|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.
- 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
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?
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
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
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.
Main menu -> Options -> Music Volume
Textures Issue With Some Knights
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).
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.
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.
jpal, where are maps 4,5, and 7? would love to check them out.
@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 :)
I think you should put #4 on the scrap thread then
here's my playthrough on skill2:
Same issue as Barnak, also with QSS:
UPDATE (bug Fix)
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:
+ 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
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.
QSS strikes again.
true.. here's the zip then, Spirit was also informed (hope it can be replaced).
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
Haven't finished the map yet, but I was wondering about the pitchblack sky, but it seems it wasn't the sky then.
If you get close to the portals you can see the rest of the sky, at least when I played it.
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 :)
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
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