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New Q1 Map "VeniVidiFuzzi".
To make the Q-Annivers2010 a little present here my support to the unbreakable Quake One game!
A fine Greece medieval map, shaped up with the hexen wad, some new flavoured monsters, and an ache in my head. Grab it if you can, catch me on the less spiking wits of a few homs and quicksand, that punched me untill I gave up.

Rather large level, I only testedit in Fitzquake, but as I succeeded to stay below the 32672 clipnodes this baby is free to go!

download:
http://members.home.nl/gimli/veni05a.zip

screenies:
http://members.home.nl/gimli/veni0.jpg
http://members.home.nl/gimli/gimli00.html

demo:
http://members.home.nl/gimli/vevifu_demo.7z

- QUAKE ONE FOR EVER -
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In The Interest Of Watching Some Of These Demos 
...could you upload the original version? demos are asking for a sparcus09.bsp

Or did I miss something? :) 
No 
In the original version were made two demo's, necros and mandel.
They showed me the wrong ways to go.
If you want to watch the demo's you'll have to take later versions.

I know the same download counted for two map versions.
This because I didn't want to change the download link.

If I start distributing two versions with the same zipname I'm afraid the error can't be repaired.
Why don't you play the map yourself? 
Finally Got Around To Playing This 
and getting through it

i got 4 demos out of six tires, fist play i forgot to record and 4th play i cornered myself and didn't get too far so i excluded it, here u go fox:
http://www.quaketastic.com/upload/files/demos/veni_meTch.zip 
Played It Finally... 
Well, globally what others said is valid.

I liked a lot the new monsters. There are few misaligned textures here and there, but you have to really look for to find it.
Overall architecture is good, there are some amazing part (the bridge), and some less interesting (the zombie tunnel)
Gameplay worked for me, not really difficult actually, if you play in a non-run-over-the-map way... I guess speedrunners will suffer in some areas... thought...

Well overall the map is cool, and I really had fun playing it :D 
Argentium Ass 
thanks for the demo meTch, had some fun watching them.

@jpl - thanx for testing, playing a map that you already know is another way than the first touch. I learned a lot by seeing how others play. Something to do with the attitude of being attracted to quake monsters by defending oneselves. It took me quiet long to see that the forelast room could give the oppertunity to escape to the last monsterspawn.

@ericw - I like the way you trash through the level! I t lightened up my precious balancing crafts and in some way you managed to get quiet far without getting hurt.
Alright, you died some times, but more by exploding thunderbolt than skill.
I was surprised you found a hom in the undercave, I hadn't seen it.
Also by falling in the water you lost the last part of monsterspawn, which made the
end somehowe poor. But that was my mistake by giving you no outcome to the halldoor.
Great to watch the demo's!

@gb - watching the demo you write it takes too long to turn out bones. I gave it a health of 150. That's way under the ogre, which ordinarely is easy to kill in spite of its fatness. Bones is smaller (simpelogic) and so chance you miss is at forehand.
The crossbowknight is health 120, which again is in oppertunity of its smallness a strong count. The damage is 15, the usual t_damage of the enforcer, who's health is only 80 so its easier to kill. I think you mean the amount attack gives you the feeling of too strong monsters. I just wanted to dislead the player seeing a knight, therefor it's easy to kill.

I changed the light of the silver key, indeed it was a little low.
You complain about too less ammu, but you're use of the double_barrel for the fishes is rather broad. At least if you take the time to climb up a wall without depressio.
It might have been usefull to inspect some mislignments, there could have been a secret.

You were right about the skill setting, I had matched easy for normal.

@orl - I was amazed seeing you play in hard skill! I tried several times, but I was afraid it was too hard.
I can see you're an experienced player, by landing on top of the lampost! You did have a good grip on the vormit by changing out its voreballs for a pillar without almost no way to move. And you had a good owl by not killing the crossbow
knight at the streetcorner. Good to watch the demo, it almost felt like watching a good adventure! Thanks! 
Re 
"in case you can't figure out how to load this map, the bsp is called "sparcus09""

Still don't know how to load the level.
-game veni05a: no
-game sparcus09: no
-game VeniVidiFutzi: no 
 
+map sparcus09 
Ha Ha.. Bastard Will Probably Never Be Back Anyway 
Make a directory in your quake directory called veni. Extract contents of download into that directory, then start game with
"quakespasm.exe -game veni +skill 0 +map sparcus10"
If that doesnt work , try sparcus09. Seems it magically changed sometime ;>

I played this map a few times.. I *did* find the grenade launcher the first time, but having to shoot the door was a little tricky. Seems to have changed now. Madfox's maps are great value. 
Saucerfish - ZealousQuakefan 
Sorry for the trouble, as it is due to the fact I changed some things at last moment.
I know it's a little hard when the map won't load.
The new level is called sparcus10, the old one is sparcus09 as noted in the txt.

When I watched the demo of Orl I got so impressed by his way of playing I decided to add the old level back again on the net.
Just to watch the demo's, who are quiet remarkable.
The level aches some defaults like the switched skillpath and more.

So here is the first version, to watch (or play) the first #40 post demo's.

http://members.home.nl/gimli/veni05o.zip

lol 
 
Thanks. Great looking level. 
Fun 
@ankh - I can see you're a cautious player. I watched you close inspecting the secret trails I left to gain acces to them, but for some reason you seeked them in the same spot.
The area up in the second room was easily to reach if you had looked more for the texture defaults in the upper corridor.
Also you have a naughty way to setup monsters against eachother. I have no transparent water so it was a miracle to see you shooting them.
You were very close to the secrets, but of course too attended to follow the gameflow.
Great you enjoyed the level, I enjoyed the demo!

@meTch - I had a little shattered screen watching the demo's on proquake. Mostly the metal2_5 had a bright glare on it.
In joequake one of the stone texture had the same lightup effect, as if some colours get changed in classic quake.
It took me almost all evening to watch your demo's. You got a weird sense of playing, almost like a cat who has chased a mouse, and then suddenly leave all and start exploring another part of the level, hoping the monsters break eachother.
You chased bones into the secret part in the sidehouse, but it was too hard to see. I made a light there. Good use of items. I think you set the record for climbing up the steepest slope in quake. 
 
I was using the latest WinQuake-Pro (449?) with the software transparent water (makes it in to cool color-shifting squares, lava looks neat)so that could be an issue. I don't know if anyone else gets this but when I'm playing a map, it's not me vs. the monsters; it's me vs. You and your tricks and assassins... I feel it's more of a headhunter situation http://www.youtube.com/watch?v=lPpUFBVSyWs . Also, I change areas often because when I'm in one area I'm thinking of the others, and if I get an idea or something I may have overlooked comes to mind I go to it right away before I forget, and I also want the other monsters to kill themselves in my absence.

Slope climbing practice is from playing coop/ffa online, but when I made it to the top of your slope and found that edge I couldn't jump over I got SOOOOOO MAAAAAD! 
Hehe 
metch, you must have had fun climbing the terrain in kinn's marcher fortress. :P

what's winquake pro btw? 
 
http://quakeone.com/proquake/

a sort of standard in the non-quakeworld multiplayer and works fine for single player as well

no grade to steep! if I can't climb it I'll use some other method (from ramp-jumping to grenade+rocketjump). 
Maximal Distance... 
When I'm playing Quake, it's Quake versus me.
I'm the one who beats every monster one by one, and even try to be polite by crossing a knight with my axe.
I think it's not fare to lame him with a gun, behold the soard!

The colourshift also apeared in the JoeQuake demo's.
I rarely play other than QuakeClassic.
The last demo the effect wasn't there, as I saw you used Fitzquake, which I prefer.
Really hadn't tried it out on other engines, as I was rarely enlightened by necros and Telejanos.
I'm still fond of this engine, especially the mini version. Great to see the lavaballs with their spectrum of colours. I was really surprised at that time, as I never saw coloured light before in Quake.

As you played it so edged, I wondered if I you would suceed to reach the bridge, hanging out there. Earlier mandel made just the good jump to get over it, which I couldn't believe as the gap is about 288 units.
The maximum distance that a player can jump and not fall into lava is 225 units.
But as this is a slope, which has an outstretch of 64 units below it could be possible. Reason I took 60 units more.

I saw the clip at easter last year, it's made in Brussels.
I once went egghunting that way, it is a beautiful monument. If you stand under it, there is a sense of an exterrial force.
It was my inspiration to make a giant fluor shape in WitchCraft. 
Hmm 
there's some very good ideas in here layout wise and some nice designs too, but I have to say a lot of it felt a bit random as well. Not quite sure what it is but something felt off.

And I hated Bones, used too much and I found it annoying.

Very interesting effort though. 
 
new demo on skill 0. sparcus10.

http://www.quaketastic.com/upload/files/demos/gbveni2.zip

I finished the map this time (ok got killed by granito, he isn't "easy" in the slightest).

It is good that you put more health and ammo in easy.

Still I think it wasn't really "Easy". I would classify it as between medium and hard, actually. "Easy" is grandmother skill! This map should only have around 60 monsters on Easy - remember, untrained players should be able to "easily" finish on skill 0.

The way to get the gold key was almost like a secret - too easy to miss.

Placement of quad and pent was bad.

It was often not clear where to go.

Anyway, you'll see in the demo what the problems are. It's good that it was rebalanced, but Easy should still be easier.

I still find it unfair that crossbow knights make no sound when firing. 
 
I didn't find Granito to be overly hard. Though maybe he was changed after the beta or I don't remember correctly. Did you find the secret in his arena? 
 
i didn't find any secrets in the granito arena.
i didn't find it hard, but his lightning attack is unavoidable and there is no cover. this puts a cap on how long you have to kill him entirely dependent on how much health and armor you have when you jump into the pit.

when i did it, i had full health and the RA and granito blasted off almost all (or all?) of the armor by the time i killed him.
if you jumped in there with half health though, or no armor, the fight would likely be impossible i guess? 
 
The thing is that Granito isn't suited to the "Easy" skill.

He might not be too hard on "Hard", but he is on "Easy".

Maybe a centerprint:

"Granito thinks you are too weak to fight him"

"Come back when you're stronger"

No, I didn't see a secret in his arena. 
Void And A-void 
@nitin - I must say I really apreciate your comments, as they gave me the feeling I did something right. On the other hand I'm not really glad with what I done, as it assures me I did something wrong.
Your comment accentuates my feeling of making a map twice. Maybe I misused bones a bit.., must be my enthousiasm.

@gb - you're a die-hard. Don't know what it is.
I understand youre comment, and it helps me understand what is going on playing the game.
I surely need you as beta player.
The balancing between the pent and the squad have something to do with the way you play.
When reaching out to all there is, there might be a chance later on in game you'll miss some care.
There is no use taking the squad and pent at once going down the cave. I thought the squad more usefull going in the last part.
But I won't let off players to get their items.
OK, they could have been placed better.

Gold key has a pronounced light.

Where's your sense of explorement?
Does everything has to be straight from A to B?
I tried adding arrows but reached max_planes.
I watched you up in the cave tracing the dxf file as you thought it a strange effect.
I couldn't hide it behind the wall as dxf models need to placed in open area's.

I still think it reasonable a crossbow HAS sound when he shoots.

@ neg!ke - I don't have the knowhow to make Granito act different in several skill paths.There is a way to do it, but I was already glad it run.

@ necros - I had a grid in top of the ceiling. but I textured it off, as it was much to easy to leave the fight.
I also deleted the megahealth, so it plays a little harder.
The best way to survive is to use the squad for last.
Others secrets are mostly cliffhangers on the side of the buildings.
I marked some with teleporter tex. 
 
@gb - you're a die-hard. Don't know what it is.

heheh. That is true in more than one way.

Maybe I'm simply deaf. I paid attention to the crossbow guys and simply didn't hear a firing sound. 
Madfox 
oh you definitely did quite a few things right, but equally there are a number of things that could be done better too.

More maps coming? 
Willem Tell 
@gb - I must say you touch a special feeling in me.
Like going to a restaurant and getting a free meal, and then start complaining about the service. The music is too loud, and the coffee is cold.
I don't mind, and I need it. Just trying to get the costumor satisfied.

Behold by Willem Tell.., the crosbow has a flushing sound.
You can hear it clear. Not at startshot no.., at moment of impact.
This looks quiet plain to me. I play guitar for a long time, but the plunge of a crossbow can't widthstand the sound of a shotgun.
If it would be the question with a soard or a gun, you would argue the woosh of the soard isn't as clear as a shotgun?
I think I missed an arrow.

@nitin - considder it as doing an act is caused by a curiosity, that envolved myselve into a state of witness as well as accomplice.
It starts with a feeling of surprise the quake-engine can create this spectecular effects.
Than it ends with the culprit to finish the thing without error and malfunction.
Something like a weary dopefish, who scatters in the sun, but drowns in its own backslash.

More maps? I get a little concerned about the time it is consuming.
The last maps were really a stroll on my attitude, and I think it was my upmost.
But, as always, there are some things behind. 
 
I'm sorry if it sounds like I'm criticizing the free service... I'm just trying to help - I just made that new demo because you said I might want to try it again.

I'll shut up then :-) 
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