
Replies.
#77 posted by
Shambler on 2019/01/10 15:00:52
@ Mugwump
Shambler's Chapel Perilous
Probably my favorite of your maps that I've played so far, the last one being shamsp3. Design is less monochromatic and more detailed than some of your previous efforts and I love that you took advantage of every nook and cranny of this 1024³ space to stuff it with secrets. Combat is fairly challenging, just right for skill 2. Good stuff! One small nitpick is that with all the interconnectedness, I wish progression were a little less linear.
Thanks! It was initially a bit plainer but I tried to cram in more details, I still could have done better detailing in the crypt bit at least, that was me being lazy. Yes nooks and crannies, that was definitely the plan, partly inspired by xmasjam2017_ionous. If I found a space the player could fit into, I added a secret there ;). Yup it's linear, that was partly the plan, to get the maximum mileage out of the size.
@ Qmaster
Shambler: Probably the best map I've played in a long time. SOOO tight and loved every bit. Couple doors ghosting through walls but was otherwise superb and loaded with details. Did not dissapoint.
Thanks! It's maybe a bit tighter than ideal but I tried to alternate tighter and less tight areas, and I think the lighter enemy work okay. Not sure which doors were ghosting through walls, I tried to make the rotating ones all work around hinges.
@ digs
Chapel Perilous
Very cool! I liked the sound atmosphere. But most of all I liked a lot of moves. The map was linear, but due to the fact that I had to constantly raise and lower somewhere, I completely ceased to realize where I was. Very cool done.
Thanks! That was exactly the plan, to make the map feel a lot larger and longer than 1024 restrictions, due to labyrinthine progression. Glad it worked for you. Sound atmosphere is all down to AD's creepy monster noises.

Fix For Chapel Perilous
#78 posted by NightFright on 2019/01/10 17:26:03
"Chapel Perilous" (xmasjam2018_sham.bsp) exit points to Start.bsp (capital S) which causes the game to shut down since there is only a start.bsp included. In Mark V at least this is a problem.
Does anyone either have the .map source file of this level or maybe already a fixed .bsp which points to start.bsp (small S at the beginning)?

@NightFright
I didn't have any issues with "Chapel Perilous" using QS, AD-Mod(not QSS) or MarkV(DX9 | 1.98)
But, since you do...
In MarkV bring down the console and type "copy ents"
Load up a plain text editor and hit cntrl+v(copy from clipboard)
Search for "Start"(capped), found just after trigger_changelevel, change the Big "S" to a small one "s"
Save as "xmasjam2018_sham.ent" in the maps directory alongside the xmasjam2018_sham.bsp and xmasjam2018_sham.lit files. TADA
Alternatively, you could hex edit the plain text of the .bsp changing the "S" as well. Simpler
To wrap up... I already have the .ent file if you simply want me to upload it to quaketastic and you could d'load it ;)
hth's

If You Can Upload It
#80 posted by NightFright on 2019/01/10 23:23:43
... that would save me a lot of time. Fast reply is appreciated, mate!

Thanks A Lot
#82 posted by NightFright on 2019/01/11 07:31:36
... for this. Really fast service, highly appreciated. This map pack made last Christmas great again!

Well Now.
#83 posted by
Shambler on 2019/01/11 11:20:17
Apparently I did b0rk that. And I never tested it as part of the final pack so I never noticed. It always just went to intermission and then I moved on or exited Quake. Oh well. Thanks for helping damage_inc

Actually
#84 posted by
bal on 2019/01/11 11:26:26
We didn't notice it during testing (we tested going from and to the start map for all the maps) cause it only happens on Linux and other case-sensitive OS, in Windows the changelevel works fine. :(

Capital Letters
#86 posted by NightFright on 2019/01/11 12:46:16
Maybe it also didn't happen to you since you are not using the latest Mark V build. I am using 1.99 Rev.4 (May 23, 2018), maybe that makes some difference.

T-minus 45 Minutes To Playthrough
#87 posted by
ionous on 2019/01/13 00:12:42

Finished This Yesterday
#88 posted by NightFright on 2019/01/15 15:58:21
Had a blast. Besides that initial problem with the exit of "Castle Perilous" (on a Windows system!), I did not encounter any other issues or crashes. Really a solid release with some visually impressive maps inside!
#90 posted by
arkngt on 2019/05/11 15:28:45
I've only played Bal's map so far, but it is excellent. Tremendous attention to details. I officially suck at finding secrets, though, as I didn't find a single one. A whole City of Bal episode would be amazing.
#91 posted by
Poorchop on 2019/06/04 12:13:17
Posted my reviews so far in the
wrong thread but long story short, these maps are pretty amazing and I'm having a really good time playing through them.

Just A Few More Words
#92 posted by
Poorchop on 2019/06/06 18:23:47
There are some real masterpieces in this pack. I was blown away by Strideh's maps. They're some of the best that I've ever played and they pretty much combined all of the best aspects of the game into them. Not only were they fun to play, but they were beautifully designed. Instantly one of my favorite mappers and I really hope that you make more in the future.
Ionous - I very briefly watched you stream a bit of you building this map and I'm glad that I finally got to play it. You managed to fit a lot into a tiny space including a pretty cinematic boss fight. However, I don't think that you can make something that I won't enjoy and I already knew before going into this that I was going to love it. Can't wait to catch up on your other maps that I've missed recently.
Bal - I can't really add to the praise that has been sung about your map. It's great and you already know that. It has a lot of the good game play elements that I've learned about from hanging out with the pros and moreover, it's a treat for the eyes. I usually don't ever use cheats before running through a map at least once but the second I spawned, I had to noclip out of the playable area just to soak it all in and appreciate the view. I also liked the little Easter egg that you put in at the top of the highest building. I kept wishing that the map was longer and not constrained by space or time limits.
Scampie - great base map and fitting for the season. I liked the connection between the boulder and the shootables. I also liked how you started off with the Shambler cave and I thought that the backtracking made for good use of space.
Krampus - I'm not able to guess who this is based on the map style although I have a few ideas. I saved this for last aside from the secret map and to me, it was another perfect map. Not only was it fun to play, but I really enjoyed looking at it. This is the sort of map that captures exactly what I love about smaller maps. I liked the secret poem as well.
Negke - still have to play through this but I took a brief look at it and it was a pleasant surprise especially after having just played your Doom maps only last week. I still wish that you'd make more Doom maps but I'm looking forward to seeing what kind of changes that you made to this one.

Poorchop
#93 posted by
ionous on 2019/06/07 01:23:03
Thanks for the kind words. The boss battle seemed to take a lot of people by surprise, which is what I had hoped for when conceiving it.