Great
Two links point to the same screenshot.
Lol At The Title
#2 posted by Tronyn on 2012/02/05 22:00:36
screenshots look good
interested to see how dm5 fits in
Forgot To Add
#3 posted by
negke on 2012/02/05 22:02:51
This map is released under the terms of GPL v2 or later. The map source is included in the zip.
Great, Now Czg Won't Play It.
#4 posted by
Spirit on 2012/02/05 22:03:37
Nice
#6 posted by
Vondur on 2012/02/05 22:25:27
liked the idea and nice merge of 3 classic map in original way! cool map!
#8 posted by
mh on 2012/02/05 23:24:25
I got lost in the underwater area - despite being based on familar maps so I reckon I've mostly got myself to blame for that.
It was great to see some real use of underwater areas here; something that's rarely made use of.
I Like What You Did With The Place(s)!
#10 posted by
Drew on 2012/02/06 05:35:57
http://www.quaketastic.com/upload/files/demos/dm456sp_drew.zip
This is Essential Quake: You never fail to impress me with your skill and forethought.
I'm pretty sure this will be an annoying demo for you to watch though, since I'm not particularly well versed in those maps, and I end up wandering quasi-lost a bit. Not that I minded!
Only found 1 secret and missed out on a huge amount of enemies -- so I've obviously got a few more playthroughs to do on this thing too!
Thanks, as always, for keeping things kvlt.
Forgot To Add #2
#11 posted by
negke on 2012/02/06 08:37:14
Since the map has a lot of fish, this may be a good opportunity to update your Quake with a proper 1.06 progs.dat that has the fish count bug fixed (I assume most of you don't have it). For convenience, I made one hete which also makes dead fish nonsolid on the first frame (instead of the last), avoiding the annoying blocking that usually occurs with them. To install, simply copy the PAK file into your ID1 directory.
q106fishfix.zip
Metl: Would you mind adding the two <!> posts to the OP? thx
#12 posted by Jaromir83 on 2012/02/06 08:52:11
great work negke, love it. tried few times, got killed or drowned, will definitively give it some more playtroughs. the new details and overall pace are perfect, keep it coming pls, thnx
PS: using TGWTDT-Under The Midnight Sun.mp3 as a soundtrack for these fantasy/horror levels lately
Negke
#13 posted by
JPL on 2012/02/06 09:53:00
Shots look really good despite "old-schoolish", and that is good !
/me gonna play this this evening... or later but soon feedback will be provided ;)
Great, Great Map
#14 posted by
spy on 2012/02/06 12:35:32
Thank you negke! this is what i'd call "a proper rmq map". Very impressive and very negke's
Cool'n Great !
#15 posted by Barnak on 2012/02/06 16:31:23
Very cool and fun map. Innovative in many ways, I love it !
Thanks a lot for that one, it's now part of my permanent collection ! ;-)
Quake still lives !
#16 posted by
gila on 2012/02/06 19:17:35
i died like a noob in the start of underwater dm4 segment. map looks nice and slick and i agree that spy said about "proper rmq map" because it reminded me of vondur/czg e1m1 stuff.
i'm also digging the fish fixing pak2.pak\progs.dat, thanks alot for that one as well.
A Wonderful Map.
#17 posted by
digs on 2012/02/06 20:04:19
I could not pass it to the end because of his gaffes: elementary drowned, after being plunged into the hatch, and hoped that I would find some place where I can come up.
Map very much. The idea is original. In the near future to try to go again.
http://www.quaketastic.com/upload/files/demos/dm456sp_digs.dz
Cool Stuff
The underwater bit was very nice, could have been a bit more frantic by by a longer delay on the biosuit respawn.
demo:
http://www.quaketastic.com/upload/files/demos/dm456sp_sleepwalkr.dem.zip
You Don't Want To Know How It Worked Before The Beta Tests.
#19 posted by
Spirit on 2012/02/06 21:01:24
#20 posted by
Spirit on 2012/02/06 21:21:29
The Underwater Bit Was Actually Tested??
#21 posted by
Shambler on 2012/02/06 21:41:42
#22 posted by
Ankh on 2012/02/06 22:08:28
I liked the map.
Was in control of everything until the underwater part :)
Here is skill 2 first play demo:
http://www.quaketastic.com/upload/files/demos/dm456sp_ankh01.7z
Duh It Was Tested
#24 posted by Drew on 2012/02/06 22:37:41
We're talking about Negke, one of the biggest perfectionists on the forum! Also the most productive perfectionist on the forum.
Actually, I thought that section was pretty great - maybe could have used a few more spotlights, though.
Digs: revenge for smqx11_digs.
Thanks For The Demos
#25 posted by
negke on 2012/02/06 23:51:47
A few observations:
1. The natural reaction of the average Quake player when entering an underwater area is not looking around the room first, but charge into the next best dark tunnel headless
2.apparently the CLEARLY VISIBLE RESPAWNING SUIT RIGHT IN FRONT OF YOU is still not visible enough
3. nobody seems to notice the arrows, in and out of the water (guess I shouldn't have dropped the idea of replacing them with the red base arrow)
It suprises me how you seem to get lost so easily - expected the maps to be well-known by every old Quaker.
Sleepy: the respawn delay was longer originally, but seeing how much trouble people still have, I lowered it so they would at least realize right away that it respawns.
Why do Hard player always have so much ammo? One of the testers must have been a double agent!!!!