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Q1SP - "Ascension"
Medium sized medieval map.
This one is more traditional - larger and secrets are less weird. Still a lot of those though ;)

Slightly more dark screenshots:
http://imgur.com/a/fFEqM

Slightly less dark download:
https://dl.dropboxusercontent.com/u/58150516/retrojam4dlc_dw.zip

gl hf
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Nice One. 
Fits in well to the brief...... 
Great ! 
Hey ! This is actually a great map, with lots of surprises !
The architecture and atmosphere are great. 
 
For the record, every screenshot is pure black broken only by the occasional ribbon of dark red lava. :) Don't make levels in a pitch black room ... 
 
and then host them on a site with a white background

and banner ads

and popups

seriously

http://imgur.com 
Could Mods Please Edit Original Post? 
 
DW 
Somebody here played Stanley Parable 
This Is A Devilish Map 
You got me a few times man, it definitely has a Sandy flavour. 
Cool 
demo https://dl.dropboxusercontent.com/u/33279452/daz_dw.zip

Too dark in most areas. Had to use the shotgun muzzleflash as a torch in some trickier jumping parts!

The lift right before the GK door was infuriating as you need to go both up and down and it's annoying to go down. Needs a proper and easy way to get down like a ledge or stairs.

Enjoyable combat though! Definitely on the tougher side of things (hard skill felt pretty hard, especially nearer the end) and strangely I didn't mind the backspawning so much because it was consistent and telegraphed. Ok so there were a few cheap shots but for the most part it was ok.

I died in the GK area due to Shambler overload. Not sure if you are supposed to stay and fight or look for an exit before you get overwhelmed. Nothing really stood out to me as an "escape here!" door.

I'll replay and beat this thing :) 
Nice Map 
It's a fun map with some awesome ambushes. I supposed pent was placed for spawns fight, but I was mistaken =)

Some criticism: I didn't like that this map hadn't much variety in weapons. Even though I found SNG, there were not enough nails to use it throughout the map. Had to kill everything with SSG mostly.

Found 5/10 secrets. 
Loved It 
Had a lot of fun. The map looks very polished and pretty, well chosen textures. Looks iD-ish, in the E4 concept, but not outdated. Great job, man.

Gameplay was great as well. DaZ should get some Quad to take care of that shambler overload. All fights felt right to me, with the fair amount of ammo and space.

Some monsters were facing the wrong direction (two ogres and a scrag).

Found 8 secrets. I know the YA and megahealth near the rocket launcher are the remaining two secrets, but I couldn't figure how to get there.

Didn't use the rocket launcher. I think RL is useless in Q1SP.

Thanks for the fun. Looking forward for more. 
PuLSaR 
Yes, it's a shotgun map. I saved SNG for some special moments and it helped, though. 
 
I think RL is useless in Q1SP.

you should play a map called "the marcher fortress" 
Good Stuff 
Really enjoy this map. The chunky geometry is satisfying and suits the solid texture choices. I only wish it hadn't been so dark so I could appreciate it more!

Gameplay felt good, fun and challenging and it kept me moving about. I agree with the sentiments about weapon diversity; I used the ssg almost exclusively, except for when I picked up that pentagram and went berserk on the spawns with the rocket launcher.

Scale seems solid, too. Some of the encounters felt a little tight, especially that massacre with the shamblers, but at the same time it just kept me on my toes. Overall, cool map. I look forward to more! 
Thanks For Feedback 
adib
Hmmm, I did played Stanley Parable. What gave me away?

While watching Daz demo I saw that he activated passage to YA, but didn't go for it. I assume darkness covered change in the map, activated by secret button.
I promise to map with lights on in the room from now on.

As for MH it is jump-around-corner secret. I think I need to stop using those.

DaZ
Could you elaborate further on cheap shots? I'd like to avoid bad practices. I guess one is scrags on RL tele-exit.

Is backspawning considered to be in bad taste in general? I like how it forces player to move around a bit instead of just retreat to safety each time.

Thanks for the demo, it is always insightful.

PuLSaR
Would putting more more nails solve fight repetitiveness? 
 
Back spawning is generally frowned upon because (a) the player doesn't see it happen (which feels unfair) and (b) you're almost guaranteed to take damage (which feels cheap). 
 
Demo: http://quaketastic.com/files/demos/ascend_paru.zip

This is my favorite retrojam4 map by quite some distance.

Thus I felt obliged to post the demo even though it is long and boring with about a dozen deaths and restarts.

Well, I recall sock commenting that 'the derpier the demo the better', so this one should be plenty good. 
DeeDoubleU 
The "stop doing this" secret/gag reminded me Stanley Parable, that I played recently. This and the second quad secret were my favorites.

*** minor SPOILER ALERT ***

Shooting a vore made me find a secret by accident. Probably not what you intended, right? 
Good Backspawning In This Map. 
 
DERP 
Wow, I had to excavate into the .map to find the access to YA, that was in my face all the time!! Again, nice job. 
DW 
I think you should have placed NG earlier in the map and provide nails for it. And there should be non-secret SNG later in the map (like right before the shambler party).

Backspawning was done in a good way in this map. 
 
I had to learn how to use my mouse again.

http://quaketastic.com/files/demos/hey.zip

Lift before GK was actually ok, I thought.
The quad certainly helps in the GK area with the shamblers.
An enjoyable spawn combat in a map! :)
The NG and the GL do provide enough weapon variety in my opinion.

Secrets. I think it is best to provide a way for the player to access all secrets without slope-jumping and corner-jumping. It is not bad
if they are additionally reachable by these kind of jumps though.

I would love to see a whole DW-episode. 
Uses For RLs 
I pent rocket jumped to that Megahealth.

Nice map. Simple but consistent visuals with a few highlights (gold key etc). Interesting and creative gameplay. Hard but only a couple 'cheap shots'.
I really liked the first set of zombies!
I like moments like that, that tend to slightly fuck with the valve style learning process discussed on this board recently.
This maps game play was very enjoyable for me on hard.
I didn't notice the quad in that room til about halfway through the shambles situation though!
Lighting was good for me on my computer. Moody and nice low key use of colours.
I think I found 8 secrets.

Anyway I hope you keep mapping! Thanks for this release. 
Oh 
Yeah nail gun comments spot on. 
Some Spoilers 
adib
Ah, I see now. I liked that game a lot, partly for rewarding excessive exploring - there is an achievement for going out of level bounds 8)
Though I was thinking about HL door when making it
https://www.youtube.com/watch?v=OdLRZzCf_kk
and Serious Sam of course. Always loved all that unique secrets and their creative names.

Yes, Vor secret would work better with touch type I guess.

parubaru
Few times it made me scream inside "I'm sorry for everything!", but overall was great.
You can never have first run of your own map and watching demos is closest you can get to it. Helps checking which design/gameplay decisions work and which don't. Also I just find it enjoyable. Thanks. 
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