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Q1SP: Greymoor (jpqm9)
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
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looks gorgeous 
Hi, Jpal! 
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. 
#3 
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). 
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