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New Q1SP: Peripheral Fundament
Hi everyone, I am hexcalk, and this is my first released map: Peripheral Fundament (PF/hc0), an idbase map with some non-idbase parts (wizard/metal/medieval). It is a difficult level featuring high numbers of monsters. In there, nonlinearity comes into play for a majority of the area, and ammo and health supplies are placed mostly in walls and corners. Sometimes (especially in Hard/Nightmare), the player feels the optional want to cause infighting to avoid dying. The further you get into the base, the more likely you must be careful. That is a peripheral fundament.

Download (4mb, of which 3mb is a .tga screenshot):
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Congrats on the map release. It's been a while since we've had something that is CrankySteve levels of bad so this was refreshing. Theme, lighting, texturing, and box rooms were all awful. No offence or anything but you can look at the first two rooms of even E1M1 to see some consistency and interesting design details etc. At least the gameplay was easy with lots of ammo and health supplies, although it got a lot easier later on. Demo: 
Any mention of CrankySteve turns this into a must-play for me. 
The visuals are all over the place, and the composite doors literally fall apart when they open.

Well, a fun romp nevertheless. Quake is a fun game, and it's not that easy to make it boring.

Lots and lots of ammo on Normal, despite the warnings. 
I stated it was difficult because of my experience playing it. Higher skill at Quake means you beat this map easier than those who were less. Of course, "Peripheral Fundament" is easy for at least Shambler because of the ammo and health supplies being a big number count. The map wasn't bad, but it is interesting. On CrankySteve, not many mappers do that quality (especially nowadays with stuff such as for example Arcane Dimensions being largely influential to the current Quake mapping scene), so yes, Shambler's and Kinn's posts are true. 
Indeed Fun. 
dwere, you're right, because I made frequent use of texture variety to make it unique-looking. It's a fun romp indeed. 
Forgon To Mention 
The map is very unoptimized, being about as slow as a modern eye-candy map.

But Quakespasm seems to run it fine, even on my machine. 
The "difficult" part came from me playing on Hard and to a lesser extent Normal, both where I frequently autosaved to protect myself from the 200 enemies at the former skill (know the Rottfish glitch?). "Higher skill" at the "Yep." post meant being good at playing it. 
The map has a leak and is unvised. Additionally, a whole bunch of items fall out and several monsters are reported as being partially inside walls. These are issues that should be addressed before releasing a map.
For next time: don't include a screenshot in the zip, and if you must, at least convert it to JPG. 
Thanks Negke. 
The .map file source was included because it does have a "missing 3 textures" leak. I attempted to have it vised, but those textures came to mind, so yes, the items fell out. I tried to upload it again without the screenshot for the sake of lower size, but Quaketastic allows the uploading process of each single file to happen once, no deletion. Your suggestion to convert the screenshot to JPG is nice as it is more compressed than TGA. Also the small size of rooms with a bunch of enemies meant those monsters were partially inside walls. After all, any first author's maps such as my "hc0" can be vulnerable to issues, so I hope my next work will improve. 
Even the gold key room had scrags partially inside walls. 
I Wonder... 
I wonder if Quake had monsters partially inside walls, then anyone at id Software can fix this before Quake II was released. Since Carmack's December 1999 release of the source code, this can be more likely done today with a fix/patch. 
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