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Q1SP: Bad Dark Cistern
More remade Quake:
A medium-sized brick/cistern-themed level for single player and deathmatch based on the Quake's stock levels DM5 and DM6, with an underwater DM4 beneath, using the GPL sources.

The maps are joined together retaining the original layouts, and they are touched up with additional detail. Gameplay is pretty much the same deal as the other DM->SP conversions I made - prepare for some good carnage.

It was started as a simple semi-turtlemap project to be released for Christmas, but got delay until now for various reasons and urgent Dragonborn duties. I tried to keep it relatively simple which could be held for or against it (e.g. didn't change the original maps where I probably should have), and the new detail impacts on the performance considerably in comparision. Oh well.

Screenshots:
Splashy
Pumpy
Pipey

Download:
dm456sp.zip

FISHMOTHERFUCKINGFIX This fixes the "solid fish" bug and makes them now non-solid like other monsters so they don't block the water tunnels.

Have fun.
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Thanks for the reviews, quakis and Tronyn. And thanks again for all the demos. Sorry about water area - next time I'll try to make it more noob-friendly. ;) 
That Ceiling Tube 
Was complete n00b trolling - admit it.

Looking again at the rest of the layout, I realise how complex it all is... 
Yeah, Ok 
Btw. than, did you get the homage? <3 
...No? 
 
Yeah, I Did 
"Remove your tie before you go in" and "another plumbing job well done"?

Thanks :) 
Cool Map 
Really enjoyed playing through this map. The extra details and the retexture of dm6 made it feel really seamless and up to the architecture expected of quake this days. Combat was never unfair and there was good creative use of jumping monsters and angles. I did find that by half way I was completely out of shells and ended up using nails in combats I wouldn't usually - but that might just be my instinct to mostly save them for high pressure fights.

I liked the underwater segment to a point, because it gave an exploration feel which I wasn't expecting in a map comprised of levels I already knew. I did get caught out at first because I missed the respawning airsuit first time round and expected instead that I'd have to find one somewhere else. Once I got the hang of that it worked fine.

I think the connecting pipes down there were what made it most difficult though. As you said it is disorienting in any water section, and so having tunnels whose design offers no distinction between horizontal and vertical caused problems. This was compounded by the combination of water, dark texture and low lighting which made everything indistinct on my monitor.

That was the only real problem I encountered though, and I still liked the overall idea of an extensive water exploration segment. Finally, curse you for making a fetch quest with a non-key item - that's been something I wanted to do in a quake entity-hack map for a while! I shall have to make mine more gruesome now... 
Heh 
I try not to read the threads too much before I review a map (like maybe read only the first 5-10 posts), but the water section was noob-friendly enough for me ;) the traps in Lower Forecourt were way more confusing to me. What is awesome though is just these new scenarios you always invent. Shit I'm Michael Bay compared to you ;)
Necros might be a bit more of a Chris Nolan. heh. 
So 
Am I the David Lynch of Quake then? Or the Uwe Boll.. 
Tronyn 
you're too hard on yourself. you're at least a peter jackson! 
Very Very Cool Map 
wasnt expecting to like it as much as I did (mainly because dm5 and dm6 are very bland looks wise but your additions were good enough), but the gameplay in this map is awesome IMHO. Well balanced and a lot of fun with many surprises. 
100% Spoiler Demo 
Demo | Video

For onepureturtle and others who missed some of the secrets or cba to play the map. 
 
Scuba at this time found, but in the end still choked ... A lot of water ... Panic :)
Will try again 
 
yes! I did it! 
Congrats 
Better late than never. 
 
And I still have not found out how to finish digs06. 
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