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New Q1SP: "Honey" By CZG
http://www.quaketastic.com/upload/files/single_player/maps/honey.zip
Someone might have to fix the url later or something? idk.

Here's a screenshot: http://i.imgur.com/CQtiV.jpg

Uhm, it's two maps, a start map, and some extra crap. Comes with its own progs and some stuff. Sources included. You can play the maps in any order, just go from the start map so you get the "story". Weapons don't carry over . (Vondur!!!!!)

Please play with fitzquake or quakespasm or something like that. These maps break lots of limits and also use fog quite heavily.

Hopefully it works as intended, if not, april fools, lol!

Editors Note: holy sex on a stick it's czg's map!!
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Oh Sorry. 
Macs lol. 
HUURAH ! 
Ok, I can play the Honey maps, using QuakeSpasm.

There are three things missing with this app, though (QuakeSpasm OS X, that is, not the Honey maps) :

1. I can't put the app into background, as I can do it with the latest version of GLQuake OS X.

2. Currently, I don't see how to tun ON FSAA (antialiasing).

3. I can't drop a MOD folder directly on the app to play the MOD, like what we can do with GLQuake.

What a shame !

Anybody know how to turn ON FSAA with QuakeSpasm OS X ? 
 
those features don't sound like stock glquake features...

i don't recall glquake having fsaa... did fsaa even exist with it came out? maybe just in it's infancy, but i know it was very resource intensive in those days. 
Necros 
I can confirm and garanty you that FSAA is working on GLQuake OS X (the latest version from Fruitz Of Dojo). It's really a great feature. The ability to put the app to background is great too, as the MOD folder drop on the app.

These features NEED to be implemented in QuakeSpasm ! 
Great ! 
I played a part of one Honey map, and I have a few comments :

1. About the Honey map : CZG, man, you're a genius ! This map is simply crazy ! Awesome ! I'm speechless !

2. About QuakeSpasm : The rendering is really great. The fog is really nice, and the animation is soooo smooth ! It's way much better than what I was accustomed with GLQuake ! If only there was an FSAA option !

... 
 
oh ok, i thought you were talking about the stock glquake engine. (ie: the executable that comes on the cd).
when you call it 'glquake', most of us are thinking of the original executable. (hence why we call it fitzquake or quakespasm instead of glquake even though both of those engines are based on glquake). 
Barnak 
I just sent a patch to the quakespasm developers adding a cvar to control antialiasing. email me and I can send you a compiled mac app of it, if you want. but we should continue further discussions of quakespasm in the "quakespasm engine" thread so as not to clutter czg's thread. 
The Mist 
If people really really want a progs with a function to disable the fog, it is trivial to implement, but ugh is it really needed? 
No 
 
The Fog 
No, the fog is reaaaally nice ! I don't want an option to remove it. Actually, I want the best settings for rendering (FSAA, shadows, ...).

Your maps rocks, CZG. You shouldn't stop doing maps, you're a King here ! ;-) 
Barnak 
cant you set FSAA through your graphic card options? 
Czg 
Don't change a thing!!!!

(make more maps though) 
Alloc Problems 
What commands should I use when QuakeSpasm is crashing with some alloc warning ? I suspect I have to increase some memory allocation in the game, but I don't know what... 
 
-heapsize 256000 should probably solve any problems. 
262144 
 
Necros 
Thanks necros, this is apparently solving the issues I was experiencing with some huge MODs... 
QuakeSpasm And Honey 
I tested a new built of QuakeSpasm (from Ericw) which adds FSAA. I tested it with 4x FSAA on Honey, and everything is BEAUTIFULL ! :-)

The only glitch I noticed yet (which isn't related to the Honey maps) is the sreen tearing caused by the lack of vertical sychro in QuakeSpasm.

But boy is Honey so great ! 
 
I'm trying to click on your screen shot link but it isn't working. 
Huh.. 
..I've been playing and installing mods and maps for Quake for years, and I almost always read readme's. Am I the only one? 
Nah... Me Too. 
Clever or what? 
Truely Outstanding 
I haven't read the other posts, so I'm probably just repeating what's already been said, but I'll do it anyway, because omg and yeah.

Awesome q1sp experience. One of the best in recent years, hands down. It all comes together nicely, even if it possibly wasn't layed out like this from the beginning. Basically two epic maps in between a simple story/setting and a breeze of refreshing humor that one doesn't seem to come by often in (Quake) maps these days.

The two levels have a strong Alice/Zer/Portal2 vibe for me which I liked a lot. It's always suprising how height, distance and fog can create such highly atmospheric environments so easily. Wouldn't have believed it when looking at them in an editor view or fullbright game with no fog. Apart from a few more filigrane details, much of the effectiveness comes from beams, butresses and other structures high above or far away that appear on the brink of visiblity in the fog. The other architecture has just the right amount of indentation and slanted surfaces to round it off.
Cool start map, too. There have been a few village maps in Quake, but this one has something special to it. Maybe because it was just slapped together for the sake of it?

Gameplay is pretty much great. Many monster encounters set up as events rather than just simple 'populating' of areas. Good challenge on Hard, with appropriate item balance for the most part. Fortunately, the z-aware Ogres are used sparingly and with consideration.
Grenade and rocket switches add a nice touch, a variation from regular shootable buttons that open as you proceed.
I didn't find that many secrets, maybe 3/7 in each map - this could be the downside of the thick fog. Or perhaps I was just too blind. Good there's a fairly high number of them, though.

Progression is okay, but at times it felt to me like there was quite a bit of backtracking or revisiting forced into it, particularly in Saint. I liked how you first descend in Honey with no or hardly any monster encounters. That's what made me feel the Zer vibe (like in the bloodcube temple).

Uh, yeah: crates!!! Not that they make any sense in a cistern or abandoned temple. But the shapes made up for this.

The epilogue bit had me in tears. Maybe I'm idealizing, but it seemed like proper czg humor again (well, the sfw variety at least). The credits were cool as well, though I didn't get all the references. Also, l�l you look like Dickie Bennett in Justified?!

Anyway, tl:dr = truely outstanding. Too bad you had to read the whole post nevertheless. Finally, here is a demo of me playing so and so on hard skill and dying ten times and commenting on things not worth mentioning... you can watch it if you have nothing to do, if you're feeling miserable, or not but want to, or whatever. GG 
Maybe I Should Add 
Fuck off (or thank you) for destroying my and other people's ambition to ever make another Quake map. 
Hm 
opposite for me... i can't wait to start mapping again in a few weeks. :) 
Oh!! 
No one has mentioned this afaik but...

The tingle sound is fucking awesome. I really really wish such a thing existed in default Quake. 
 
negke

I had that exact thought while playing. "Well, I guess I don't need to bother making anymore maps, we're done for this year..." :) 
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