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Q1SP (Quoth2) - Slave To A Machine
OK, here is my new map! There have been a l00t of high quality maps/mods to have come out in the past month or so, here's my contribution. This one is for Quoth2 so make sure you have the second part of Quoth installed.

Also note that this level is meant for GlQuake engines, preferably ones with .lit file support for coloured lighting. I would recommend FitzQuake or JoeQuake, both engines have been tested with this map, and work properly. (NOTE: JoeQuake users type "loadsky dragonheart" to view the skybox) Darkplaces has a bug which causes it to remove all of the doors from the map!!

This is a medium/large base map using Daikatana, Doom3 and Half-Life textures to give a tech/industrial feel. Almost 180 monsters on hard. Expect to see random telefraggings and in-fighting!

Here are some screenshots:
http://shub-hub.com/files/images/slave1.jpg
http://shub-hub.com/files/images/slave2.jpg
http://shub-hub.com/files/images/slave3.jpg

And heres a download or two:
http://www.mediafire.com/?nzxcbzl2irx
http://shub-hub.com/files/maps_singleplayer/slave.zip

And heres the mapsource:
http://www.mediafire.com/?elh9vw913wt

Enjoy! :-)
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Lunaran 
Need more petrol? 
Rudl 
I can vouch that it does, have witnessed this phenomena! Play Quake. Go into your Nvidia control panel and tweak the brightness settings. Go and play Quake again. Anyone tell me it doesnt affect the brightness? It does with FitzQuake for me! Im on an 8800GTS512 using XPHome32. 
Lunaran Is The Law 
Thou shall take heed or THOU SHALL BE JUDGED AND FOUND WANTING. 
All Hail 
Lunaran, the Moon God

Religiously offending material to follow:
http://www.chick.com/tractimages72818/0042/0042_02.gif

I played on skill 1 after reading Lun's outpour. And yeah it's a bit forcing at places, even when I knew about it. 
 
Your architecture keeps getting better and better, but you keep pulling bullshit maneuvers with the gameplay

Sounds like Strombine - like the part where you walk into that big room and there are two snipers taking head-shots at you. I got killed - stopped playing at that point. 
Oh 
you mean the ones that take turns firing once every ten seconds in the room where all the cover is as tall as you are?

The alternation was a tad nonintuitive (my fault), so I don't blame you for not catching on. It was designed to add some time pressure to keep the player moving around - the safe zones are always changing, but in a very predictable back-and-forth way. Two independent snipers didn't really give that away as obviously as a better-designed enemy might have (like a single helicopter in an obvious orbit or something). However, once you pick up on the pattern, it's actually pretty easy to clear that room without being hit a single time.

A Gug in a room that size would have been reasonable. :) 
 
lol? 
Impressed 
some textures were as if 8-bit reduced quality or something like this. but impressive lightning. and good level design. another good map that would go good in an episode along with "the hand" map and "sick base"...
i was stuck at the gold keycard, probably because had only quoth 1.
the actual playing (shooting, monsters)... well.. decent. 
Look Closer 
 
 
wrong thread but hey 
 
Just to repeat what the others probably said already: nice map. Good variation on the base theme with the DKT and whatnot textures. In most areas the conversion artifacts aren't noticable because of the dim lighting - colored lights worked well. Some areas felt a bit minlighty though.
Gameplay was ok on skill 1, a few quothisms here and there but it always worked out for me. No ammo or health problems. Found the upper RA secret by accident.
I got stuck behind that girder thing in the GK room and between one of the outer walls and the rocks, lack of clip brushes there.
You've expored the base theme very far - I'd like to see you try something else for the next map. ;) 
 
#73 
seems legit lol

(note: didn't click on it) 
Dead Link 
 
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