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Posted by sock on 2013/05/10 22:00:09 |
Download Link and screenshot. Alternative Version download link for play in vanilla GL engines.
A small midnight snack with a skill selection area at the beginning, some traps and a couple of secrets to keep you wandering around in circles.
The map was inspired by the architecture of E3M6 and features medieval style pickups, some new keys and a couple of powerup models. The textures are mostly from ID and the gameplay is vanilla Quake!
The map was tested with Fitz or MarkV engines and remember to RECORD A DEMO, I want to see how you play the map! |
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Bightmare 100%
#56 posted by Orbs on 2013/05/11 22:25:59
members.upc.nl/verorber/mstalk_643.rar
Http...
#57 posted by Orbs on 2013/05/11 22:26:38
Awesome Map...
I have also recorded my, technically second, playthrough (I died on my first play right at the very beginning because I was cornered by some knights). But after the initial first knight encounter everything you see is my first run.
My demo file is here -
http://depositfiles.com/files/5p14ndssb
It Was
recorded in Fitzquake mark V btw, so it should be fine in that.
#60 posted by sock on 2013/05/12 01:23:02
@fifth, I have got no idea how to download that link, it is all in Spanish and I cannot see any obvious download button. :/
Extra version
Could an admin please add another link to the top of this thread (no title change please), I have another version for people who want to play the map with a 100% vanilla engine!
Version 1d <--- New link
This does not replace version 1c (at the top) but is an alternative version for anyone who does not want any config changes, no medieval pickups and the map running on a GL engine.
All of this conversion process (version 1d) was done by negke, amazing work, thank you. :)
Try This Instead...
Sock
#62 posted by nitin on 2013/05/12 01:56:22
done.
FifthElephant's Link
#63 posted by Cocerello on 2013/05/12 01:56:38
I don't see anything weird. Are you talking about the depositfiles one? The only thing in spanish that i can see is an ad for a game, that shows up after you click on regular download. Close it and the other that shows in the same page as the depositfiles web, wait 60 secs, answer the captcha and download. The usual thing with all this ''free'' server services you can see on the net nowadays.
Things To Note
I really love the medieval items, they're nice. Maybe they could be improved a little in terms of visibility with the addition of full-brights?
The map had very little in the way of ambient sounds, it could have improved atmosphere a lot to add some.
I liked the subtle coloured lighting, definitely helped to compliment the limited texture set. I also really loved the brushwork, it was very classic quake but also very detailed.
I noticed that if you have a sloped surface just above slime/lava/water that you tend to stick to it, a good amount of head clearance solves this (noticed on a few peoples demos that they got stuck trying to get the LG)
At the end I felt like the map wasnt over even when the exit appeared due to the inaccessible doors... seemed weird to me.
Really enjoyed the map, one of the best this year.
Huh
#65 posted by Drew on 2013/05/12 06:55:31
sorry Sock (and Negke, I guess?), thought it kept going in Mark V. I`lltry to find some time to record a demo of a 2nd play for you some time soonish.
#66 posted by negke on 2013/05/12 09:16:53
I was under the impression the latest version of Mark5 or QS allowed recording and/or playback of demos recorded across level changes and deaths/restarts. Maybe not?
In case of doubt, always start a new recording after such transitions - the trick where you record a new demo to the console and then reload. If you decide to do a demo, make sure to do it properly.
Ideally, this would also include setting the appropriate protocol (15 if possible), but it's easy to forget. Protocol 15 demos where post restart/levelchange footage is omitted can sometimes be fixed by merging them with another demo in convdem, but this doesn't work with other protocols for the lack of support.
As for the lava clipping, I guess I could have fixed that in the new version. The problem is that there's a submerged ledge on the entire back wall, not just the visible bit with the LG, so the engine boosts the player out of the lava who then easily slided to the low ceiling bit and gets stuck. I suppose small stairs, possibly even clip-textured, would have solved or at least alleviated this behavior.
Mstalk1d
#67 posted by negke on 2013/05/12 09:33:54
By the way, to avoid confusion, the 1d version also works in software engines of course. It fixes the excessive models and edicts so the map stays within vanilla limits.
Quick Question
#68 posted by erc on 2013/05/12 13:51:15
If I record my demo under the latest QuakeSpasm, will it be possible for sock to watch it using Fitz or MarkV?
Yes
#69 posted by negke on 2013/05/12 13:58:31
They all support (and default to) protocol 666.
Thanks
#70 posted by erc on 2013/05/12 14:03:46
Good to hear that. Will play this in a few days then.
#71 posted by sock on 2013/05/12 15:11:34
@Orbs, wow that nightmare demo is just amazing! The telefragging of monsters is awesome stuff, i never thought of that. I like how you do all the shortcut stuff, get SSG/NG early, drop down for GL and have fun with the Quad. Perfect demo! :)
@Ricky, I can understand how you think the triple shamblers is hard but the encounter is about producing fear with the player. You are on a lift going down towards overwhelming odds, why would you jump down? The idea is either use the secret, pick them off from the lift or jump down when there is only one left. That encounter does scale depending on skill level, if you play Hard then expect hard encounters.
@Spirit, I can't play your demo's, MarkV does not recognize them.
Cool Map!
#72 posted by DaZ on 2013/05/12 15:46:33
demo https://dl.dropboxusercontent.com/u/33279452/daz_mstalk.rar
This was really fun. Great fights and I found 6/10 secrets on my first run through :D
Not being able to get through the broken hole in the wall to get the LG was annoying, wasted most of the pent getting stuck on that, it looked big enough!
The final combat area was great fun. Very well balanced with a trap mechanic that was actually useful (imagine that).
I give this map 3 shub tentacles out of 3. With bonus wobbling effect.
#73 posted by sock on 2013/05/12 15:53:51
@FifthElephant, got your demo, very cool. I am glad you got the LG early, I wanted people to recognize (visual language thing) the demon face to mean secret, plus I thought it was cool how the LG was delivered to the player.
Sorry about getting trapped with the NG/GA demon. I did not realize how cautious quake players would be and how often they try to escape situations by pulling back. I like the way you did the final battle circling the room using the traps, it was awesome! :)
Sock..
Glad you enjoyed it, I tried to do a nightmare demo today but I died on the final encounter.
As for the NG/GA demon area I thought there was a secret under the lift (it looks like another room under there!), I wasn't being cautious :P
Funny Bug !?
#75 posted by Barnak on 2013/05/12 16:12:50
I played the vanilla version today in nightmare mode, and in the final room, most monsters were exploding by themselves with tons of gibbs falling down ! It was really funny and I said to myself "WTF !?" with a grin !
I presume this is a small and hilarious bug...
Sock
#76 posted by RickyT33 on 2013/05/12 17:44:27
Hindsight is always 20:20 - but how was I supposed to know to save the pent before getting in the lift on the first run?
Surprised
when I looked at the .map files at the lack of detail brushes!
Bugs...
There's a lot of teleporter problems in the standard .bsp version of the map. Lots of baddies telefragging each other that don't in the proper .pak version. Especially the final room, ogres and vores telefragging each other, almost the entire first wave of baddies telefrag each other.
(this seems to be even worse if you run the map in RMQ)
#79 posted by sock on 2013/05/12 19:33:09
@ricky, my point is why would you jump off a lift with three shamblers below? You had plenty of ammo to kill them safely from above. Also the pent is in the lift room, you don't have to save it!
@FifthElephant, the map architecture is so simple there is no need for detail brushes. Also AI in quake is really bad (navigation) around complex brushwork, I learnt my lesson with my ITS mod.
Well
#80 posted by RickyT33 on 2013/05/12 19:45:39
I could see the shamblers, but I was running out of ammo for the SNG and I saw the health next to the wall, and I thought 'if I get to the bottom and run out of ammo, im fucked, so I'll go for the health, hopefully Ill have enough time to find some cover and some moar ammo' and jumped.
Ended up being not much cover and the bugger tagged me. Oh well. It was fun though :)
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