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New Q1SP: "Antediluvian" By Metlslime
Here's a little Q1SP treat to start your holiday weekend off right. Antediluvian is a Q1SP with a rusty, damp "Wind Tunnels" theme. It was originally started in 2001, but only this year did I finally pick it back up and finish it.

Screenshot: http://www.celephais.net/shite/ant1.jpg
Screenshot: http://www.celephais.net/shite/ant2.jpg
Screenshot: http://www.celephais.net/shite/ant3.jpg
Download: http://www.celephais.net/files/ant.zip (1609k)

I've also released the .map source for this level under GPL. You can download that here:

http://www.celephais.net/files/ant_src.zip (353k)
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Ugh - An Unconstructed Messy Post 
played this yesternight. Hadn't played quake in a long while and my settings were screwed and I played with skill 2 - was a bit too hard for me, always having to try tough spots multiple times because I was so low on health. Found 2 secrets.

Some parts were very good and some were good. The secrets were nicely made, with lighting giving hints etc..

I disliked the vore in the cage. Why does everybody place vores after a dogleg corridor so the only possible way is to WANK THE CORNER 20 TIMES to kill them. Come out, shoot, go back, wait for ball to explode on wall, repeat procedure I've mentioned this before a hundred times. Please listen.

The two vores in the three wind tunnel hubroom were ok, one could run around the room forever and gather a huge mass of balls behind you and then make them hit the post between the vores and give some splash damage.

Zombies and wizards were tough sometimes when you had to use explosives and avoid splash damage... The wind tunnels that threw the player amidst enemies a few times were kinda nice, the hectic running around and killing everyone to survive -feeling. 
Fantastic Stuff 
Skill 1
20:53
1/5
87/97

Awesome proper Quake style and balanced combats. I was a bit short on ammo at the start, but nothing serious.

The vore and loadsascrags fight was well fun - I think I started it with 7% health and only grenades and still came out teh winnar!

Love it. More please ^_^ 
Bambuz: 
well, it only takes 4 grenades to kill a vore, so i didn't think it was THAT bad. 
Actually, Vores Can Be Directly Hit By Voreballs 
Just not their own voreballs. 
Sctufff. 
Firstly that 2:14 is well shoddy, WTF missing out the obvious shortcut at the end ;P

In fact it's bollox really. Why is a double GJ needed when surely the skilled can curve out of the wind tunnel straight into the GK pit? And there's a couple more shortcuts - in the room with the water lifts, must be a possible way to use the angled tunnels to jump to the upper level. And in the big room with the GK tunnel, could toss a grenade down as falling to GJ straight from lower to upper switch....

Come on guys sort it out. 
Also. 
Replayed this recently and enjoyed it a lot more. I do think the combat at the outdoor bit and just before is a bit unbalanced, should have some more health before that. Other than that it was more fun.

Also, WTF was I doing with secrets before, they were piss! Got 4/5 this time, and noclipped to find the MH, and I nearly got that one anyway through slope-jumping.

Yargh. 
Shambler 
The ER time is now 1:50 - maybe someone has used your suggestions :) 
Brilliant 
Liked it a lot. The interconnectivity (is that a word?), architecture, combat balance etc. And the lighting was spectacular in some places. Thanks. 
Nice 
ooooh, old skool and wind tunnels, and solid metlslime design. good work man. it wasn't that difficult, but it did have some really fun/tough spots. the ending was a bit easy, but a very nice level. after i exited and got dropped back into the level again with all my leftover ammo, i thought what the fuck, i'll just sprint through it all again (i rarely play a level consecutively). very fun. 
Speedruns 
New demos:

http://speeddemosarchive.com/quake/mkt.pl?level:ant

The Easy Run is down to 1:46, but hasn't been posted yet. 
Well. 
Stop faffing and post it.

I hope there's new tricks. 
 
finally played - skill 2 w/o secrets, always short on ammo but fine (axed one ogre and tried to make monsters damage eachother)

nice looking, especially lighting


I think wind tunnels was tougher but more space for maneuver 
Wind Tunnels Was Tougher... 
...because it's designed to be played with weapons from previous 4 maps ;) 
 
Nice rusty look. And those scary shadowzz! Well done! 
 
I made an all-secrets playthrough as example on this map: http://blip.tv/file/3124439

Sadly the quality was butchered for the flash player but you can easily download the Ogg Theora original.

It is a shame H264 is patented, the quality is much better. Not to mention its adoption.

Also I wish I knew how to make Darkplaces' particles look like software Quake (colourwise, the weapon effects and blood). Oh, and that weird stuff on the left side of the HUD...

Anyways, any critic on this? Is the playing style alright? Settings ok? Texture filtering is a must for video compression. 
Cool... 
Was nice hearing the CD track in there.

Would be nicer if the image wasn't so compressed but I guess there's not much you can do about it. I wonder if the darkness makes it compress worse than if it was brighter/higher contrast?

This reminded me to dig up the other playthrough video I knew about, by Wugga: http://www.dailymotion.com/video/x4x7ps_lets-play-quake-custom-maps-antedil_videogames 
 
wtf?? 'no where near enough ammo to kill the enemies' ... 'horrendous user map' o.0

what map was he playing? 
It Is Funny.. 
i think it must be satire, he completely misses a bunch of ammo boxes as he runs through the map waking up every enemy and then complaining about all the enemies attacking at once :) 
 
The quality is so bad because I uploaded a already pretty "small" compressed video. Transcoding gets worse the lower the starting quality is.

Wugga is a typical narcistic internet idiot. :\ 
Love The Video! 
I really enjoyed watching spirits video, especially seeing the map for the first time! I just wish more people would do video's like this so everyone can enjoy Q1 goodness. The style and architecture of the map was amazing, I loved the whole X style with support beams and vertical shafts everywhere. Brilliant work metlslime. :) 
 
RUBICON TWO 
"Rubicon 2!!!" 
"Rubicon 2!!!" "Rubicon 2!!!" "Rubicon 2!!!" "Rubicon 2!!!" 
DP Particles 
Try setting cl_particles_quake to 1?

(quote from the source code: "makes particle effects look mostly like the ones in Quake") 
 
That's what I used. The colors are all wrong and they are not solid. 
Errr. 
Rubicon II, anyone?? 
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