 Excellent Map
#1 posted by czg [81.191.27.124] on 2004/12/28 16:15:28
Play asap! Looks old but gameplay is solid.
 Yeah
#2 posted by Vondur [81.195.0.1] on 2004/12/28 16:20:02
fucking amazing!
design - oldskool id quality
gameplay - loads of nice tricks and funneh gameplay setups
item balance - quite ok, had bad health in the middle but everything went smoothly in the end
ankh, you rock! keep 'em coming! :)
oh and here's the demo of my FIRST run, enjoy!
http://vondur.net/files/vondur_com... (1,2mb dzipped)
 Well
#3 posted by Zwiffle [69.210.35.222] on 2004/12/28 17:07:35
I don't really share the opinions of czg and vondur. It's ok. Doesn't look all that amazing imo, but it's adequate. Varied lighting, some rooms are super bright and some are pitch dark. The gameplay's not all that fun, but it 's adequate. I got stuck after the silver key. I didn't know what to do, so I quit, so I'm judging up to that part. It's OK, solid first map, but nothing spectacular imo.
 OK
#4 posted by Spirit [213.39.129.55] on 2004/12/28 17:43:05
I enjoyed playing it. All-in-one Zwiffle said everything I could mention here. I finished the map without any problems:)
-added to http://www.quakeblog.de.vu
 Well
#5 posted by PuLSaR [80.80.111.129] on 2004/12/28 17:48:53
It took me a lot of time to pass it thru because of 2 things: almost all the time I had <50 health and died many times, consiquently had to load again and again, also there were some places where I had no idea where to go. But I finished it!
Design is good for the first map (crusified zombie near the silver key was my favorite bit). Nice oldskool theme. Gameplay is interesting in places but not everywhere. And the size... really impressive for the first map.
Keep on mapping, you'll give us some really good q1sp maps if you learn more about design and gameplay.
 .
#6 posted by Gib [81.178.82.133] on 2004/12/28 18:51:48
I like the old school look and the gameplay looks pretty nice, althogh I haven't played it, it was fun watching vondur do it.
 Wow
#7 posted by nitin [138.217.13.123] on 2004/12/28 21:31:01
for a first map, there is some very nice and varied ideas going on here. I liked the gameplay a lot, tough but not unbeatable. I found plenty of health lying around on medium. ammo was just right.
Looks wise, it's ok, squarish designs and lighting could use more work. Texturing was good though and the size of some areas was very impressive. SOme nice details too, like the broken tele and the crucified silver key zombie.
Keep it up, build on your design skills and there will be some truly great stuff.
 .
#8 posted by necros [66.185.84.80] on 2004/12/28 23:35:13
didn't you already release a map? one with a big anhk filled with lava on the floor or something? O_o
 Hehe...
#9 posted by distrans [203.32.39.126] on 2004/12/29 00:44:31
...J P Lambert gonna hit yo up side the head for that one necros.
 Hehe
#10 posted by necros [66.185.84.80] on 2004/12/29 02:17:42
my mind is falling apart behind my eye.
 Yeah!
#11 posted by Ankh [212.121.135.226] on 2004/12/29 04:56:40
I’m really happy that you generally liked the map. It was a pleasure for me to see Vondur work thru it. In fact it was the first time I saw somebody play the level. If someone has recorded a demo on hard please send it to me or post it here.
Some background
The whole layout and all rooms were built some 4-5 years ago. That’s the reason for the oldskool look and squarish design. Then I have reached the compiler limits and abandoned the work. Early this year I wanted to check what is going on in the Quake world and was sooo surprised. I discovered all the great maps packed with tons of monsters, and also the speedrun demos. Then I decided to finish my work. I have added much more monsters and ammo, changed the brushwork here and there, and I have interconnected as many rooms as possible.
I agree, the layout and design is not as good as it should be, I tried to compensate this thru gameplay.
Easy skill is meant for newbie players, most of the “interesting” monsters are removed so it can be really boring for an experienced player. Maybe speedrunners will use this skill.
I think hard skill is survivable at first try, but needs careful approach. I really would like to see a demo of such run.
 Ha
#12 posted by Vondur [195.128.65.237] on 2004/12/29 05:13:47
good to realise that the map didn't end up the trash bin, but was polished and released instead.
you rock, ankh!
 Oldskool Indeed
#13 posted by aguirRe [213.101.72.197] on 2004/12/29 11:01:42
Good gameplay and ammo/health balance. Textures were OK but with weird scaling on some faces. Lighting had way too much contrast and no oversampling.
Gameflow was sometimes unclear but functional. Some areas and combats felt very haphazard. Nice touch with the broken teleporter.
Overall a solid first release with good gameplay.
Ankh: What kind of technical limitations did you exceed before?
 Possible Problem With File Download
#14 posted by Ankh [212.121.135.226] on 2004/12/29 11:02:27
It is possible that there will be problems with file download from the specified link. If this happens could someone host the map for me? Thanks.
 AguirRe
#15 posted by Ankh [212.121.135.226] on 2004/12/29 11:14:14
I don't remember it very well. I was building the map in pieces and tested them separately because my computer was so slow during compiling. After adding another piece of the level (it was the underground chamber with slime) I encountered a crash whilst compiling the bsp (as far as I can remember). There was a problem with to many entities. I think the problem was because of the compiling tools.
What do you mean with no oversampling?
 Sure Thing
#16 posted by Gib [81.178.68.125] on 2004/12/29 12:30:29
 Ankh
#17 posted by aguirRe [213.101.69.32] on 2004/12/29 13:36:42
By no oversampling I meant that you didn't use any of the -extra or -extra4 Light options, which is normally used for release builds. This usually improves lighting pretty much and with the -gate 1 option (which you already used), it would only have taken a few minutes.
I can only assume that the fullvis took quite a while on this map ...
 AguirRe - How Could I Forget About This
#18 posted by Ankh [213.76.23.60] on 2004/12/29 14:56:09
I have used the wrong bat file - without the extra option. Such a mess. Now it's too late, i guess, since the map is already released. Would it be problematic to play already recorded demos on map recompiled with the extra4 option? I could swap the files.
Vis didn't take too long - only 18 minutes on Celeron 1200MHz - I think it is becouse there aren't many interconnections between the areas.
Gib - thanks for cooperation
 Don't Worry
#19 posted by aguirRe [213.101.70.123] on 2004/12/29 15:34:57
This map doesn't have so many clear shadow contours (and it's also very dark), so I don't think it's that detrimental. I'm no expert on demos, but I don't think that the light data should make any difference.
 Ankh
#20 posted by PuLSaR [80.80.111.129] on 2004/12/29 16:08:59
Would it be problematic to play already recorded demos on map recompiled with the extra4 option?
No, it wouldn't be at all. Demos will still play as usual even if you rename another map into yours.
 I Have Replaced The Files
#21 posted by Ankh [212.121.135.226] on 2004/12/30 03:23:42
I have rocompiled light with extra4 option and tested the oversampled version on vondurs demo - everything seems to work. I have replaced the files. The link didn't change.
Now I need help from Gib ;) - could you also replace the files?
Sorry for the confusion.
 So
#22 posted by nitin [138.217.13.123] on 2004/12/30 03:55:24
does it look better?
 Good Question
#23 posted by Ankh [212.121.135.226] on 2004/12/30 05:05:33
There is not much difference. If you have downloaded the first version you can stay with that.
 :(
#24 posted by Trinca [194.65.31.249] on 2004/12/30 05:07:17
* Play infomation *
Single player : Yes
Co-op : Yes, but was not tested
Deathmatch : Yes
Deathmatch ? dont work!!! :(
 Trinca - You Are Right
#25 posted by Ankh [212.121.135.226] on 2004/12/30 05:14:10
Wrong information in txt file.
 Screenshot Links
#26 posted by moog [81.152.47.192] on 2004/12/30 07:39:16
are broked
 Nice
#27 posted by esp-chopin [83.29.80.154] on 2004/12/30 07:52:10
I like that map, i've finished it in 16 minutes on hard lvl xD pure gameplay, good work.
 Moog
#28 posted by Vondur [81.195.0.1] on 2004/12/30 08:35:50
they work now, there were probs at my isp...
 Df
#29 posted by cant map [195.208.123.213] on 2004/12/30 11:02:51
nice oldschool
 Meh.
#30 posted by Shambler [82.38.194.13] on 2004/12/30 14:16:25
Tried once, died after accidentally falling onto a Fiend. Design was inspiring enough for me to try again, just looked through with god on. Gameplay seemed okay, design needed to be better - need to start with a smaller map and work on quality and coherence first, size second.
 Meh 2.
#31 posted by Shambler [82.38.194.13] on 2004/12/30 14:16:53
"Design wasn't inspiring enough" etc etc.
 Gowno
#32 posted by blea bla a [213.68.144.90] on 2005/01/04 04:29:28
co to za gowno jest
smierdzi tylko i nic
popraw te twoje dzielo
 Ankh
#33 posted by JPL [213.30.139.243] on 2005/01/12 02:29:41
Good gameplay, good ammos/health balance... I just can complain about some weird texture use: I think the main problem is the coherence into the map... you constantly switch between "medieval" and "base" textures, that gave me a strange feeling about this map... Architecture design is not really inspired like said Shamy in his previous posts.... BTW, you only used ID standard textures, so just take a look at http://www.geneticrose.com/wads.ht... ... you will find here many cool textures !!
Furthermore, I was about to finsh the map when an error occurs (no Free Edicts) during the last big fight in the huge rune hall... It seems I reach limitation of the engine here.... anyway, it was not a problem while I killer almost 130 monsters, and had really good fights.... he he he...
Nevertheless, for a first map, it's really a good start, but I again fully agree with Shambler: you should work on design, coherence, quality, on shorter map before starting huge ones... Keep it up guy, you're on the right way !!
 Hi JPLambert
#34 posted by Ankh [212.121.135.226] on 2005/01/12 04:13:16
I was already worried about the fact that you didn’t write anything about my map :). Thanks for your post. I fully agree with you and Shambler - if I ever commit another map it will be shorter and better design (I hope:). But this was my first one, and I had so much fun building it that it got bigger and bigger. Anyway I’m pleased that you liked the gameplay/fights because that was what I was concentrating on. And... he he, I never thought that many of the textures I have used are base textures, but you are right. Next time I will do better.
Strange the edict problem you encountered. I was testing so many times with aguirRes engine and never got it during the final fight (it appeared only on nightmare with cheats on – but in another place).
Thanks to all, who shared they opinion about this map. It all was exciting first time experience for me :)
 Edict Overflow
#35 posted by aguirRe [213.101.70.142] on 2005/01/12 07:43:42
Strange, I've also tried hard to provoke that error but haven't managed to no matter what I do. It seems to stay beneath about 582 at all times, even when using god/quad/RL on Hard.
 Ooops...
#36 posted by JPL [213.30.139.243] on 2005/01/12 07:54:16
I forgot to say it was using the Quake Killer Pack. This one allow some extra cool weapons.... sorry... It seems it comes from the use of the pack... sorry for this lack of informations... Sorry for the stress... he he he...
 What Is Quake Killer Pack!??
#37 posted by Ankh [212.121.135.226] on 2005/01/12 08:26:00
Anyway, from time to time you can get edict overflow on skill 3 in the big green room, when using supernailgun. Don't touch any items on the way there. Just stand in the center of the room and shooting at the ceiling. It is hard to reproduce, maybe once on 10 tries. I wanted to record a demo, but when replaying it you don't get the edicts warning. I have also noticed that it is impossible to play demos recorded with aguirRes engines in joequake (or winquake).
 Ankh
#38 posted by aguirRe [213.101.69.145] on 2005/01/12 09:31:07
The reason for the demo/network incompatibilities is the increased capacity of my engines. They can handle and therefore also generate bigger network packages, which most other engines can't handle.
However, they're backwards compatible so they can playback normal demos or act as clients to a normal server.
 QKP
#39 posted by JPL [213.30.139.243] on 2005/01/12 10:05:03
Quake Killer Pack is an mod pack which allow to have more weapons than in standard Quake game:
You have many much more axes (fire axes, vampire axes, etc..), shotguns (lite magnum, magnum, automatic), more grenade launcher (proximity mine, flame launcher, timed nuke), Rocket launcher (automatic, guided, nuke..) and many more... and dead bodies are solid... and many other features (personnal rotweiller, banana launch, etc...)
I didn't remember whereI found it (it was in 1997 something like this...errr.. in my youth.. he he.. ), but it's a really cool pack...
Email me if you're not able to found it, and I'll send you a zipped file with the stuff if possible ;)
BTW, if someone knows where it's possible to download the pack, give Ankh the information please...
 :)
#40 posted by Ankh [212.121.135.226] on 2005/01/12 10:21:27
Personal rotweiler sounds good :)
 Jpl...
#41 posted by necros [66.185.84.80] on 2005/01/12 10:22:17
you play all maps with that mod on?
 Necros
#42 posted by JPL [213.30.139.243] on 2005/01/12 10:36:05
It depends... sometimes yes, sometimes not... ;)
 Hm...
#43 posted by necros [66.185.84.80] on 2005/01/12 10:49:17
just a fyi, you do know that running these mods break the gameplay for maps that weren't designed with them in mind.
 Necros
#44 posted by JPL [213.30.139.243] on 2005/01/12 11:01:35
I know, I fully agree with you, but don't worry... I generaly use only the vampire axe, and sometimes the proximity mine launcher (which is much more effficient tha the standard GL)... The idea is to be "re-health" when it becomes to hard, and awith the proximity mine launcher to have much power of destruction... it have really good performances with shambler and vore BTW ... not more....
 Ankh
#45 posted by aguirRe [213.101.70.62] on 2005/01/12 13:14:08
Thanks to your description, I managed to pass 600 edicts in the green room on Nightmare skill. It's probably caused by the relentless attacks from especially DeathKnights and it happens rather frequently.
The missiles are also edicts and with enough DKs firing continuously, the edict limit is broken.
 Theoretically,
#46 posted by necros [142.150.5.211] on 2005/01/12 13:29:26
you could get an edict overflow with one vore in a fairly large square room. ;)
 Please Note
#47 posted by Kell [82.41.8.22] on 2005/01/12 13:42:26
that by "fairly large" necros means: a room one-half the width of the worldgrid across each edge.
He is currently working on a map he describes as "large" :P
 Hmm
#48 posted by mwh [137.222.80.208] on 2005/01/12 14:19:28
Have to wonder how far a half-thousand vore ball jump would get you(r remains) :)
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