Damn, too late to play... will download ready for tomorrow morning!
Glad you finally finished it, it feels like 10 years ago when I shared that picture on that thread!! :D
Errrm...
#2 posted by Mike Woodham on 2016/03/06 08:30:01
Quomody Quake!
And there's some great stuff in here.
Update
#3 posted by madfox on 2016/03/06 10:24:03
Already need an update as the rocketorb was shooting a twisted launcher.
I keep the max 32978 planes error - no ogridle.wav.
Dragonite sinks in the ground (max_Hull?).
My small concerns, as with sound.
The best results I have with Fitzquake085, quakespasm errors the model frame rate.
update
Madfox
#4 posted by Mike Woodham on 2016/03/06 11:55:18
Ogre idle sound not looped
Startsound not precached
Not Your Average Quake Map!
#5 posted by mjb on 2016/03/06 17:37:25
Skill 1, 3/5 Secrets.
https://copy.com/eSiIOWE20fC87Rsc
First run I died quite early due to running out of ammo with a fiend. There are a ton of large shotgun boxes right at the start and if you don't know to save and backtrack for them you may run out of ammo during the part I die.
Second run was much better as I reach the exit with 3/5 (feathers)
Love the new models and design. The different elden ogres fit quite nicely into the Quake world. The Bender monster was a surprise to say the least. I feel like I was playing some sort of mashup fantasy castle where anything was possible!
The actual castle design and large bridge was stunning work and I am sure it took a long time to get right. Loved the mashed up industrial mixed with medieval bits.
Great work Madfox, certainly an original!
The Best Model
#6 posted by mjb on 2016/03/06 17:38:16
I really want to use that fishing ogre for secret areas! That thing is brilliant!
After opening exit and killing shambler that was guarding it, I went back to search for some more secrets and couldn't find a way to get out of zombie pit 8(
Bender screaming while fighting vore, orbb doing backflip of fate from the roof, fishing ogre. Those things create awesome jolly mood.
Gameplay was a roller coaster of shitting bricks and laughing my ass off.
Demo:
https://dl.dropboxusercontent.com/u/58150516/q1/ff.7z
#8 posted by quakeisdead on 2016/03/06 20:47:12
Very strange but cool map, the mixed themes gave it a very surreal, bizzaro-quake type of feeling plus the Quake 3 models were hilarious and unexpected!
Yes Demo's!
#9 posted by madfox on 2016/03/07 05:18:49
I overwatched the demo's with great attention, thanks very much, I hope they keep coming.
@0bloughsbur - I admit in the start the ammu is kind of low while the health well supplies more than the skill level provides. You wonder where the the teleporter corridor went?
I have a version of the fishing ogre that he stands up and walks away when shot. Shame I couldn't make it turn back so the proto just walked out of the level.
Go ahead, make it a func_secret.
@-DeeDoubleU - You're an inventing map player! Much courage to take the hard skill. Surprised you could get up in the back of the waterfahl side. There's a stepway aside the boat, I had pronounced it better.
You can use the health well more than once, it takes 16 sec to replenish.
I don't know how you can get stuck in the zomby pit. My only fault is to place a deathmatchplayer there before the ceiling has gone down.
@quakeisdead - yes, it's more a proof garden for new monstes.
Congratulations On The Release
#10 posted by ijed on 2016/03/07 12:37:59
Yeah Good Work Finally Releasing This One Madfox
#11 posted by nitin on 2016/03/07 13:42:53
Good Work, But A Heads Up
#12 posted by loved the themes in this map on 2016/03/07 15:28:22
The tentacle cockroach monster at the cell factory (and at the exit bridge) crashes the map. Only way I've found around it is killing it instantly without remorse. Waiting a little bit makes it happen.
The thing it dumps to console:
call1 808 (ai_run)ai_run()
dark.qc : dyong_run1
dark.qc : dyong_run1
dark.qc : dyong_melee
fight.qc : checkattack
ai.qc : checkanyattack
ai.qc : ai_run
dark.qc : dyong_run1
dark.qc : dyong_melee
fight.qc : checkattack
ai.qc : checkanyattack
ai.qc : ai_run
dark.qc : dyong_run1
dark.qc : dyong_melee
fight.qc : checkattack
ai.qc : checkanyattack
ai.qc : ai_run
dark.qc : dyong_run1
dark.qc : dyong_melee
fight.qc : checkattack
ai.qc : checkanyattack
ai.qc : ai_run
dark.qc : dyong_run1
dark.qc : dyong_melee
fight.qc : checkattack
ai.qc : checkanyattack
ai.qc : ai_run
dark.qc : dyong_run1
(no function)
stack overflow
host_error : program error
it seems really specific (only when this monster is around) to be a problem with my computer? anyone else had this happen?
The bug was attacking me while it happened.
Now Heres A Map I've Been Looking Foward To
#13 posted by Orl on 2016/03/07 15:54:56
From seeing the screenshots you've posted in the past, I knew this map would be a bizarre trip from beginning to end, and it doesn't disappoint. With strange and hilarious monsters, creepy landscapes, and some of the most impressive models I have ever seen, I was always anxious to find out what awaits for me in the next room.
First run demo, hard skill. 2/5 secrets, only one death. Recorded in Quakespasm. http://qrf.servequake.com/~orl/misc/orl_fourfeather.rar
Great job Madfox, this'll certainly go down as one of Quake's weirdest maps :)
#14 posted by Joel B on 2016/03/07 19:04:19
What's the word on engine/compatibility stuff then? I see people talking about using Quakespasm, but also Madfox saying that QS would encounter some errors.
If QS Encounters Errors...
#15 posted by Kinn on 2016/03/07 19:07:23
...what the hell do other engines encounter?
This Is The Best Map You've Ever Made MadFox
#16 posted by czg on 2016/03/07 22:30:35
Great brushwork.
#17 posted by madfox on 2016/03/07 22:52:12
The referential engine I tested in was Fitzquake085. QuakeSpasm And DarkPlaces mix up the static entities by missing the groupframe count. It's an odd thing to see but uninvoidable.
@-lovethetheme - it might be you had the first download, the update can clear this.
@-Orl - thanks for the demo, I'm looking foreward to see if my wit's end were their skill worth.
@-JohnnyLaw: engine/compatibility would be something like JoeQuake/MyWinXp runs it DosQuake/MyWin7 won't.
@-Kinn: Apple.
Small Bugs
#18 posted by madfox on 2016/03/07 23:37:13
I didn't overcome the missing path_corners of the serpent and the sinking of the dragonite.
Also the rift code seem to block the escorting zombyfriend.
Hey great stuff. Love the waterwheel chamber/amphitheatre and plasma factory. Gibbing Bender with the RL - very satisfying laugh. Shame that bigarsechainguntoting ogre is such a pussy to kill.. but that shield ogre is a butcher.
I missed out on a heap of gameplay and weapons stuff, going around the back of the lake... had to double back.
#20 posted by Baker on 2016/03/08 09:59:27
The referential engine I tested in was Fitzquake085. QuakeSpasm And DarkPlaces mix up the static entities by missing the groupframe count.
I like to keep track of FitzQuake derived engine bugs. Sounds interesting. Your map with the Q3 skeletons in Italy was a fun compatibility test back at the time.
#21 posted by mankrip on 2016/03/10 23:10:38
Glorious map. Insanely creative and fun.
It runs in my engine, but it crashed at some point.
Yeh
#22 posted by madfox on 2016/03/11 01:58:19
@stevenaus - I know MrBig hasn't that much health, 250 that's the same as the hellknight. You almost made me doubt.
While I was testing I came out on T_damgage 15 on his attack.
But three attacks in one pose can almost kill the player instantly.
@baker - I've been quiet bizzy to get the models synchronical. The different behaviour in normal and frame_groups made it a challenge.
Framegroups glide better, but there is that funny error with restarting the frames at the end. Every engine acts different.
@mankrip - was it my mapping fault or did I hit the limit?
#23 posted by mankrip on 2016/03/11 03:54:42
It should be my engine's fault, it's not stable enough yet.
Going To Be Playing This Tonight
#24 posted by ionous on 2016/03/11 05:04:33
Probably in a half-hour or so. We'll see.
https://www.twitch.tv/ionous
#25 posted by Spirit on 2016/03/11 09:53:24
This map was thoroughly fun!
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