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Q1SP: Red Slammer
A small to medium-sized terracotta style level for SP and DM with classic gameplay, if not slightly nonlinear, and a few surprises.

For maximum convenience, it features an in-built skill selection room and there is also an additional alternative game mode ("Carnage") where you can blast through the map with all weapons and need to collect four keys for the exit door to unlock. I dare you to beat this on Nightmare! ;)


(the map source is available on the site, too)

First-run demos are appreciated. Have fun!
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I feel for you. At least you'll have something to look forward to when you return. 
F**k. I Forgot To Log In. 
#24 was me. Thanks for the feelings, Neg. ;) 
Managed To Get A Fast Runthrough. 
Awesome, as usual. Thanks, Negke.

A demo at the end of August, maybe. 
Carnage On Skill 3 Demo 
awesome map, crazy brushwork.

playing through this several times, i really felt it could have used some of thoes dragon/fire glass window features that were used plenty in ep4, or some other textures thrown into the mix.

anyway thanks for keeping quake alive man. 
Watched The Demos 
Thanks. Too bad some of them don't play properly due to restarting. And even though Ankh's and Trinca's demos were protocol 15, I couldn't fix them the regular way with convdem for some reason. Maybe because you played with QDQ progs? Or I simply forgot how the trick works.

So carnage mode on skill 3 is too easy? Ok, then I propse a competition - who can beat it the fastest and/or with most kills. ;)

Glad to see people enjoyed the map. 
I have noticed yesterday that the demo is broken.
I have managed to salvage the biggest part of it by cutting out the first 95s using demtool (sda tool).
Here it is:

recorded with qdq as you have guessed. 
You always make such fun stuff Neg!ke. Loved the Chthon in shackles. I got incredibly lost on my first play (demo below) but as they say, "the myth that you can make a map where Mandel doesn't get lost: busted". In fact I never found the silver key and had to grenade jump to make progress as you will see.

Solid level, and the fact that it comes with so much custom stuff without requiring a custom progs makes it a winner.

Included is also an easy 100% demo, I can't believe I found all the secrets, but I think I did. 
cool map, except i found the secret above the sk and then jumped down to get the sk, thus skipping past 1/3 of the map and not realising it till i'd finished and wondered why there were so many monsters still left.

the way to kill chthon was great; finding the pentagon definitely helped there. without that i probably would have died. great level design too! it was slightly too dark on my monitor, but i just had to reinstall quake so it's probably just because I need to tweak the lighting settings again.

i got all dizzy after playing it and my eyes went funny. wtf is up with that lol 
Great Map 
Loved the architecture and it was NOT too difficult for me, yay!

20:28, 1/6, 71/76 @ easy skill 
one nice trend going on... all three of the recent Q1SP releases (madfox's, trinca's, and now this one) have fairly wide open, non-linear layouts that encourage exploration and provide many route choices. 
OK, Here Goes: 
2 demos, normal:

firstrun included, used Darkplaces (hahahahaha!) with all Quake Retexturing Project and Normalmap packs. Had all reliefmapping and such on and it looked look. I turned rtlights off for the second run, because i was going less than 30fps sometimes. Looked cool though.

What to say about this map - well, a lot of nice detailing throughout, perfect brushwork and texturing. Excellent layout and sense of scale. The corridors felt a good size, if that makes any sense. Nonlinearity is here to a nice level, exploration is good, weapons are well balanced (not too much ammo, nice range of weapons as you progress).

End was too hard and a bit confusing. If fell down to the floor below on finding the boss, and had to find my way back again, only to try hard to complete the challenge but fail ultimately. Climatic, but the gameplay at the finale was a let-down. Kinda cool though.

Overall I would say this map was pretty well awesome, personally I give it 16-17 out of 20 :P 
"it Looked Look" 
wierd typo. I meant it looked cool. 
Apparently I followed the recording instructions wrong and played through the map without recording, though I thought I was. Confusing-ish layout, got lost a couple times, never died but came pretty dang close. Couldn't figure out wtf was going on with Chthon for a while, then felt satisfied when I figured it out after the ... 3rd try. Good map, somewhat confusing. 
What Do I Type? 
How do I activate the level after I place the file where the help file tells me to? I saw what it said, but I think I am mistyping it, or doing something wrong. First time using a level mod in almost ten years. 
Go to the console (the tilde ~ key) then type 'map mappi.' 
Cool map, Negike! Very proper Quake mood there, and finally map that uses orange set properly. I liked relaxed gameplay on skill1. I also liked the usage of pitch black shadows there, very well done.
Here's my first run of noobage: 
The map plays differently in Hard and Normal skills, e.g. silver key and end game. It is well worth another look, if you haven't already.

Carnage is next for me :)

I salute you, Negke! 
Nice Map, Lots Of Fun 
here's a demo, I died in the chthon fight: 
Ricky: Heh, either DP lagged a lot with those settings or you were playing drunk (probably both), for you seemed fairly clueless and ran past half of everything. :D In Chthon's hall a teleporter appears on the lower floor after pressing the button behind him. It was clearly visible in your FOV, but you still took the long way back.. Also, I imagine the map must have looked somewhat strange with all my custom textures along the DP'ified regular ones.

Kona: Perhaps you felt dizzy because you accidentally had a cocktail of the same name instead of playing the map? :)

Omg, Vnodru!!!

Funny how everyone seems to take the GK route first while in most cases the standard order is 1:SK, 2:GK.
In this sense, I also wonder how players determine which path to take if confronted with a left-right route choice, and how this can be influenced design-wise (e.g. by putting items/monsters in one of the ways). 
Oh, And By The Way 
Thanks again for all the demos. I'm surprised how many of you actually recorded/posted one. 
Not that I've played it, but I pretty much always go left since it's easier to turn that way with a right-handed mouse. Seriously. 
For me it's just a case of getting bored of always SK, then GK, and the signs seemd to indicate it made no diff so i tried something different.

After the gameplay of skill 1, i expected a similar puzzle ending on skill 2, and got further confused by the sound of the laser traps. Took me ages to realise i just had to beat them up, where the quad+invulnerability helps alot of course.

But getting confused by N's maps isn't anything unusual ;>. Amazing Cthon in chains was the highlight. Final quad secret was very slick too. 
just did a quick run again and went SK first.

the map plays much better that way, and it's clear that that's the prefered way. both the GK and SK door paths lead to a dead end, but only the SK path has a button at the end. when you get to the dead end of the GK path, it feels like you got lost because there's just a locked door and nowhere else to go. 
I love the map, but I sure am struggling. I didn't check the skill level but I'm sure I'm using skill 1.

With hard, I was running out of ammo.

Actually I am running out of health and ammo with skill 1 too.

But I am glad to be playing a Negke map. Other than giving up on the Vertical Mile one and the one where you had 2 minutes to find the bathroom or die (a classic!) ... I just haven't played any Negke maps. 
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