#1 posted by
maiden on 2021/12/25 14:33:27
Interesting take! I enjoyed the classic combat setups. Not sure about the exaggerated scale - it worked well in some places (outdoor areas), less so in others (some of the rooms came out a bit bland). I think reducing the scale just a tad would have afforded you a bit more detailing. Really enjoyed the first quad run. Thanks for the map!
Looks Nice
#2 posted by
ijed on 2021/12/25 17:20:41
On my growing list of stuff to play once my fingers work again..
Nice To See You Back!
#3 posted by
yhe1 on 2021/12/25 21:57:44
This was great very nice vanilla+
Maybe you should consider converting Slave, the hand, and starkmon to the Alkaline or AD mod
Thanks for this!
I Have Done A Stealth Update
#4 posted by
RickyT33 on 2021/12/26 05:02:56
2 actually :D
First one was at t+4hrs, I moved a megahealth that fell out of the map, it means the secret trigger is slightly out of pos.
I did one more - I moved some teleport destinations slightly, including one which would trigger the level exit if you exited a secret area after a certain point. I also set to CD track 6, and added some additional credits to the readme.
AFAIK this wouldn't break anything such as demos. But I am just reporting for posterity really.
Thanks to those that have played! I was really rushing at the end TBH, I set myself a hard deadline to finish the map. This map went out of scope really fast :D
#5 posted by
Spuppo on 2021/12/26 11:37:50
Great map thx for posting, thing I loved most was the sense of scale.
Great take on E1M1, fun secret hunting kept me busy for over an hour.
Love to see more from you ❤️
#6 posted by
[Kona] on 2021/12/26 21:48:26
Nice, sense of scale is great. Not just a bigger e1m1 but 30x the enemies because standard id maps these days are just a little too easy. Modern mapping isn't just bigger, better, more detailed, but also harder.
Only thing is it came off a bit bland at times because of the scale. I like to see detailed walls rather than flat, but that sort of stuff obviously takes a lot of time.
Glad To See You Back
#7 posted by
Drew on 2021/12/28 04:54:07
Hope there's a few more like this in the chamber!
A solid fun map with lots to love. Took me a few tries - underestimated things on the way down! Didn't get tired of it though!
Thanks for yet another big chunky fun base map!
New Ricky Map!
Pretty good man!
I did sequence break a bit of the final return by doing some early secret hunting / backtracking. (went up the romero lift bit early)
I got a few secrets, but was treated to a lovely view of an area I missed when I exited lol
Will have to play it again to find that area.
He's already jamming a new one over at his twitch.
Vertical Geometry Movement Inverted?
#11 posted by
zaratzara on 2022/02/07 17:57:15
I scoured the comments here and on quaddicted but nobody seems to have faced this issue: whether I play this with the Kex engine (Quake remastered) or Quakespasm Spiked - as to the movement of lifts and other geometry moving along the vertical axis, the direction of movement seems to be inverted, or otherwise non-functional. So for example the first lift that's supposed to take me out of the first building pushes me up into the ceiling and then sinks back; the floor around the pillar in the room beyond the acid pool gibs me against the beams above; the lifts leading up to where the nailgun used to be and the platform leading to what used to be the quad secret simply don't work. I could only get past these by using noclip.
It seems like a switch has been flicked or some mysterious variable has been inverted somewhere in the engine code. This only happens along the Y axis - all other sliding geometry movement seems fine. Any ideas what might be going on?
RE: #11
#12 posted by
RickyT33 on 2022/02/07 18:23:41
I also noticed this :D
It caught me off guard because I tried some of my old Quoth maps in the remaster and they seemed to work fine.
The lift at the start is actually a door, but the practise of using doors as lifts is not new.
Quakespasm Spiked worked fine for me though.
Weird!
Anyway - thanks for playing :)
#11 Fixed With VkQuake
#13 posted by
zaratzara on 2022/02/07 19:35:03
Cheers Ricky, I just got it working with vkQuake (?!). Brilliant twist... Difficulty ramped up pretty quick, I'm going to take a break for a bit. Really adored how progressively cavernous it became, and each section took on a life of its own. There's something fantastic about the downward spiralling walkway above the acid with light-triggering touch-switches that having been extended in scale this way reminded me of the eery feeling I got when playing that section in the original the very first time. Fantastic work :)