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Q1SP: Skinny Norris
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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Great Work 
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 
Was good. Weird bridge puzzle (still dunno what I did to get it to extend.) Overall very interesting map and awesome layout. 
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. 
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. 
 
- 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. 
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 
And the collective anii of most of Func_board 
Gb: See Post #41 
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 
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 
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 . 
 
If you're hesitant, maybe Spirit would be kind enough to put in a good word for me?
jdhack's engine kicks the collective asses of all Quake engines currently available. It will be the epiphany when it is finally released to the public. 
Hmm 
Is anii really the plural? 
Interesting Idea 
flawed execution. Clipping really should have been tested more.

brushwork is good although I fell through the curved stairs in the early room a few times. Texturing and lighting are solid though.

Gameplay is a mixed bag, annoyingly cramped in parts, nicely implemented in others. Final fight is fun. 
Spirit: Small Correction 
should be "all Quake engines except those developed by administrators of, or regular contributors to, func_msgboard"

Thanks though - cheque's in the mail ;) 
 
oh wel there are lots of things that already been said!

i will just add it some more amazing map in brushwork... real top stuff... lights and construcion make me cry :( i will never make this kind of stuff.... chif!

the puzzle part is not my kind of stuff, after the and 2� room i quit...

the other part was much fun i finish untill the end! first dfemo i died in slime :9

was fun as hell puzzle didn�t lkike it much... i dont like to stay ages in a room :( sorry...

but the map was fucking briliant congrats on this one negke is a map that we will all remenbered!

now demo

http://trinca.quaddicted.com/temp/768_negke.dz 
Jdhack 
Sure. You have mail. 
As Mappers 
Would you want more ways to script puzzles? 
 
I had the same problem as Kona with the Vores using an old version of DarkPlaces (darkplacesengine20070110beta1), and the same problem with Fritzquake (Mod_FindName: NULL Name error) as Shambler.

I went for the "Puzzles" option. Bad mistake. After what seemed like an hour, I gave up after I managed to get the laser to hit the target, and release the lift button lock.

"Traps" was better, although I feel the "Dont Hit This Button" was a missed opportunity. A simple external dll included with the map could have quietly deleted my hard drive contents as I continued to play. That would have learnt me proper. 
Fuck 
fuck my not working computer! GOD DAMN YOU ALL!

I want to play all these maps! This one in particular. 
Thanks For Playing, Comments And Demos So Far 
Puzzles/Traps: It's interesting to see how differently everybody approaches such areas. Each player seems to get stuck at/have no problem with very different spots as others.
Some of the button-related puzzles (first room) might seem like pixelhunting, but I thought their black sides give it away. The entire section probably should have been brighter, too.
necros: I imagined people would hear the base sound when trying to solve the barrier puzzle - a slightly different texture would have been a good idea, indeed. As for the capacitor, my plan was that the player realized that the puzzle involves self-damage from a source other than the button.

Traps: Yeah, I see the slime pool is a bit too strong. It's easy to see how to get past it, but can still be tricky from some side.
The Button trap is awesome because it shows that the largest threat to one's live is oneself. Megazoid: hmmm... ;)

Clipping: Didn't it expect it to be that much of a problem really and in none of the demos it seemed to be such an issue. Though the 768 restriction and the way I built this thing definitely make it more awkward than regular maps. I know some areas where bumping into geometry is particularly annoying in some situations, but while there are clips here and there, I didn't want to use too many so as not to make the player feel even more suffocated.
The catwalks, yeah, best to get off them quickly.

jdhack: Indeed. It would have been cool to be able to jump all the way back down or at least have the intermission screen show the whole map from the outside.
(btw. fun fact: this entire map isn't so tall after all; it fits into my smqe08b)

nitin: Where did that happen exactly? Do you have the coordinates or a screenshot? 
Nitin 
If you're playing in DP (and your post didn't make it clear), then do r_speeds 1 to get the co-ordinates. I don't know if AGL has anything similar. 
 
clipping was a serious issue with this map. since you were already using an engine with extended limits, you should have not only clipped a lot of stuff but turned a lot of the pointy outy details into func_illusionary so that you wouldn't get hung up on them. 
Negke 
sorry have neither, but it happened on the curved stairway in that room you take the lift into at the start.

I ran back down the walkway from some monsters and stuck close to the wall. Then I fell out of the map.

Will see if I can replicate it and send you a screenie. 
Oh 
ans was using AGLquake. 
Hm, Like Everyone Else 
I found the traps kinda fun and the puzzles annoying. Some were fun, but too many i 'solved' by randomly flailing around. Found the end combat fairly hard (on skill 2). Found no secrets at all, go me.

Still a very interesting map! 
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