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SM 176 - Quantity Over Quality
The 176th SM pack features Quoth maps by Cocerello and Drew, and a vanilla Q1 map by DOOMer.

http://www.quaketastic.com/files/single_player/speed_maps/SM176.zip

Please record demos and leave feedback below!
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Feedback 
DOOMer: You really love grunts, don't you? You overpopulated your map for sm173 too with them. :D

Looks good. 2D layout is a bit of a minus, but it is a nice one. Surprising idea wih the gold door. I can see how you extended the texturework to the rest of the map to make a quantity over quality one and the different colours blend way better than what i expected.

The bad point is the gameplay: very repetitive and mainly a single monster. Placement is dull and that makes the map too easy, even easier than your previous ones. Add some variations and ambushes, or turn it into a gibfest with the NG and a Quad, for example.

Drew: i played it, but i couldn't enjoy it at all. It is running VERY slow, and that's weird, it is the FIRST map that ever run slow on any of the engines i use, apart from when i put lots of Darkplaces' high resolution eye-candy in Honey or other very big map.

As it was running so slow, playing became very hard and frustrating, and moving was a pain, so i died early. Is there something that i need to add to the comandline to make it run OK, like -heapsize or something?
I'll play it again to see if i can finish it this time, but i don't have many hopes.

The DEMOS will be uploaded when i finish Drew's map. 
Will Play Record Demos Soon 
Vey busy with real life lately. Havent opened quake since doing a quick playthrough of my map just before release. runs slow for me too. It's 2 maps which already had a lot of issues merged. And the build quality really is atrocious even by my standards.

Anyway, I had a lot of fun making it! 
No Problem 
And i do think that as an speedmap-turtlemap it has enough quality, even more considering the theme, but i do understand that you wanted it to be at the same level as sm169_drew. Well, considering its two maps in one, that explains a lot.

By the way, I am interested in why it runs slow, as a mapper. Do you have any idea? I don't know if the long list of error it gives is one. As far as i know it doesn't have leaks, but if it had, the first sympthom would be brush entities and later world entities dissapearing, and there is nothing of that. 
 
coce: Awesome concept! Annoying CD track (NEVER EVER USE THAT ONE EVER!)! Hard! Had to cheat in the end because I think I missed a weapon or something.

doomer: too many grunts (doom grunts & doom shotgun = fun, quake grunts & quake shotgun = grind) plus very well built.

drew: too many grunts :( don't remember much else but quitting frustrated 
Spirit 
* First of all, Spirit. Was Drew's map running slow on your computer too? If there is a way to play it well i would like to know.

* Well, the awesome concept was tiresome as hell, even more considering it is my first speedmap, as i wrote on the text file. Sorrily for you, i won't repeat it again, probably. But I am glad you liked it.


* About the CD track, i used this one, which i think fits the ambient of the map.

https://www.youtube.com/watch?v=-8hWdQBBvHw

I find your comment strange, as I always thought that the only hated track is the first, which i find tiresome and angers me. Is that the one you are hearing? The first?


* About the weapons, the non-secret weapons in this map are the SSG and the NG. Secret ones are the GL and SNG. This map is the one i made that relies the most on exploration by a large margin, but the NG, which i suppose you were missing, is very easy to spot, on the middle of one of the islands, on top of it.


* If you are going to play it again to check what i pointed out, keep in mind that you can't find all the secrets on the same run, to add to the replayability. And if it is hard for you, try to play it as a speedrun map, you can finish it without a single bruise or killing a single enemy even on hard skill, or try easy skill. 
Quantity Over Quality Eh.... 
...not quite! I was impressed by the quality for speedmaps too.

Coce - some really neat ideas in this. It's like a crude showcase for some good stuff that could work very well in a normal map. I like the tunnelled islands design, felt pretty fresh. Crystals were cute and the Voreling gameplay was actually rather fun. Go make a proper map!

Drew - fuck me there is a lot of quantity here, I got a real shock seeing the underground section. And actually a fair bit of quality too, given it's kinda 3 maps in one. I'm impressed how you managed to get the Quoth gameplay well balanced - just the right amount of items for the monsters. Even the end seemed okay. Basically amazing for a so-called speedmap, and has the basis for a great normal map (or 3) with some polish.

Doomer - ah now this is more like it, proper speedmap style that does what the theme promises. Still quite fun. 
 
By the way, I am interested in why it runs slow, as a mapper.
i did check Drew's map, I think it's unvised. try r_showtris 1 to see everything that's being drawn, and r_speeds 1 to see how many world / entity polys. It has about 50k epolys in the starting area which is a lot for quake.

still have to play these :) 
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