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New Q1SP - "Katedra"
Hello everyone. I have made another level for you. Here's the zip:

Linkle

And here's a few screenshots:

Linkel

Wanted to challenge myself to make a map with larger areas, fewer corridors, etc. I also had a lot of fun with the chicosruin set, which I think is fuckin gorgeous with the standard Quake entity palette. And watching demos I realized just how fucking flat my last map was, so I went more vertical this time.

Frag away. Hope y'all have fun with it!
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Ooh Chicosruins 
love that set. 
Fun Map 
Love the texture set. Nice with lots of open areas to move around in, good verticality. Only potential negatives I can think of is that the final battle with the shamblers and vores was way too easy, and the lighting was overall very flat. But it didn't really detract from my overall enjoyment of the map.

83/83 kills, 5/5 secrets, skill 3 demo 
Awesome Visuals 
This map looks really stylish and plays well. Got 67/67 kills and 4/5 secrets on normal. Missed the LG.

Minor complaints: I kept falling down 2-3 floors every time I was looking up for secrets, also I accidently managed to fall almost to the beginning of the map while maneuvering in the final battle. And ammo was too generous on normal.

Anyway this little map feels and plays better than your previous ones and is very enjoyable.
Keep it going! 
Another Release?! 
NarNar, you're genuinely spoiling us!

Firstly, it's probably a good idea to upload your maps to Quaketastic. - http://www.quaketastic.com/

Secondly, I made you a demo - http://www.quaketastic.com/files/demos/5cat.zip

Now let's get down to the map!

You have improved a huge deal since your first map. The texture choice in this map is really interesting, although a little flat (it's good to have a couple of different colours in your theme). This could potentially not have been an issue if you had not used 'minlighting' which is setting a default light level in the world spawn entity. If you need a good 'fill light' then I would suggest using a light with a large range.
Try something like -
light 1000
wait 2
delay 5

This should give you some decent results in filling a room with light but not having the "flatness" that comes with using minlight, also make sure you use it nearby a light-source.
I'm glad you took on-board everyones advice to create more open rooms rather than using lots of corridors, the gameplay was more fun in this map than all your other maps. There are still issues, room size is bigger than I would expect for so few enemies. I would encourage you to use monster patrols so that you don't always encounter the monsters in exactly the same place (this small difference can add an extra layer of re-playability to your maps).
Most of the rooms had the same floor height, you can make encounters more fun by having enemies on walk-ways or raised floors. Especially if you use rooms as big as yours it's a good idea to have this height variance.

Overall though it's a huge improvement and I hope you keep mapping! 
Thanks Everyone! 
kaffi - that demo is fantastic, I was hoping somebody would use the RL to bounce around that last part of the map. and thanks for your feedback

pulsar - ty ty, glad you had fun! yeah there's a ton of ammo, but after the last two maps I wanted to make sure people actually had an opportunity to kill everything :P but ammo balance is something I'll keep working on

fifthelephant - oh no does it look like I used minlight! I definitely didn't, but it's not a great sign if you think I did. I'll for sure be working on my lighting. love the idea of raised floors/walkways, I'll give that a try next time. and thanks so much! glad to hear I'm making progress. having too much fun to stop anytime soon :) 
Cool Map! 
Have a demo: http://www.quaketastic.com/files/demos/bre_nar_cat.zip

I can agree with Fifth that you've improved quite a bit since your other releases. The textures you used for this map look pretty neat. Oh yeah, keep mapping! 
Health Is Wealth 
Pulsar saved me some typing here.

Couldn't find a fifth secret, but killed all monsters.

Speaking of fifth, maybe minlight look is due to these strong contrast textures lighted with plenty of far reaching light sources, wich gives subtle shadows. The darkness painted in the textures shows off more than lightmap shadows themselves. But we can only be sure looking at the source file.

About style (not gameplay), I think you were more inspired in nar_vault. There was more variation. You know, we can now browse your gallery and pick ones we like better... ;P 
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