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Posted by negke on 2008/09/03 09:17:09 |
Another vertical map. The tallest Quake map ever made.
Originally started for the 768/Vertical competion last year though only recently completed, this map stays true to the rules of keeping all brushfaces and entities inside a base of 768*768 units with unlimited vertical height and without using player teleportation.
Most notable features are a somewhat unusual texture theme and the choice between two indepentent routes half-way through the map: puzzles or traps.
(Note: while the traps section is pretty straight forward, the puzzles section might, depending your secret-finding skill and patience, become frustrating easily. Be sure to read the hints in the text file!)
*** THIS MAP REQUIRES QUOTH AND A HIGH-LIMIT ENGINE ***
such as Fitzquake 0.85, Bengt Jardrup's enhanced GL/Win/Nehquake, or Darkplaces (more information in the text file).
I hope it's not too dark for anyone, but if it is, please increase the brightness with the corresponding slider in the options menu.
Screenshots:
http://negke.quaddicted.com/images/768a.jpg
http://negke.quaddicted.com/images/768b.jpg
Download:
http://negke.quaddicted.com/files/768_negke.zip |
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AFAIK
#36 posted by JPL on 2008/09/04 12:12:34
metlslime is working on a new version of FitzQuake, that would support higher value as mentionned in post #33.
metlslime told me that it would be possible that his new engine version could be ready before end of QExpo, but I'm not sure about the status there.
Maybe metlslime could comment on this, and provide more infos ;)
#37 posted by Trinca on 2008/09/04 12:15:38
negke make another version :) breack the map in two :p
Raising Limits
#38 posted by Lunaran on 2008/09/04 13:08:31
isn't as easy as changing
#define MAX_FUN_THINGS 256
to a bigger number. there's variables of types with maximum sizes (like 'short') and those are salted throughout the engine, like bytepacking in the netcode and all kinds of stuff you have to go and sort out.
I Bet AguirRe Could Tell Us!
#39 posted by RickyT33 on 2008/09/04 13:21:25
I dont suppose anyone ever thought of porting AGLQuake to other OSs?
How hard would that be?
A PC
#40 posted by Text_Fish on 2008/09/04 20:02:28
capable of running Quake 1 would cost pittance these days. Hell, make it a cheapo laptop and you have Quake 1 on the move.
That is if you don't mind missing out on DarkPlaces but let's face it, there's not much to miss.
Blatant Plug (or Helpful Offer?)
#41 posted by jdhack on 2008/09/05 02:38:49
To any Linux users who want to play this in an engine that *isn't* DarkPlaces: I've been working on an engine, and while it's not quite ready for public release, I could send you a beta (if you are willing to tolerate some minor bugs, and agree to report them to me). Email my user name (above) at hotmail.com for more info.
[Sorry, Windows people will have to wait for final version. And Mac people are still screwed :) ]
Well...
#42 posted by metlslime on 2008/09/05 02:51:11
It's true, I am working on a new version which is almost finished. But, right now I just moved and everything (including my computer) is still in boxes, so progress is stopped at the moment. But since qexpo is going for another 2 weeks, there is hope.
Anyone Have A Calender?
#43 posted by Lardarse on 2008/09/05 02:54:31
QExpo ends in 1 week, not 2...
Ah...
#44 posted by metlslime on 2008/09/05 03:31:43
Good point.
As I Keep Saying...
#45 posted by mwh on 2008/09/05 04:41:35
wine works well for using expanded engines on Linux. OS X users are still a bit screwed, unless they install Ubuntu :-)
Mac Users.
Are the nigger of the world.
Back On Topic...
#47 posted by jdhack on 2008/09/05 11:06:10
Okay, I just finished playing through the traps route. (On my first attempt, I took the puzzles route and got stuck at the blue brick wall. Will attempt again.) Played on Hard, got 97/99 kills and 0/6 (!) secrets. The traps section reminded me of Frogger 2, which I always thought would be interesting to see in the Quake environment.
Some thoughts: As a concept piece, it's wonderful. Architecture was interesting & varied, and the split route is novel. The gameplay, however, was rather frustrating. My main complaint was the bumpy architecture getting in the way. It was nice to look at, but often impeded my movement. Maybe some clip brushes would've helped. It made what was already a cramped environment seem even tighter. Maybe that was your intent?
I also never really got a sense of the height while playing it, although flying around the outside sure showed it. Also, IMO it could have used more monsters, even some thrown in occasionally in the traps/puzzles areas.
No bugs encountered though, and the end battle was fun: plenty of ammo & a Quad was a nice way to release some of the pent-up frustration :)
Anyway, back to attempt route #2
BTW
#48 posted by jdhack on 2008/09/05 11:19:41
the silent: not cool; you chose your bondage
Yeah
#49 posted by ijed on 2008/09/05 15:08:51
They're more like the albinos.
Played through on the traps route second time as well, more entertaining than the puzzle route, though it was pretty puzzle in itself.
The whole thing reminds of fighting fantasy books - Look to your past, spiky buttons etc.
Fun overall, but getting stuck on all the geometry (including the floor) spoiled the map slightly. Now I'll stop banging that drum.
Also, there were a few times in this map when I LOL'd, which doesn't happen often in Quake. Still a bit nonplussed by the button that disconnects the server though.
Jdhack, Spank Me Baby...
...I feel sooo naughty...
Great Work
#51 posted by ionous on 2008/09/06 00:27:54
Quite the innovative work you've got here, Negke.
Brushwork was top rate, vastly detailed, always interesting, and using bizarre texture combinations that have no right co-existing, yet work here.
Took traps my first time through, which took me a few tries, but they were generally fair. Loved the server dump.
Tried puzzles. Gah. The puzzles that had visual clues were fine, like the stuck button, the laser puzzle, and the lightning transformer. Those were good. The "touch random spot that doesn't really look different from the rest" really sucked. Spent a long time trying to find the mechanism to extend the bridge. When I did...le sigh.
Secrets must have been brutal, since the only ones I found were the blue brick wall (?) and the secret below the lift going to the Puzzle/Trap split.
Very creative and innovative, great work.
PLayed It
#52 posted by Zwiffle on 2008/09/06 09:16:51
Was good. Weird bridge puzzle (still dunno what I did to get it to extend.) Overall very interesting map and awesome layout.
K
#53 posted by necros on 2008/09/06 10:32:12
i caved and played this in DP :P
there's a lot to say about this map. i think the best thing in here is by far the brushwork. it's meticulous and exquisite. excellent use of trim with careful texture alignment. interesting designs and shapes, nice sweeping stairs.
unfortunately... this map needs to be clipped a lot more and some stuff needs to be func_illusionary. you get hung up on way too much geometry. :( in some cases, the incredible details work against the map by getting you snagged on junk.
also, as nice and the curving ramps look, they are a bitch to navigate on, and it's not even funny when you have to fight on them.
now, the two different sections:
i took puzzles initially because i thought traps would be annoying. i was wrong. :P some of the puzzles are nonsensical. the capacitor puzzle didn't really indicate what you were supposed to do at all. it implies that there needs to be some kind of timing with the button and the capacitor itself. if instead there had been some visual indication that there was a more direct connection between you getting zapped by the button and the capacitor travelling between the two it would have helped.
also, the laser puzzle: it seems the center button not only toggles sliders but also triggers the first gate. then why were the three buttons all with the same texture? the puzzle seems to be about opening all 6 sliders at once to open both gates for the laser. i don't even think that's possible, since i actually tried to work it out on paper. if the center button had been the red Q instead of the gold Q like the two side ones, it would have indicated the 'special' nature of the center button.
also, i think i broke the first puzzle... i ramp jumped up to the second floor and hit the light button to extend the bridge. i picked up the nails but i never extended the staircase in the opposite room.
i actually really like the maze and i wish there had been a more extended version of it with some other puzzles interspersed inside.
the traps section was actually the coolest. none of them were instant death (although, i think the super slime pit could have been a little more forgiving...) and they usually had clear indications of what they were. the last 'gauntlet' style one was good fun. :)
end combat: the quad with the string of monsters was a nice way to finish it off. i think facing the gug so early when you have so much kit and armour was probably not the best use of it. if you had swapped it and the shambler (providing a little breathing time before the gug appeared and a bit of armour like a green armour) it would have been a nicer finale. the use of the delayed activated doors for cover was a good idea, but i blew the gug up so fast it didn't matter.
finally, i can't say i really cared for the texture 'set'. it works ok, but i would have liked more solid divisions between areas with distinct texture mini-sets for them.
in any case, thanks for the great map man, look forward to seeing more. ^_^
Server Dump.
#54 posted by Shambler on 2008/09/06 11:31:06
There may, at some time during all the Quake maps ever released, been better ideas than this one -_-
Necros: how did you do the ramp jump?? I tried and got close but not close enough.
#55 posted by Omus on 2008/09/06 12:54:54
- Awesome brushwork, and I actually like the texture set.
- Running up the ramps is a pain, you could have used clip brushes to extend the solidness of the steps over the curving trim which might have fixed the problem. The map overall is annoying cramped in places but that's a bit inevitable.
- Traps were really cool and innovative (lol at warning button). Havn't even tried the puzzles yet because its not my thing. I'm pleased you get the choice.
- Monsters were fun for the most part, fight at the end is epic and I love the design of the arena.
Interesting Comments.
#56 posted by gb on 2008/09/06 21:13:22
negke, congrats for this map, which apart from looking around I'll play later - my wine has a bug where the mouse always leaves the window. I have to play like a keyboarder, which is decidedly not the right way to go here :-/ oh well.
The bug is probably related to this one:
http://bugs.winehq.org/show_bug.cgi?id=6971
which has gone unfixed for 2 years, after wine devs created it themselves (mumble, mumble). I only mention this because people keep recommending wine, and the bug is rather typical for what is happening over there. For example, look at the CC list and the number of votes, and the fact that after all this, the bug is still "normal" priority ^^ But that's a different topic.
Anyway, it's something to look forward to.
As a mapper, I fully respect your choice to break all the limits - good work actually. :-E
gb
Negke Broke The Limits
#57 posted by Shambler on 2008/09/07 00:20:49
And the collective anii of most of Func_board
Gb: See Post #41
#58 posted by jdhack on 2008/09/07 04:05:43
I still could use another Linux tester. If you're hesitant, maybe Spirit would be kind enough to put in a good word for me?
First Part Was Cool
#59 posted by Ankh on 2008/09/07 09:30:29
Good map. Nice gameplay until the route choice. I liked the fights and visuals until that point. I can't judge on the visuals further because I gave up. I chose the puzzles route but it seeems that I'm not that good in searching for hidden buttons and things. I didn't find any seecrets also but there was enough stuff for surviving skill 2.
http://shub-hub.com/files/demos_singleplayer/neg768_ankh.dz
I will watch someone elses demo to see the rest of the map. The firs part was really cool though. I didn't mind the lack of room to move. It made the fights more interesting.
Cool
#60 posted by rudl on 2008/09/07 10:24:14
Textureset, detailed. Puzzle/Trap parts: Puzzle was a bit hard, some very nice ideas though.
Maps get more open with more outdoor areas and big rooms recently and it's nice to see that it's possible to make a good map in 768x768 .
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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