Wow
#26 posted by Bloodshot on 2011/01/06 21:59:40
I really liked this map. I had an Idea to use silent func_doors in my map to F*ck with people at certain points but I couldn't find a good place, while you designed most of your map around it! And that upside down room was very cool - Did you flip the room after you made it? After i beat it i went back and noclipped to press the switch on the ceiling (floor) and it actually raised the elevator just like the one you were supposed to press did. All and all, really nice map but I was a bit disappointed by the ending. I saw the teleporter and I had a feeling that it was the end - but i still hoped for some sort of boss fight or something.
Oh well, still was a really nice base map. I loved when i was first playing through it, I had no idea anything was changing for a while until I saw the pent through the window a second time, then went around to see it wasn't there and was a Silver door - Although i found out something there, if you back up just right, you can see the room change :D
Pure Class...
#27 posted by generic on 2011/01/07 01:53:07
Thanks for the mental screw, Digs!
#28 posted by kaffikopp on 2011/01/07 06:17:56
A nice map by one of my favorite mappers!
I think I might be jumping around a bit too much, because I didn't notice half the things you guys mention, like routes changing or gold/silver key doors swapping. Or maybe it was just because I was really tired when I played... anyway, a bit cramped for my tastes, died a few times but didn't have too much trouble on nightmare. My favorite part has to be the grunts and enforcers bouncing around like crazy, that was pretty hilarious. Fun map, some nice trickjumps can be performed. Not quite digs04 for me, but still great.
Thanks for this map!
F*ckhead Recovery
#29 posted by madfox on 2011/01/07 07:38:06
Didn't expect the kangoroo fighters and long distance ogres, but was amazed by the nicly fitting textures, so I died, while exploring them.
The place felt really excistend, and I first had to get grip of the two twisted outplaces, before the ogres caught me. Can't have it seeing rooms, that are not there.
And was glad to make my own bynnyjump comparing to those geek flying dickheads.
The puzling end took some time as I didn't realize the waterceiling could move me somewhere.
Good evolving gameplay, I mean, normal skill,which seems easy, and then getting anomal vary fast changing to harder.
Very strong Quake feeling!
Heh.
#30 posted by Shambler on 2011/01/07 10:27:29
I didn't use the water ceiling. Just a slope jump to on top of the light "skis".
Holeee Mindf*k!!!!
This is tops!
Everything everyone else said. Why can't more people map pure quakeness like this?
Errr.
#32 posted by Shambler on 2011/01/07 12:10:32
Because this isn't pure quakeness. This is a whole lot of sheningans and tricks that make a different but cool quake experience.
Not Pure...
#33 posted by generic on 2011/01/07 13:54:10
but not terribly unlike showing you the silver key in E3M2 and then hiding it.
Its Impressive Considering
#34 posted by RickyT33 on 2011/01/07 14:14:34
The fact he used stock progs.
Was A Fun Little Romp.
Can't say I felt this head-fuck/paranoia that everyone else is talking about. To me it seemed like a Base version of Haunted Halls :p really cool brushwork though to make the slanted bit and such.
Got lost which was a bit annoying. Challenge was okay (played on skill 2). It wasn't massively unfair given the tightness of the combat, which would make it a very easy thing to mess up. It was also very nice to actually get some powerful weaponry for once.
btw I have to mention that any map that uses multiple vores annoys me though. I find those things so fucking boring to fight. Give me a swarm of Revenants any day.
This is a whole lot of sheningans and tricks that make a different but cool quake experience.
It's like an Elder World map, except textured in base.
#32
Kosher progs makes Kosher Quakitude.
Looks Cool
#38 posted by starbuck on 2011/01/07 22:45:56
haven't played it yet, but it looks kinda like that map from 1997 called 'the fly' by Marcus Klar
Headhache !
#39 posted by JPL on 2011/01/09 19:18:16
This map is really interesting. Globally, regarding the overall layout, �I will not say more than others said.
Regarding gameplay, the map is awesome. Puzzle and fights are well balanced, and I particularly appreciated the inverted place (i.e the GK area... ).. this one was obvious but you find here a really cool idea.
I am just wondering whether it wouldn't be possible to reverse gravity in such place just pushing a button, without teleporting the player elsewhere (negke: this is a challenge for you ;) )
Anyway, I'vebeen lost several times, but the good thing is that it gives time to explore and look at the details...
no go map digs06, I am looking forward for this ;)
Excellent And Novel
#40 posted by Scragbait on 2011/01/10 04:14:24
I played skill 2 and got all kills and secrets. Needless to say, the pents fooled me until I got all secrets. I agree that there is something DooMy about this level. The first brain bend was the Pent near the SK door optical illusion but I think I have it figured out now - eligant trick. Excellent construction as I know how tricky tilts are to build and texture properly. I liked the way things shifted and the upside down room was a cool puzzle. The fights were good and the start room battle actually roughed me up more than I expected - best to move out slowly. It was convoluted but I never got frustrated. There is lots of exploration. Excellent and memorable map Digs - thanks for a great play.
#41 posted by Trinca on 2011/01/26 17:09:38
I liked the gameplay, the layout of the map was very nice with good interconnectivity.
Love the elusion of the pentagrams, very weldone and the jumping enforcers and grunts fun to kill :)
Anyway I had a 1� demo but when I died forgot to save with another name and when my kid play the map he made another record in mine :(
the problem os binds :\ he press the wrong button
Anyway very nice map, hope to see more from you mister!
Um
#42 posted by nitin on 2011/02/20 04:08:36
what do I do after the inverted area? There's a new /silver/gold door and some monsters near a platform over slime with a ton of crates. but where from there?
I Had That Problem Too
#43 posted by Drew on 2011/02/21 05:02:54
not that I'm going to tell you
I've Given Up :)
#44 posted by nitin on 2011/02/21 06:46:01
so unless someone tells me I'm not going back to it.
Mmf
#45 posted by necros on 2011/02/21 08:07:06
that map is so confusing... i can't remember. >_<
i think you're talking about this:
the icons for that key door by the pile of crates/slime change from silver to gold. the door itself doesn't though, so try using it regardless of what keys you have.
Nitin.
#46 posted by Shambler on 2011/02/21 09:05:54
Wander around the slime area etc etc for a bit and then something will have changed near where you first came in....
Yeah The Key Colour Changes
#47 posted by nitin on 2011/02/21 12:41:27
but do I have a key at all? What an existentialist map. Will go back and check.
#48 posted by necros on 2011/02/22 00:29:55
if digs had been able to change the key to look like the opposite colour, he would have. -_-
Nitin
#49 posted by Shambler on 2011/02/22 01:20:00
No, other stuff changes. Stairs go up instead of down, or is it vice versa?
Nope Just The Door Key Changes
#50 posted by nitin on 2011/02/27 03:00:09
other parts of the level change, which I hadnt noticed before (nicely done!) but they only lead to dead ends.
What I had really missed was the gold key which was up in the inverted room (ie down). Once I got that, it was all good.
Very interesting map, although I quite out of frustration last time, I really enjoyed the second play through when I was actually paying attention to all the environment chnages.
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