|
Posted by jpal on 2021/03/19 10:53:54 |
Hi, here's my new Quake 1 SP map - "Greymoor" (jpqm9.bsp).
Map is utilizing progs_dump mod devkit by dumptruck_ds.
Requires a source port that supports bsp2 format (increased limits). QSS works best.
Features:
- medieval theme, somewhat between E2 & E4 vibes
- large-scale, varied environments, from caverns & tight corridors to vast, open areas
- takes advantage of various progs_dump features and modifications
- full weapon, monster & item set, 13 secrets, almost 300 enemies (more on hard, less on easy)
- playtime around 45 min depending on difficulty level
Download:
http://www.quaketastic.com/files/single_player/maps/jpqm9.zip
Video:
https://youtu.be/LG_qgbRBYoA
Screenshots:
jpqm9-1
jpqm9-2
jpqm9-3 |
|
|
#1 posted by cosmaty on 2021/03/19 11:27:32
looks gorgeous
Hi, Jpal!
#2 posted by CV on 2021/03/19 13:52:30
Not played yet your 9-th map, but I'm shure it is impressive, as usual. May I ask You, would You planning to link all Your maps to single episode, it is should be epic!?
How Can We Change The Music Volume?
#3 posted by Barnak on 2021/03/19 14:46:03
I played just a part of the map yet. It's a beautifull map, well done.
Currently, I feel the music is too loud, compared to the environment.
Replying To CV
#4 posted by jpal on 2021/03/19 14:53:51
hey. i was considering the "episode" idea at some point but dropped it. for such thing to be coherent, it would need some sense of progression, map transition areas, weapons & enemies distribution "through" the episode etc.. in essence, would require significant rework of every map.
i do plan a short ~3-map-long mini-episode at some point, though :)
Nice 42 Second Map
#5 posted by hcmazu on 2021/03/19 18:14:07
There is no clipping next to the exit cliffs. You can just glide it up and finish the map in about 42 seconds. :)
Other than that issue the map was pretty fun to fight through in intended path. Only difficult part of the map is the end fight though. Could've had more difficulty spikes in the middle.
#3
Main menu -> Options -> Music Volume
Textures Issue With Some Knights
#7 posted by Barnak on 2021/03/19 19:13:09
I experienced some cases of "naked" knights (vivid blue, no textures) with this mod.
I played it with QSS (version 0.92.2, for OSX).
#8 posted by metlslime on 2021/03/19 19:58:54
At least in Fitzquake, there was a feature that tried to display a blue checkerboard on models with invalid skins. In practice the checkerboard was just some blue shapes (due to my poor UV scaling.) Also we agreed it was a bad feature and we should just draw the last valid skin like vanilla quake does. I wonder this feature made it in to some versions of QSS.
Skin Issues
#9 posted by jpal on 2021/03/19 21:33:59
I didn't notice it on knights in my playtests (neither did any other playtesters), there are custom skins used in this map but only for enforcers, grunts and ogres. And indeed if invalid skin is used it produces this blue effect.
Awesome
#10 posted by rampancy on 2021/03/19 23:04:47
jpal, where are maps 4,5, and 7? would love to check them out.
#11 posted by jpal on 2021/03/19 23:34:52
@rampancy - #4 is kinda 'lost cause', don't think i'll ever finish it.. #5 exists (under ad-jpqm5 aka "The Battery") and #7 is in progress :)
#12 posted by yhe1 on 2021/03/20 00:15:19
I think you should put #4 on the scrap thread then
Thank You!
#13 posted by Mars on 2021/03/20 16:25:49
here's my playthrough on skill2:
https://youtu.be/LnG8ZAIJD_E
#14 posted by arkngt on 2021/03/20 20:14:36
Same issue as Barnak, also with QSS:
file:///F:/games/Quake/jpqm9/jpqm9.png
#15 posted by arkngt on 2021/03/20 20:15:04
UPDATE (bug Fix)
#16 posted by jpal on 2021/03/20 23:44:03
Corrected the skin issue on hknights, some of them had a leftover "skin" attribute set to 1, for some reason it was not a problem for quakespasm, but for QSS - it was :) also made trigger_changelevel dormant till the end-fight.
Updated .bsp here:
http://www.quaketastic.com/files/single_player/maps/jpqm9.bsp
5 Stars!
#17 posted by AAS on 2021/03/21 09:49:04
+ Nice blend of base and elder worlds monsters.
- A bit too much rocket ammo to my taste.
QSS skill 1 demo, 9/13 secrets: https://mega.nz/file/EUg2Vaba#o8xQ-6nUQh6ewpUzPxyp7Rj5UZHgoZ1J62RhOEG8qMI
#16
#18 posted by h4724 on 2021/03/21 15:32:55
Why not upload an updated zip instead of a loose bsp? As it stands the bugged version is on Quaddicted, and Spirit doesn't want to put the update there unless it's in a zip.
Nice map btw.
Ugh
QSS strikes again.
#20 posted by jpal on 2021/03/21 18:13:27
true.. here's the zip then, Spirit was also informed (hope it can be replaced).
http://www.quaketastic.com/files/single_player/maps/jpqm9_upd.zip
Finished
#21 posted by rampancy on 2021/03/22 08:36:36
finished it, what a great map. i spent the whole hour wondering why there was no sky lol. when i finally got to the end, i climbed up the hill next to the last little secret and realized that there is a sky, you just cant see it for 99% of the map. im assuming this is just a byproduct of the scale of this behemoth, but its kindof a shame since its sctually a cool looking sky.
anyways, your last couple maps have been legendary imo
#22 posted by arkngt on 2021/03/22 11:34:08
Haven't finished the map yet, but I was wondering about the pitchblack sky, but it seems it wasn't the sky then.
Sky
If you get close to the portals you can see the rest of the sky, at least when I played it.
#24 posted by jpal on 2021/03/23 20:22:56
I experimented with different skyboxes (even pitch black option) but this one I found best. firstly, the reddish clouds are low enough to create a "bloody-evening-horizon-like" impression on otherwise dark background, secondly - the mid part creates a nice effect on the teleports. two wins with one skybox :)
#25 posted by rampancy on 2021/03/24 00:39:38
your map is awesome, so i cant bring myself to argue about the sky. if we disagree i am probably just wrong and too dumb to realize it lol
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|