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Q1 SP: Hrim_sp4 - For Love Of Evil!
So it's 2010 and I think it's about time for some releases! 8-)

Hrim_sp4 is made up of 4 maps.
One startmap, two turtlemaps and one bigger runic map!

The two small turtlemaps are:

Voidscape (From 2004)
Brownie (From around 2006)

The main map in this pack is:

For Love of Evil. (Build 2007-2009)

This map was first a speedmap that made it into a turtlemap and later became a fullgrown Quakemap.

The pack contains no new Qc or new monsters!
It's just me trying to get back to the roots, so no new fancy stuff here, only the good old progs.dat.

I hope you will have some fun with hrim_sp4.

OH! And a HAPPY NEW YEAR to you all!


Download and screenshots:
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...but like lava platform deathtrap bits is a bit...weird to say the least!! 
I liked that bit too, very creepy.

Metal map was the best of the lot but I enjoyed the others too. Gameplay on Brownie needed more finetuning, especially the ending but loved the use of the undule textures in that map. Any plans for a full blown map in that style?

Lastly, small bug, after finishing Voidscape I ended back in the start map with all weapons which carried over to Brownie (nothing a quick console reload couldnt fix though). 
I loved that lava trap section - The abundance of interesting traps was an aspect that warmed my heart.

Then again, I always loved Xen, too. 
On Xen 
there was nothing wrong with xen except for it's placement within the game w/respect to pacing. the xen maps were cool. 
What a way to start 2010.
What are turtle maps anyway? 
they are like speedmaps in that they are made within a time limit, except instead of 1 or 2 hours, they are made in a week. 
Got Zquake Going. Ezquake Seemed To Work Too. 
Rebb: I'm standing on a spike
Spirit: I think he forgot spawn points

What a laugh %> 
I got Zquake and managed to watch my demo. Even if I do say so myself, the last 2 minutes of the main map and the return to the start map are pretty damn cool :).

How do I upload my demo and how do I watch spirits?? The 7Z file won't Dzip... 
What a good team we make. It's not so much the blind leading the blind as the remedial leading the spasticated.

You are allowed to dodge Fiends, BTW ;).

Also, I am a bastard, my "coop" consists of stealing all the supplies and encouraging you to go into dangerous situations first... 
Ta Da 
I finished these maps. My favorite was For Love of Evil, followed by Brownie, and then Voidscape.

FLoE had lots of great gameplay and nice balance between big, open areas and other interesting rooms/hallways connected together by vacuum tubes. The lava trap could have been executed a little better and the disappearing brushes bothered me a bit, but runic rocks!

Brownie had nice textures and interesting architecture albeit with a simple layout.

Voidscape left me a little too confused on where to go next.

Great stuff, Hrimfaxi! 
For Love Of Evil + Colored Lights 
thanks for this pack. i enjoyed all maps but let's face it - for the love of evil is by far the best one in this pack (even though i liked brownie too. reminds me the day of the lords, for me maybe the best q1 level ever created). i just wonder why mappers usually don't use colored lights in q1. hey.. i'm playing q1 since 97 so i can call myself oldschool but i don't think q1 has to be only black&gray game anymore. i generated lit file for floe and believe me or not - it looks just great! 
Upload It To Quaketastic 
Colored Lights Uploaded 
i've uploaded lit file with colored lights for the map "for love of evil" to i have also added into that zip lit file for level "day of the lords" - my personal favorite q1 map. lit files are generated by WinMHColour - thank you mh.

link here 
Too Difficult 
I saw this map at xmas (screenshots) and thought the last map 'For Love of Evil' looked really good. I downloaded the map and picked 'normal' skill level from the start map and spawned in. First thing that really annoyed me was I was already in combat with AI running at me.

I worked my way up through a corridor, into a large room, had some fun combat, down another corridor to a large room with a puzzle/crusher thing above. Was really low on ammo and got to unlock the next room and ran out of ammo. :/ Sadly at this point the skill level went crazy with tons of AI, hardly any ammo, health packs that required me to do long jumps from high places and fiends stomping on my head.

With the skill balance gone crazy, countless lava death traps, shamblers around several corners, I flicked on god mode and marched to the end. I really liked the ogre/floor puzzle, very cool, made me smile :) I still don't understand what is fun about being stuck in a small room with AI spawning down on my head ...

The visuals were really impressive because of the scale and the texture choices were cool. There was plenty of vertical up and over between areas and I liked want you did with the broken bridge leading towards the vore and the ogres raining grenades from above. 
I thought it was perfect. played on hard, never died, though I came close a couple times. 
I think sock's recent playing attempts can be pretty instructive to all of us in showing how "hardcore" we have become, perhaps too much. I totally agree with his assessment that Moldy Tower is the best out of the maps he's played recently in terms of what to play; if a person not used to modern Q1SP wanted something to play the first thing I'd say is The Living End/Elder World Waystation (Necros seems to strike an excellent balance between the tendencies manifest in modern Q1SP without going too far in any one direction).

Anyway, it prompts the question of are we just making Q1SPs for people who've already played a thousand of 'em, or do we want to appeal to a wider audience. 
Is There A Wider Audience Though? 
I doubt it. 
There sure is. How else could one explain how this map was downloaded more than 200 times from Quaddicted (even though it's officially on Hrim's site). 
Good point. We often seem to forget how to use the difficulty settings properly - not subtle nuances but noticable changes. And it probably wouldn't hurt either to tone down the monster count on regular-sized maps in favor of well thought out encounters and environments that work together with AI and physics. 
Is There A Wider Audience Though? I doubt it.
Most PC gamers i know are so hardcore/pre-programmed, they just laugh at the idea of Q1. I laugh at most modern games :>. I just finished reading that bioshock guy's essay talking up Doom2, and it's all pretty spot-on. The fact no-one's really articulated these ideas for so long is kind-of symptomatic of the lack of analysis? that the industry has. Or the dominance of the industry by raw dollars.. or whatever.

And it probably wouldn't hurt either to tone down the monster count on regular-sized maps
Yeah... If you're thinking about any sort of audience wider than func, skill 0 should be very easy, and it should be the default. But the game industry was a little different back then, laugh. Our apple person for quakespasm.. first thing they said was "the mouse is broken". S - "Oh yeah... '+mlook'" 
Most PC gamers i know are so hardcore/pre-programmed, they just laugh at the idea of Q1. I laugh at most modern games :>

I also know alot of people that are 'hardcore' and complete stuff on harder skill levels but that is the point of skill levels. If you initially find something too easy or too difficult then you change skill level. I think it is better for people to complete a level and have a rewarding experience than get frustrated and die alot. This is where the industry is moving towards, it is crazy the amount of people that give up before the end of a game and that situation should change. 
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