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Q1 SP Tormentarium
Pipes are kinky and you will glide in them.
Could it be for once that they're not too small,
you just have eaten too much to fit in them.
I aced glass jokers untill I couldn't see the hall of mirrors anymore.
Forgive me my broken english as I'm so lame
beating up this torro down the wall.



Have some Ogre's brew, they're for free.
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The readme file bugs says there were two corners you could get stuck.

I had to play it in darkplaces though.
Quiet another experience as it doesn't seem to have the first big failure.

damn, I didn't mean olives, I ment cactus. 
A Mixed Bag. 

The big rooms and some of the designs in those.

The pipe theme.

The generally tough and varied gameplay and some interesting combat situations.

Interconnectedness of layout was cool.


Texturing a bit scrappy.

Theme not very coherent in size and style of rooms.

Some areas not very interesting.

Coloured lighting meh.

Pipes too cramped and also too easy to get stuck on stuff.

Generally scenery gets in the way of combat....fighting vores in small tubes, getting shat on by deathknights while trying to swim.

Needed a few more rockets.


Basically Madfox there is some cool stuff here and some interesting gameplay, but I really wish you'd focus on something smaller and simpler and get the build quality, and freedom of player movement, all sorted, and then work up to something this ambitious. 
intended to be my first map on grid.
then radiant came in and screwed my quarks.

I'm not a coherent person.
If I was I wouldn't map.

I sat on my boot to fill up unintresting area's.

Fitzmark5 beh.

I told you you were to fat to read the readme.

scenery/combat you're right.

Good you enjoyed the other parts.

My greatest concern is the lower pipe isn't bullitproof.
MH pointed me out to change things in func_wall.
In that way I'm able to bring vis back to normal standards,
but I'll have to use minlights to obtain my shadows back. 
review is now up at:
Thanks to Spirit for posting it quickly. 
I update the level.
Sorry the review crossover.
I'll enjoy it, I'v been testvising 4 two weeks now to make it good.

I couldn't stand it had a leak.
Now it is what I was aiming at.
Glassy Joker!

Sorry for the first file.

Updated download:

The first demo's showed me a leak in the first pipe.
This caused shooting through walls.
Just bricking it up with an old pipe was crying for trouble.
Mechtech helped me out by introducing func_walls which helped vis from 26 houres to 9.
Also added two lifts for comfortable backtracking.

Thanks for the demo's, they explained a lot to me. 
erratum 1st screeny
lower pipe is the worst one.

Spirit, can you change the level on quaddickted with the updated one?

Scampy, thanks for trisouping! 
This map was ~ok~ fun :). Bit of a madfox masterpiece, but a little kooky for me. And only fund 1 secret. 
Thanks you enjoyed the map!

Secrets aren't that difficult, just take a close watch on the textures.

Can someone make a demo from the updated map? 
Late Play 
... globally what others said. The pipe theme is well executed, while some texture alignment polishing could have been done here and there. Never been stucked by the way ;) The underground part is also one of my favourite.
But please, stop abusing coloured lights... it reminds me too much disco time :P
One more MadFox typically crazy map I had really lot of fun to play :)
Keep it up ! 
At least the allover texture alignment was enough to reveal some secrets.
Why are you complaining about the light as I took care to use without lit file in Fitzmark?

This map wasn't planned, it was by accident. 
... no lit file ? Really ? hmmmm I though there were some colored light, maybe a "reflect" of the texture color... though.. I didn't open the pak file to verify there's not a lit file hidden in :P

Anyway, it is still a funny map to play ;) 
I actually ment playing the map with Fitzmark5 or Qbizz.
These engines don't use HR texture, coloured light or fog,
but do have a skybox.

I just played with qbizz and it seems as if all those tex alignment aren't
so bad afterall. And the lightning was good. Player gets spoiled with all that super clarity

So it's not a case of liking or disliking the light.
It's just a matter of engine.
I know I have a tendecy to over colour them, something I have obtained with playing too long on 256.

If I look at some other levels I think it's not to disco,
otherwise.., where would the brew be good for? 
Finally updated the quaddicted page, torro is gone, it is now 
Thanks for that.

I was so on the run for hom's I forgot the first pipe leaked.
I had to take more advice with beta testers. It's just my enthousiasm.

Good to read the interview, I'm always surprised when people can tell what's happening in the level in a commen way. 
working on a custom palette for this, to make the rust rustier. Hope you don't mind. MadFox maps are so photogenic. 
Go Ahead 
Good to use qbizz on high resolution.
Sometimes there are patches when distance is too far.

I used the following light thread:
TyrLite v0.94.1 light.exe -lit -dist 0.5 -range 0.4 -light 10 -extra

For giving the map more contrast you could light the map again
and change -dist 0.4 
Working On It 
Only the small palette will need to be loaded. The map won't need to be revised.
Waiting to see how it looks on a youtube vid, then will release palette. 
why does it look so chunky? i've never seen your engine do that. or did you just resize a small screenshot? 
Engine: ('torment.lmp' and other custom palettes are included in the zip)

loadpalette "foo" - loads for duration of current map load

r_palette "foo" - sets default palette to always use

Please get the new build if you haven't updated in a while. Colored light, fog, transparent models, etc. added since the early releases.

The shot is vid_stretch_by_2 = 1, r_fisheye =1, ffov = 130 (fisheye fov) resolution 1280x720. 
If the Ogre's brew hasn't fetch me yet, your demo did.
Where's the glow after capturing the ring?

Nice attitudes to the engine! 
Demo Bug 
I hadn't noticed that so I checked it out... the glow works in-game, but when looking at the demo itself it is missing. I did notice other dynamic lighting bugs during demo rewind. Monsters and/or player would glow suddenly after rewind.

I used record anytime feature which may be a factor in the bug. 
Vid Remake 
enjoyed this. the build quality & texture work wasn't the sharpest but i've come to expect that from madfox's stuff, and it doesn't really bother me as it is generally made up for with interesting layouts, novel ideas and fun gameplay. this is no exception

that said, the 'spawns in pipes' trick i didn't think much to given it was easy to get stuck in them 
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