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Q1SP: Skinny Norris
Another vertical map. The tallest Quake map ever made.

Originally started for the 768/Vertical competion last year though only recently completed, this map stays true to the rules of keeping all brushfaces and entities inside a base of 768*768 units with unlimited vertical height and without using player teleportation.

Most notable features are a somewhat unusual texture theme and the choice between two indepentent routes half-way through the map: puzzles or traps.
(Note: while the traps section is pretty straight forward, the puzzles section might, depending your secret-finding skill and patience, become frustrating easily. Be sure to read the hints in the text file!)


such as Fitzquake 0.85, Bengt Jardrup's enhanced GL/Win/Nehquake, or Darkplaces (more information in the text file).
I hope it's not too dark for anyone, but if it is, please increase the brightness with the corresponding slider in the options menu.


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If you're hesitant, maybe Spirit would be kind enough to put in a good word for me?
jdhack's engine kicks the collective asses of all Quake engines currently available. It will be the epiphany when it is finally released to the public. 
Is anii really the plural? 
Interesting Idea 
flawed execution. Clipping really should have been tested more.

brushwork is good although I fell through the curved stairs in the early room a few times. Texturing and lighting are solid though.

Gameplay is a mixed bag, annoyingly cramped in parts, nicely implemented in others. Final fight is fun. 
Spirit: Small Correction 
should be "all Quake engines except those developed by administrators of, or regular contributors to, func_msgboard"

Thanks though - cheque's in the mail ;) 
oh wel there are lots of things that already been said!

i will just add it some more amazing map in brushwork... real top stuff... lights and construcion make me cry :( i will never make this kind of stuff.... chif!

the puzzle part is not my kind of stuff, after the and 2� room i quit...

the other part was much fun i finish untill the end! first dfemo i died in slime :9

was fun as hell puzzle didn�t lkike it much... i dont like to stay ages in a room :( sorry...

but the map was fucking briliant congrats on this one negke is a map that we will all remenbered!

now demo 
Sure. You have mail. 
As Mappers 
Would you want more ways to script puzzles? 
I had the same problem as Kona with the Vores using an old version of DarkPlaces (darkplacesengine20070110beta1), and the same problem with Fritzquake (Mod_FindName: NULL Name error) as Shambler.

I went for the "Puzzles" option. Bad mistake. After what seemed like an hour, I gave up after I managed to get the laser to hit the target, and release the lift button lock.

"Traps" was better, although I feel the "Dont Hit This Button" was a missed opportunity. A simple external dll included with the map could have quietly deleted my hard drive contents as I continued to play. That would have learnt me proper. 
fuck my not working computer! GOD DAMN YOU ALL!

I want to play all these maps! This one in particular. 
Thanks For Playing, Comments And Demos So Far 
Puzzles/Traps: It's interesting to see how differently everybody approaches such areas. Each player seems to get stuck at/have no problem with very different spots as others.
Some of the button-related puzzles (first room) might seem like pixelhunting, but I thought their black sides give it away. The entire section probably should have been brighter, too.
necros: I imagined people would hear the base sound when trying to solve the barrier puzzle - a slightly different texture would have been a good idea, indeed. As for the capacitor, my plan was that the player realized that the puzzle involves self-damage from a source other than the button.

Traps: Yeah, I see the slime pool is a bit too strong. It's easy to see how to get past it, but can still be tricky from some side.
The Button trap is awesome because it shows that the largest threat to one's live is oneself. Megazoid: hmmm... ;)

Clipping: Didn't it expect it to be that much of a problem really and in none of the demos it seemed to be such an issue. Though the 768 restriction and the way I built this thing definitely make it more awkward than regular maps. I know some areas where bumping into geometry is particularly annoying in some situations, but while there are clips here and there, I didn't want to use too many so as not to make the player feel even more suffocated.
The catwalks, yeah, best to get off them quickly.

jdhack: Indeed. It would have been cool to be able to jump all the way back down or at least have the intermission screen show the whole map from the outside.
(btw. fun fact: this entire map isn't so tall after all; it fits into my smqe08b)

nitin: Where did that happen exactly? Do you have the coordinates or a screenshot? 
If you're playing in DP (and your post didn't make it clear), then do r_speeds 1 to get the co-ordinates. I don't know if AGL has anything similar. 
clipping was a serious issue with this map. since you were already using an engine with extended limits, you should have not only clipped a lot of stuff but turned a lot of the pointy outy details into func_illusionary so that you wouldn't get hung up on them. 
sorry have neither, but it happened on the curved stairway in that room you take the lift into at the start.

I ran back down the walkway from some monsters and stuck close to the wall. Then I fell out of the map.

Will see if I can replicate it and send you a screenie. 
ans was using AGLquake. 
Hm, Like Everyone Else 
I found the traps kinda fun and the puzzles annoying. Some were fun, but too many i 'solved' by randomly flailing around. Found the end combat fairly hard (on skill 2). Found no secrets at all, go me.

Still a very interesting map! 
Currently Stuck. 
At the 3rd area(blue brick) of the puzzles run. Got here mostly by chance. I suck so much @ secret hunting.

Already finished the traps route and found the whole thing very very good. Gorgeous brushwork if a little cramped(unavoidable, obviously). Loved the checkered protruding walls.

Traps very creative and fun, hey, but it's Negke's right? What were u expecting?

I'm a huge fan of your work Negke, if I manage to finish the puzzle route in less than a week, that is...

This thing rocks. 
Examine The Blue Wall Carefully 
I'm going to record a walkthrough demo (including secrets) some time. This will probably make for some Ahh! effects (or channel all stored-up frustration and anger to me). 
I'm Not So Bad, After All... 
Traps route


Negke is the most creative and clever mapper ever.

This things rocks.
Spoiler Demo 
For anyone who wants to see where the secrets are and how much the puzzles/traps routes experiment failed. (I originally wanted to make a Kascam demo, but I guess it wouldn't have worked so well in such a cramped map.)

Btw. re: demo compression.
20mb demo files -> .dz: 2.65mb, .zip (7zip): 2.61mb, .7z: 1.81mb. Seems like DZip is now obsolete indeed. 
Just Played 
I fucking loved it, personally.
I've always been ridiculously intimidated by your skills, and this doesn't help things. Architecture was fucking awesome and creative, ditt You o for lighting. Tmhe gameplay matched my playing style perfectly. I didn't find *ANY* secrets! I never do though... just slow that way.
To summarize: You crushed it, period. 
Oh, And 
I never liked Dz 
Thanks. Don't let this intimidate too much, there are still some scraps you have to finish. 
You Still Got Em? 
cause I don't. My computer had a mid-life crisis and broke down. 
Yes, I Do. 
Give me your mail address and I'll send them over. Did you think you could get way this easily? 
No, in the back of my mind I knew I'd get dragged back in. 
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