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New Q1SP: "Round The U-Bend" By Than
I finished my remake of DM5. Enjoy!

http://www.quaketastic.com/upload/files/single_player/maps/dm5rmx.zip (2226kb)
Mirror:
http://www.quaddicted.com/filebase/dm5rmx.zip

http://i.imgur.com/pdete.jpg
http://i.imgur.com/4f5Sh.jpg
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Wait... 
you played with Quoth? It's an id1 map!

Sometimes quoth works fine with other maps, but I guess not here. Perhaps it has something to do with the point entity trigger_teleport hack I used for monster spawning? I never saw any telefragging going on when I was testing, otherwise I would have fixed it. I did have monsters become disabled (can see them, but they don't move and you can't kill them) a couple of times.

Will check out demos tonight. 
Highly Polished 
and entertaining map, with great lighting!

Keep em coming Than. 
"It's Raining Than, Hallelujah" (-- The Nether Girls) 
This is the kind of map that should set an example. Small and sweet, solid construction and detail, yet short production time. I mean, once again, as opposed to the "bigger=better" notion that has been keeping the level per year number low for a long time.

I didn't mind the spam from above (yes, you need to look up for a change), except maybe more of the monsters should have had the ambush flag set or been visually impaired so as to keep the upper level populated for when the player gets there.

As for deathmatch: Quad and RA right next to each other looks like a great source of unbalance. 
 
This is compact yet extremely stylish. Pretty good work, fun little map. 
Bueno 
I failed to complete the simple task of making a demo. Great map, 4/4 64/64 in 17+ mins. Got lost after getting the gold key for about 5 minutes for some reason. 
Thanks 
negke: I thought dm was supposed to have some imbalance? I didn't really play Q1 dm enough to know how to effectively do an imbalanced map I guess :/

Also, most of the enemies on the top levels have the ambush flag set I think.

Megazoid: A couple of the demos I watched had players get momentarily lost after the gold key. I thought this was impossible because the gold key switch is one of the first things you see in the map - perhaps the initial combat is distracting enough that memory of the gold key doesn't stick well? There were also a couple of people who seemed to get lost after pressing the overflow entrance switch - I should have made that opening a little more obvious by using the ratchet sound I used on the shambler door. 
 
the overflow entrance

The problem was that it wasn't clear they were doors/grates to begin with, they are just dark corners, and the sign saying 'Overflow Entrance" doesn't really help, because for all the player knows, the entire map is 'the overflow'. 
Than 
No. It's supposed to be balanced so that no player can easily dominate a map/match by controlling a single area. If all items (and routes) are evenly distributed, it comes down to playing skill rather than using an unfair advantage in the environment. Ideally, anyway. Otherwise it becomes more of a "king of the hill"-kind of scenario. The id maps aren't really perfect examples. 
I Was Thinking It Might Work In Teamplay :) 
I took dm3 as the example, which has HORRIBLE item distribution if you happen to spawn on the side with the super nailgun and ring. Also very poor connectivity since it is kind of divided into two halves, with the quad/ring/mh room as the centre. Hmm, maybe it was only popular because it was the largest default map?

With dm5rmx, there are plenty of entrances to the quad area, though not all of them are especially safe if there is someone in there waiting for you I guess :)

Well, nobody will ever play it in dm anyway, so it doesn't really matter so much at the end of the day I guess :( 
Negke Sucks 
I had stuck to my theory that balance is best in deathmatch design, and that theory fell a bit flat with this map. Too much balance eliminates ways that players can use the design against their enemies, which is the meat of the deathmatch metagame; without that you're just firing rockets.

http://lunaran.com/page.php?id=17 
Nice Map 
sloppy speedrun: members.upc.nl/verorber/dm5rmx_116.dem 
Unslopped A Little 
close to 114 but had enough now:)

members.upc.nl/verorber/dm5rmx_115.dem 
.. 
members.upc.nl/verorber/dm5rmx_115.dem 
Needs Http? 
http:/members.upc.nl/verorber/dm5rmx_115.dem 
Blerp 
noob for life! 
Too Bad, I Would Have Liked To See The Demo ;) 
you need "http://"
http://www.celephais.net/board/faq.php

otherwise you could just tell me the filename and I will be ok. 
Guesses 
Ty 
nice geuss 
 
I like such maps. Not too big but best quality.

Skill 1 demo.
A bit rusty. Didn't play much quake in recent months.
http://www.quaketastic.com/upload/files/demos/dm5rmx_ankh01.zip 
 
Played and enjoyed. I'm not a big fan of the plainer old textures and didn't like the maze-like underwater sequence (although it was unique) but otherwise a good map. 
Underwater Maze? 
whaaat? 
Kona 
Are you remembering the OTHER dm5 remix? 
My Scheme Succeeds 
Spoiling than's map was my intention all along! 
This Is Sweet 
Goddamn beautiful map than. Loove the curves, and tex and the phat pipes and trims. The spawning was weird tho (one grunt got stuck in some pipeage, and a scrag got isolated and was easily dispatched), and I still can't find the hard secret. But I don't care because it's so beautiful (and so are you). 
Just About To Play It 
SPIRIT: quake injector says the release date was Oct. 12th, it's actually Dec. 10th. 
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