#1 posted by metlslime on 2010/04/09 21:12:00
This sounds like a joke... I guess I'll have to play it when i get home to find out.
I Hate You So Much Right Now
#2 posted by Spirit on 2010/04/09 21:19:50
Awesome!
#3 posted by necros on 2010/04/09 22:12:29
probably the best negke maps so far!
#4 posted by JneeraZ on 2010/04/09 22:13:36
Is the lack of screen shots on purpose?
#5 posted by jakub on 2010/04/09 22:31:17
these maps are really oldschool
The Maps Suck Balls
#6 posted by RickyT33 on 2010/04/09 23:09:38
Palyed my way up to the fourth map, and couldnt be arsed to run long enough to find the exit. Barely shot anything on the first three maps.
No lighting, only grenade launchers and rocket launchers are there :(
Negke WTF!!!
Lol, I Made It To E1m6
#7 posted by ericw on 2010/04/09 23:39:42
Generation X
#8 posted by Preach on 2010/04/09 23:54:40
So I played through them all, nobody has been wrong about the quality so far. But I was trying to see what I could glean about the exciting new editor.
The first conclusion I reached pretty early on was that it is some kind of doom/duke3d/dark forces editor because all of the layouts are strictly 2.5D type things - the windows, the arches with roofs that stretch to the sky, the tiered flooring.
Now, you'd have to be kind of crazy to not consider some kind of randomisation going on in the level design here. The alternative theory was that this was some kind of "blood vampirism and sadism" gag with 2 or 3 more hours put into it. But as I was playing, I found a sort of pattern about the way to navigate these maps. Each time you hit a dead end you just had to back-track to the previous junction and take the next path instead.
Somewhere in map 6(I know...) a flash of memory came back to me, it was just like all the random maps from that old mapgen mod I wrote a few years back. The layout had that backtracking property because it was a tree! Random trees are of course the easiest things to generate, it's creating loops which requires vision and planning and everything a random algorithm struggles with.
So I'm guessing this is a random doom map generator which has somehow been coaxed into creating a bsp instead? I'm assuming that you get some degree of control as to what is spawned in the map. If so, then what you pulled with the ammo/weapons in the map was a dickish move - giving us only the gl for the first few maps and then giving us no rockets for the last 3. Then again, that was kind of the point of the whole thing I guess...
#9 posted by necros on 2010/04/09 23:55:15
i curious how there is hard shadows in those maps... is that just a byproduct of the map 'editor'?
Preach:
#10 posted by necros on 2010/04/09 23:57:06
Thanks, Negke
#11 posted by Drew on 2010/04/10 00:06:24
you should definitely stick with this editor, these are a major step up from your other maps, my favourite is the first map, after that I stopped playing, but if that 1st map is any indicator this pack will be great!
#12 posted by Trinca on 2010/04/10 00:14:09
Dear Mr� Negke I�ve played all the maps and they are awesome, the look like my first Quake map sm109_trinca that took me one week to make and sucked like shit!
This maps are a major step up from others maps of you.
U rock I love you :)
Nice... Nice!
#13 posted by Mandel on 2010/04/10 00:27:47
This was indeed nice, and certainly up to your high standards neg!ke! I'm impressed, although, I must say, the lighting felt a bit bland in places and there seemed to be a few leaks.
I did get some terrible packet overflow on the later maps, and the last one didn't even seem vised at all.
I recorded a demo on easy skill, my first run through the episode, actually finishing it. The demo came out at 125 MB. Applying demtool "fov compression" which removes updates for entities out of view got it down to 82 MB. I extracted the separate demos from the big marathon demo using the "compile" suite. The collection dzipped to 2.39 MB. Where can I upload this?
Also
#14 posted by Mandel on 2010/04/10 00:41:33
I've been reading through the "Quake Gameplay Potential..." thread recently and I believe that this pack is exceptional in the way it manages to include and in several places surpass so many of the excellent ideas laid forth in that thread.
Evidently
#15 posted by Lardarse on 2010/04/10 03:18:17
No-one here reads i3d...
Anyone Else Try The Map Editor Yet?
#16 posted by ericw on 2010/04/10 03:34:43
I love it, there's even a "Full game" option which generates 4 episodes :D
To be honest I was fooled in to thinking negke made as a joke until I opened the pak file after playing.
Lardarse:
#17 posted by metlslime on 2010/04/10 03:42:23
i read it right after i posted here but figured i'd let things play out...
Lardarse
#18 posted by Trinca on 2010/04/10 07:24:39
Everybody open of course and read :p
Necros Wins.
#19 posted by negke on 2010/04/10 09:23:51
Tho I still think it's hella tight!
Oh I Get The Joke
#20 posted by RickyT33 on 2010/04/10 14:48:57
"much obliged" haha
Played It...
#21 posted by JPL on 2010/04/10 15:13:36
... and as others said, it is very very old school... The maps remind me more some Doom level rather than Quake...
Anyway, the "crash-test" is achieved ;)
#22 posted by rj on 2010/04/10 19:15:28
this episode is god fun!
The Almighty Himself Approves
#23 posted by ijed on 2010/04/10 21:22:41
Feels Unvised
#24 posted by Scragbait on 2010/06/17 03:48:25
Chunkomatic framerate. There were also a few invisible obstructions including one that stopped me from backtracking up a staircase without noclip. All in fullbright. This takes me back to around 1997 when I'd play any user map because any Quake was good Quake.
I finished the whole thing but I added my own gameplay element of seeing how much of the killing could be done by the monsters for me. I had over 100 infight kills in the last map.
#25 posted by Droog_Andrey on 2010/06/19 04:51:09
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