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New Q1SP: FMB_bdg
I ummmed and arhhhed for quite some time about releasing this but I suspect vanity had the final say, so here it is.

I cannot deny that the map is not had a final 'polish'. It is part of a much larger map that due to the usual marksurface and clipnode limits, I was never able to play outside of aguiRe's development engines. I have therefore carved it into two, this being the first half. I doubt that the second part will ever get finished.

It's dark, hard on hard, does thing to standard monsters that the purists won't like and you won't find any of the secrets by chance.

The progs.dat is bloated, the sound file is bloated and the files are not in a Pak because I cannot face going through and changing all of the file names to standard DOS format.

So, anyway... if you like it, great; if not, well...

Screenies:
http://img125.imageshack.us/img125/600/fmbbdg11pj5.jpg
http://img69.imageshack.us/img69/3558/fmbbdg12ea8.jpg
http://img125.imageshack.us/img125/4930/fmbbdg13es2.jpg
http://img69.imageshack.us/img69/8969/fmbbdg14to9.jpg
http://img69.imageshack.us/img69/8969/fmbbdg14to9.jpg
http://img178.imageshack.us/img178/5075/fmbbdg16bu3.jpg
http://img69.imageshack.us/img69/4742/fmbbdg17tf6.jpg

Downloads:
http://quaddicted.com/filebase/fmb_bdg.zip

Old downloads (may not work):
http://www.mooload.com/new/file.php?file=files/050307/1173128233/fmb_bdg.zip
http://4filehosting.com/file/5406/fmb-bdg-zip.html
http://www.freefilespace.net/index.php?id=2357
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Man, ... Finish That Work ! 
I just replayed that map for a third time, and really, ... it's a great classic. You should finish it and make it a proper pack, it's really worth it. This map deserves a classic pack treatment and we need the sequel. Where's the second level ? Or else, I'll release all Hell lose hunting your ass, man ! ;-) 
Waiting For The Second Map 
Great fun! The all thing is fabulous, had satisfaction in finishing the level. I really hope that you will consider to release the second map...

Thank you for the music triggers. 
The Music 
I really liked it as it added some kind of "arcade" feeling to the map. And that's what Quake is for me (to an extend(?)). Also it created a lot of atmosphere, I HAD to kill all the monsters, I HAD to "free" the map. 
Liked It As Well 
Gave it a blaster feel, like the music in HL1 - eg. when you come up underneith the mini-bunker complex of soldiers and the pace changes. But good idea including the toggle buttons, after I died or quickloaded I had to hit a button twice to restart it. 
Amazing Map! 
Really nice map. Can't wait for part 2! Did 2 demos on easy skill:
100% kills and secrets: http://qw.tontut.fi/stuff/fmb_554.zip
just run through: http://qw.tontut.fi/stuff/fmb_014.zip ( sorry, couldn't resist :D )
then I found a bug that made quake crash:
http://qw.tontut.fi/stuff/fmb_bug.zip 
Great! 
Great map. Tried it on normal skill and it was just right. I died only once (at the big thing just before the end). I liked how you have used the rocket ogres and vorelings. There were many interesting fights - the biggest one was the most exciting of course. Brushwork and textures were great. The music added a lot to the atmosphere. I saw a lot of secret items but couldn't get to them. I couldn't find any armor either. A good reson to replay the map again (for secrets searching I mean). I have recorded a first run demo yesterday but unfortunately quake crashed when I tried an jump you didn't expect. It always crashes there for me but I tried only with joequake.
http://www.mediafire.com/?edc4jrwizxn
The map is really great. I wish I could map like you :) 
I Haven't 
checked the demos yet, but is there any other crash info or how to reproduce it? I've tried several engines before (including Joe) without having any crashes in this map. Which Joe version did you use? 
AguirRe 
Joequake-gl build 0.15dev (1329). Check the demo from sidd. It happened in the same place to me and it is reproductible. I have checked with qdqstats progs - the problem is caused by a trigger. The game crashes without any message. Maybe it is something simmilar to the e2m2 bug? 
Yes 
it's exactly the same engine bug as seen in e2m2 and here it's also easy to reproduce as the demos show. Very nice demos btw :) 
Stunning 
Little late getting on the boat with this one...but what a marvelous surprise. Mike, this level is absolutely engaging. I could't stop playing it. I had only a short time to check it out initially, but I had to just see what was beyond the next corner and keep going so to speak. Fabulous atmosphere, brushwork, lighting, music, gameplay (love those vorelings). I can only pray that ther is more to come eventually! 
Engine? 
What engine did you use for the planetquake pic of this map? 
Very Nice 
fun gameplay and great use of dkte2 textures. i always wonder how people can pull off such large scale maps all the time without hitting any limits.
the lava in the large cave would have looked better with an increased texture scale though.

i so hope you'll find the energy to finish the second map too some time. 
I Like This Level, A Lot 
More fun than I've had in quake for a long time. The atmosphere was great, the gameplay was pretty spot on, the difficulty levels seemed very well done (nice and easy in tourist mode, nice and evil on nightmare!).

Great stuff. I hope you find the energy and the motivation to fix up the second half some time. 
Nice One 
One of the best levels since a while ago.
I really hope Nike's going to change his mind about the second part :>
Gonna try the level for the 4th time now, i need to get all the secrets :) 
JoeQuake Users 
that also have Nehahra installed, can get the fog to work by adding
-nehahra on the command line and then run this script file from the console: http://user.tninet.se/~xir870k/joefog.cfg

Put the script file in the fmb_bgd directory and run it with exec joefog.cfg after you've loaded the map. You may have to run it again after loading a saved game. To mimic the Fitz fog, you can try increasing density to 0.04. The fog might help those who think the map is too dark. 
I Finished 
The FMB brand remains strong in the SPQ1 world. Here's some comments:

- I like well used darkness in Quake, this had pockets of darkness to build a strong mood. Where you needed light, there was light.

- Nice crawling layout with a mix of wide open spaces and dingy low corridors and spiral staircases.

- Good use of Daikatana textures. I agree that CDA and this would fit nicely in a themed episode.

- Very nice secrets, I have found 8 and I know where the prize is for two others. I'm not sure if the one is missing a button since I see a pocket in a wall and can find no other means to open it.

- I played on Hard and found it fair - I died a few times yes, but there were no cheese deaths.

- Good use of old and new foes.

- I kept the music playing.

- Really no faults other then some potential shortcuts to the GK and one could perhaps take an alternate route by jumping through the small passage way at the bottom of the square lava well with the spiral ramps. Not sure if this is really a problem - I returned to the expected route.

- I hope to find the other 4 secrets without cheating if I can.

Overall, we needed a map like this - we're starving! This is true Quake goodness. 
Linux And Lowercase 
Like Spirit said, Linux recognizes upper and lower case in filenames etc.

Thus Pak0.pak, PAK0.PAK and pak0.pak are different files! It's preferable to just use lowercase.

Linux users who need to lowercase file names can use this script (just copy and paste):

#!/bin/bash
for filename in *
do
fname=`basename $filename`
n=`echo $fname | tr A-Z a-z`
if [ $fname != $n ]
then
mv $fname $n
fi
done
exit 0

Save it as a text file and name it "lowercase". Don't forget to run "chmod +x lowercase" to make it executable.

Go into the folder where you need to lowercase stuff and just run the script from there.

works like a charm. 
About The Map 
everything that has been said already, really. I only played in "tourist mode" because my old laptop was struggling to cope. I'm not too keen on these textures, especially the lava.

The lighting looks like Day of the Lords. Which is a good thing. :-)

Now what was the intended route again? 
Filenames 
Note that some of the music files are requested from the bsp with mixed case, so you can't just lowercase everything. 
Two Nights Long 
I roamed and wandered in full frenzy. This map must be carved on the fronton of Quake Heritage for posterity! Perfect lighting and texturing (no worry about misalignments or lack of polish here), dark gothic ambiance, low rusted ceilings, thick walls and narrow loopholes. Earthquakes. I felt like 'being there' all the time. The scale is wisely crafted in human proportion. As you progress through the map the whole thing feels more like an episode. The no turning back ending casts an ultimate menace. Monsters choice is great (special mention for Baby Chthons, Rocket Ogres, Vorelings, rare Zombies ;) and Vermis location). I really enjoyed the big BKey arena! Long time not had such a space to stretch the fight and run under rocket trails! Cool music too. I'm big fan of Hexen II! On/off buttons are just top class.

My best run so far, second one (I'm in the middle of the 4th one right now ;)):

92:38
7/12
126/128

About routes. Again, well done job here. You can always finish the map (from what I tried). Beware though, some choices lead to be trapped. Less ammo, lack of weapons and above all, you're trapped in a part of the map. Your only way to escape is to solve a secret! I must admit this was the thrill of it all! I searched for about an hour, thinking "Come on, there must be a way out... It's an FMB map after all!".

I mostly used AguiRe's engine. In Fitzquake I ended up on the extending ledge in the lava stairwell, not being able to pick the YArmor!!

CDA and FBM-bdg are undoubtly siblings. I hope you both MW and JPL will help yourselves for the last map/episode!

From the bottom of my Quake heart, thank you Mike! 
Wow 
Great map. I am not a mapper. I am a player. I think if someone takes the time to make a map you should play it. Some are better than others. I did not see anything wrong with this map.
When I try to make a map it turns out to just be boxes. Something this forum really criticizes. No imagination I guess.
Quite unusal I didn't see anyone pick this map apart.
Like others I hope you finish map 2 and give it to us but if not thanks for this one.
I think it is amazing what you did with just a few brushes and for me the music was a nice touch.
BTW I played it in regular glquake 1.13b. Think my puter is to old for fitzquake or my video card or something. 
Excellent Stuff 
awesome atmosphere mike, I liked the music too. Really good stuff all around, I have no idea why you put all those warnings/disclaimers in the readme, this is a very high quality map.

Add me to the list of people who would very much like to see part 2. even if it only plays in one or two engines. 
 
uij[ 
 
fgfuv8kg9 
Great Job! 
Great job Mike! I'm really hoping you can muster up the willpower to finish your second half... Even if you don't, this is seriously radical. 
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