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Q1SP: Red Slammer
A small to medium-sized terracotta style level for SP and DM with classic gameplay, if not slightly nonlinear, and a few surprises.

For maximum convenience, it features an in-built skill selection room and there is also an additional alternative game mode ("Carnage") where you can blast through the map with all weapons and need to collect four keys for the exit door to unlock. I dare you to beat this on Nightmare! ;)

Screenshots:
http://negke.quaddicted.com/images/mappia.jpg
http://negke.quaddicted.com/images/mappib.jpg

Download:
http://negke.quaddicted.com/files/mappi.zip
(the map source is available on the site, too)

First-run demos are appreciated. Have fun!
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You have look around more carefully then, as health and ammo boxes are sometimes placed in spots where they are not immediately visible, e.g. behind a column.

There might be a slight shortage of shells for a moment on Normal when playing in a certain way - I probably should have made one of the boxes a large one. But if it's really a large problem for you, then you might want to try Easy first (if you're not too familiar with SP for instance). 
Some Progs Versions Do Not Display All Items 
This is in FitzQuake 0.85.

What version of progs.dat is required for this to run for the items to show up?

In JoeQuake on map start, I see a message "target3 is not a field".

Screen:

http://www.quake-1.com/docs/any/red_slammer.jpg 
Id1 Progs 
I have no idea what could cause the items not to show in Fitzquake0.85. Is this on ID1 and with a close to default config?

The target3 thing is a Quoth detection. It removes the statues and Chthon models because Quoth2 messes around with the modelindex values so the it would show the wrong models. 
As Far As I Know ... 
I've got progs 1.06 (progs 1.01 doesn't support previous weapon impulse).

I'll recompile. I know you use entity fields to the max and call QC functions directly. 
Nevermind 
Stupid terrible mistake. Grrr. 
 
Demo here: http://msdn.duke4.net/mappimikko.zip (recorded using FitzQuake 0.85)

Anyways, played on hard and died once, during the boss fight, which is also when the demo stops (does it have to stop every time you die?). I had no idea what to do so I must've spent two minutes trying to find some buttons, messing with the lightning shooters etc. It's only after dying that I noticed you can shoot the Chthons. (I actually tried shooting them before, as you can see from the demo, but I was too far away for the lightning gun to hit, a fact I missed while playing.)

Took me 15 minutes, and I'd say it was a tad easier than expected but still fun. Good architecture, especially the two bigger areas (the silver key and the Chthon place). 
Nice Level ! 
Played on hard skill without too much trouble. Couldn't beat the Cthongs though, until I found out later one would kill the other when I hid behind the wall where the LG was. Then getting the other was easy. Great to see them Hellknight posers too. They add to this swell map. Secret face button was kinda funny switching right side up. 
 
nice map, very solid architecture! 
Finally Finished It 
Really cool. Liked the ending. Liked the secrets. Really well polished. 
 
Holy....

Nice :D 
Quality Map 
felt like a really high quality speedmap (no offence intended). Some nice designs and top notch texturing. 
 
okay, so loved this.

seemed like a kind of concession... or a compromise... but not in a bad way...

Like, when a really abstract band becomes more accessible, but without becoming shitty. the core E4 ness of Negke mapping is still DOMINANT in this map, but it is somewhat toned down with regards to the tougher puzzles and eccentricities that are kind of de rigeur in the rest of your catalogue... fuck, I don't know. I think you did an amazing job with this - it is another step forward in your inevitable dominance of the Q1SP sphere. 
"E4ness" - Haha 
I like that. 
 
Btw. does anyone care about 100% spoiler demos for the secrets, or have you already found them yourselves? 
Spoilers 
well i've already posted a 100% demo above and nobody seemed to care 
Right 
And I watched it, but forgot it was 100%. So, #33 then. 
 
Well I wouldn't mind watching a better demo, specially from the maker himself (or on some other skill!). Mine wasn't that planned... 
Last Demos 
first play on hard skill:
http://www.quaketastic.com/upload/files/demos/mappi_h_ankh.zip

carnage on skill 3 - almost all monsters and all secrets just below 6 minutes:
http://www.quaketastic.com/upload/files/demos/c_ankh.zip 
Great Demo, Ankh! 
fun to watch and I even learned a few things :) 
Chained Boss. 
Pure Negke Go(o)dness.

Managed to get a half assed run on my mother in law's Macpro laptop(like walking with tied knees): awesome stuff, as usual.

default skill(I suppose it's normal)

29:52

3/6

78/82

Shall play all other skills, I suspect there's more greatness to be savoured.. 
Map. 
I'm going to play this again, at night, so I can see it better, and give better comments. The brushwork and angles are amazing in this. Errr yeah. 
Fun 
carnage skill 3 demo with 3 kills missing. time 3:37s
http://www.quaketastic.com/upload/files/demos/carnagea.zip 
 
If I didn't watch some of the demo's here I might have missed the shackled Chthon. That scene looks fantastic. 
This Map. 
Is amazing. Probably the best brushwork I've ever seen in a Quake map. The angles are mind-boggling, I bet the brushes are begging for mercy after what Negke puts them through. The sheer amount of angulation, architectural details, and consistency throughout. All the little roof details and those angled grey beams....you're a genius. Hell the Eyes secret has better architecture in that one room than most old-skool Quake maps have in a whole map.

Gameplay is great too, both times I played it. The first time I got a bit narked with the twin Chthons, this time I saw the cells respawn, so that's fine. I like some of the wee surprises too. Good use of a variety of monsters.

Only problem is it's quite DARK. 
Hang On 
twin chthons? Is that a Hard only feature? 
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