber/mce_022.dem

if you got good bunny power showing "faith" should be doable from the first fence (i could only do it hfr) 
Nice Map Once Again Negke 
Nahk: you need low fps? you found some very fancy low fps trick? Or did you get some words mixed up there :) But thats not enough reason to let mandel keep silly records:

http://members.upc.nl/verorber/mce_022.dem

if you got good bunny power showing "faith" should be doable from the first fence (i could only do it hfr) 
Aargh 
i give up been searching for that last rune for atleast an hour. secret stash near balcony...? Il stash my secret up your rear balcony. 
Finaly 
foudn that stupid door :) 
Bit Faster 
http://members.upc.nl/verorber/mce_019.dem

bit smoother and found a way i can bunny,still a bit longer then straight of the fence 
 
wow, that's a cool run! 
Basil 
My demo showed more of the map... Seriously though, that's great! 
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