|Posted by mfx on 2013/05/23 14:37:57|
Just a small base map, losely based on E3M1 "Termination Central" by John Romero.
Screenshot 1 Screenshot 2 Download ZIP file
Features some nice brushwork and textures, and some questionable ones too.
Anyway, have fun.
Very nice map. I wish it could be more expanded to a proper e3m1 rmx
Noticed some grayflashes at the bridge
Easy skill much too abusive.
I died in the slime at the SK door, not finding the button because I thought I had to shoot the red shootable button on the wall there instead. That didn't seem to do anything though.
TBH the button in the slime doesn't look like a normal Quake button, which probably was why I kept shooting the red one instead.
So when I went in the second time, I had to go without a suit and died on the lift.
Second run, I got killed by the eliminator after the SK door, after narrowly surviving being caught between an Edie and a Pyro moments ago and having already killed a Vore.
On skill 0.
Quoth monsters have this tendency to make the game overbearingly hard, and I just HATE the pyros and eliminators. In my opinion those are miniboss level enemies, but you use them all the time on skill 0.
Are you kidding?
Skill 1 demo
Why use wateralpha windows while you can set the alpha value on func_wall and func_breakable?
Played much better than mfxsp10 since I started with the DBS. Some heavier weaponry, like a PG, against the Quoth cunts would be nice (though I did find the GL).
Nice and cleverly constructed overall. Looked really sweet in places, too, thanks to the fog and skybox combo.
Only found 3 secrets, which is a little embarrassing.
Hard skil much too easy.
I nearly had some trouble in the SK slime pit, but knew it would be a race against the clock, had a quick look around, and pressed the other button. Then decided I had enough armour to go in sans suit and get the other button secret anyway.
I found the rest of the run very steady, especially with getting most of the secrets. The ambushes were fine and there was always a lot of space to retreat.
On skill 2!
Quoth monsters generally suck but they were used fine in this on skill 2. There could have been a few more. Actually, there could have been a lot more normal Quake enemies in general - a lot of the bigger areas later could have taken a lot more - the current gameplay was cool, but I reckon it could have been more fun by being a bit more intense in the more open areas.
Nice and cleverly constructed overall, apart from the big slime area which had boxy base walls which didn't go so well with the well-detailed areas elsewhere. I think you could have used more natural rocks here. Looked really sweet in places with the fog (nice dusty colour), I had a standard Quake skybox though??
Found 8 secrets and they were all fun.
What, you expect us to actually read the text??
That sky is much better. Gives it a good desert vibe.
BTW there is a massive b0rkage / hom on a bridge in the big slime room.
I did feel some areas were not as polished as MFXSP8 tho. Still good fun tho.
Clip Brushes !!!
Just started this, but have to go run some errands. Will finish later. Haven't got the Silver Key yet. Looks nice, not having to much trouble with the harder enemies, but this map seriously needs a whole lot of clip brushes. I was constantly getting hung up on architecture, to the point where I was about ready to quit out of annoyance.
I played the map, here's the link to my first playthrough -
(they're both the same file, just making sure the link works)
Overall the map is not bad, definitely didn't enjoy as much as your other two releases. Some weird texture choices, some definite bugs and issues too in the map. I thought some of the quoth enemy choices were a little tough, the defender grunts can be quite tough so I'd use caution when throwing them into the map (especially close quarters).
I got a little bit tired at how often I had to climb the spiral slopes in the main slime atrium area... Also you could have switched up some of the secret items (3 armour secrets in one area is overkill).
my demo run includes quite a lot of commentary and feedback so check it out ;)
You Now What To Do
Good map! I nearly died on the ending battle on normal, which was scary, but otherwise it seemed reasonable in 'normal' difficulty.
Achievement unlocked: Releasing Numbered Maps in Random Order
actually i will have to repack it since the env directory is there and the injector . ok if i fix the encoding of the readme too and the link to kell (one c to many)?
My engine has a bug with this one, displays the void if you have fog or the sky (gotta test which) behind skipped(?) windows. :( So no youtube from me. Damn :(
*the injector can only extract zip files plain and simple. It needs to include the maps/ and gfx/env/ structure so you unpack into quoth/ .
Actually, that would require a readme rewrite. Wanna do it? :>
Quakespasm displays the windows right at the start as grey solid faces. fitzquake mark has a terrible sound lag with wine. No mfxsp6 for me.
The lift to the right of the Silver Key door should NOT have a roof.
I was running out of air in the suit (because I wasted time shooting at a button with the "shoot me" texture, when it actually needed to be pushed), so I just grabbed the key and ran back up the same way I came down. Then I noticed those bars blocking the lift shaft had opened. I jumped down and that was that. Stuck.
Buttons were probably not a good choice for that lift, I think a trigger brush toward the back of the shaft would have been better. Textures with an up arrow could have indicated what the lift was for.
Yay, Thanks Otp
new zip is up and the Injector should really work now, thanks mfx!
you �re right. Ooops!
Stupidity must be punished!!
Overwrote my demo on reloading because meh. jdhack, come back!
Very nice, quite hard on normal but very enjoyable. Died a few times on the final eddies.
First Play Demo
(died in slime trap, skill 1)
Sorry, did not like this map, too many design problems. Monsters in spawn area, monsters spawning behind the player without warning, visual language broken (red buttons that cannot be shot), mixed monster types (tech/medieval), skill 1 too hard at the beginning and flow of map confusing after Shalrath area. I liked the broken panel details and the blending of wall materials near the final teleporter.
The map started with a cool idea (E3M1) but it just seemed to wander off track with no layout plan later on. Visual language is very important in Quake, this is something I learnt the hard way myself. Certain textures in Quake mean certain things and using them for different functions can cause frustration, especially in situations where the player is being forced to act quickly (bio suit).
My 2 Bitcoins
agree on some of the critism above, liked the map nontheless. I even learned a quoth lesson opening a new array of tricks:)
Thanks for your honest evaluation.
This map was one of my first attempts in really legit brushwork, i know you being a perfectionist at all the aspects of mapping.
Now i go cryin under my bed.
btw do you really play like this? I mean, man that .dem was frightening.
Gold medal as usual.
Jumping on monsters?
You are an awesome player!
I liked it. Kind of wild style.
Clip issues seem legit. Some cool secrets (only found like 7 I think?). I don't think I comment a lot in the demo this time. It's nice, I survived 1st go, found spots I like, but also recognize why people like Sock might have issues with it (and Negke will probably, also).
I found Hard about right - could have been tougher in spots but I also got brutalized here and there. Particularly by cruelly placed Defenders.
Anyways, 16.5/20, if I were to use a 20 point rating scale.
like the style, looking forward to whatever you have next! Demo of 1st run coming up.
Fun map, got lost in a few places though. Also ran out of ammo and health. :D
Never played Quoth before, new monsters freaked me out.
You must be logged in to post in this thread.
Website copyright © 2002-2021 John Fitzgibbons. All posts are copyright their respective authors.