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Q1SP Episode: The Punishment Due
Here's a Q1SP (mini?) episode I've been working on for a while, based on copper. There's 5 maps plus a start map, mostly all by me except a guest appearance from Fairweather on pun2 (they did the main rooms and encounters, I plumbed it all together and applied the finishing touches).

If you're feeling competitive you can play this as part of the Quake Ironman League here

Download here.
Some screenshots: pun1, pun2, pun3, pun4, pun5
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AwwwwMazing! 
Unbelievably good and balanced in every aspect. Good one, Juz! Keep these coming! 
 
 
Composing your own music is an unfair superpower for SP maps. Really enjoying the effect. Some of the synth-y stuff has the Doom feel of the map sort of snickering at you in a "just you wait" fashion.

BTW what tune are you quoting in track96 (pun3)? Probably something obvious but I'm blanking on it.

I've just played up through pun3 so far, skill 2. Some really brutal but fun combat surprises! (That sequence of biosuits and buttons... hah.)

Also in general I can tell this is a Juzley joint. The crisp structures with big pieces that open up to make swiss-cheese paths; high-visibility but still with interesting lighting. IMO your best builds yet.

pun3 sure feels like it puts some miles under your ranger-boots. I've got to take a breather. :-) (In a good way.) 
Loved This Pack 
Played on Normal and enjoyed it. Had to cheat on last map. It's just too hard for this old geezer. But beautiful work and polished to perfection across the board. 
 
pun4 was a trip. I can see how some folks could think it dragged... I think for me though it landed in a pretty good zone, continually revealing new interesting areas/connections that fit into my mental model of the place. That's always a cool feeling!

One bit of the design that was crucial IMO was the button-count indicators placed over the four paths. Those really went a long way toward reducing the where-to-go-next anxiety, and I think for a big map it's VERY nice to be able to "cross off the list" some subsection of the map.

It wouldn't surprise me if some players didn't notice those indicators though! Which would be unfortunate. 
#30 
I tested a version of pun4 without those indicators and I can confirm that they make the navigation drastically better. 
 
...and that's pun5 done. Yep pretty tough. :-) Fight-bites were of the right size that it was fun to quick-reload a few times to try various stuff until it worked.

The last room was maybe the least interesting? which was too bad but hey... still batting a high percentage here.

Quick bug report (I think): I wasn't able to pick up the green armor that was on one of those up-and-down moving grates. Playing with QSS.

Anyway, a stellar release. Got to bug more folks to try it out! 
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