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SM181 - Copper
The theme of the first in the new year Quake Speedmapping event was the copper. We received 6 maps from the these mappers:

Cocerello - https://i.imgur.com/O77EDRg.png and https://i.imgur.com/17zHKnF.png
DOOMer - https://i.imgur.com/CsrqKeu.png
Naitelveni - https://i.imgur.com/ErLsZwu.png
NewHouse - https://i.imgur.com/yvo9r6k.png
SavageX - https://i.imgur.com/bUEYBxv.png

Dwonload SM181 pack - http://maps.quakegate.ru/q1/sm181_pack.zip
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@ Cocerello 
About the effect on hellknight and scrags projectiles... it's not a mod, it's FTE "classic" particles settings, and it's just like the old effect from original glquake (ok, it's not "just like", but it is "almost like"... in glquake the angle from the particle-effect is more acute than obtuse) =D 
Curious 
I tried all of FTE's particle settings in every combination i could think of, Id's GLQuake, and even Winquake and Dosquake and couldn't see what you have: those annoying trails that stretch a lot to each side on 45ยบ, camouflaging the real projectile. Maybe its like the stuttering sound you had before and you have to change some setting that its giving you problems, who knows.

Not that it matter much if it was on Id's Quake or not, apart from being tiring and boring that trail robs you of most of your ability to avoid those projectiles, so there is no skill involved, just relying on cover. You are better without them. 
On The Quake Grave Now 
https://www.youtube.com/watch?v=mq82JOfkN_I

Sorry it took a month, but I now have a playthrough of the SM181 up now. Just some quick notes for everyone here but obviously, check out your playthrough in the video for more info and thoughts.

Cocerello 1 - I really like the beginning feel of this map, the void and pathway up to the castle was very cool! However, I know I'm not the first to say this, but I didn't really understand how the fight at the end was supposed to unfold. I got lucky finding a pent and running to the exit but I didn't understand how I would've been able to kill all of those enemies and make it to the exit. I must've missed something?

Cocerello 2 - This map suffers a lot from the fact that many rooms feel like the same room used over and over which makes it easy to get lost. There are a couple landmark areas to help with navigation, but not many. Then considering the same few textures are used over and over and over again... I feel like this one could've been paired down a little from its current sized to be a bit more of a focused experience.

DOOMer - I thought that this was a fun little map! It tells a good visual story with the broken elevator and I enjoy the green lights! Some may claim it's too easy but that's okay, this is a speed map and feels like a speed map! But even so, this map is a lot better than many of the maps that came out in the 96-97 era of Quake. It's biggest flaw is it's predictability, but personally I like a good old fashioned Quake map so I liked it!

Nait - I was VERY impressed by this map because the castle looks amazing! The rooms have a great feel to them, there are areas I didn't fully explore that look great (like the lava falls area inside)... there's just a lot of visual stuff to like here! This map could've easily have been a one off release for you. Are you sure that this one was built within the time limit? ;) Enemy density I think can be adjusted a bit. There are a TON of enemy's crammed into this place, so if that was paired down a bit and then maybe require the player to hit all the pillars to exit, this could be a great single release for you!

newHouse - This is another one that I was very impressed with! I love all of the moving and shakin' this map does to reveal new pathways that reuse old pathways. It feels fresh and somewhat new and different but also very Quake. Pacing is great, monster combat feels right on and the over all look and feel of this map is something I really liked too. Some sort of Cosmos meets Egyptian meets circuitry thing? Very cool! You really got me at the end with all fiends too! Nice job NewHouse!

SavageX - Congrats on the silliest name in the pack, this made me crack up a bit, and of course the ending was priceless to match the name! Now, first off I will say that this map isn't much to look at, it's pretty boxy and a little bland but that is to be expected during a speed map jam. However, the strong point of this is the design! I loved what you did with the elevator at the beginning, how you hit the button expecting the elevator to come down and take you up to the next area but instead it pauses and then the floor starts moving down. Then you have to follow through with hitting those buttons to get the elevator to actually work. Then you top t all off with a challenging horde fight at the end. I really enjoyed this one as well, nice work!

Thanks everyone for your hard work, a pleasure as always to play with your maps! 
Thank You 
for making the video, I enjoyed watching those runs and got much information out of them.

I didn't understand how I would've been able to kill all of those enemies and make it to the exit.

You simply don't. The fight is supposed to be a dynamic last man stand around the exit where the player choose how difficult or long he wants it to be by giving the freedom to end it or to change which, when and how many guys come depending on the way is played or the routes that were used to reach it. Because of this the exit is open enough to get through around 10 seconds (less in skill 2) before the shamblers and the Finish Him! voice appears and there is not enough ammo to kill them all on purpose. There was some things done to help with making it easier but never worked for a single one that played it here, unfortunately, so i need to rethink them.

This map suffers a lot from the fact that many rooms feel like the same room used over and over which makes it easy to get lost.

Don't feel like, they are the same, to help with mapping fast: each of those 8 landmark/checkpoint rooms are done by combining 4 modules chosen from up to 7-8 different ones, slightly modified to make them stand out between them.
And yeah, the dogs are bugged. 
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