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Posted by Jago [81.197.201.94] on 2004/12/19 06:20:14
The "1000 Brush/Winter/Norway" Quake SP map pack has just been released. Grab it while it's hot! The file is right here: http://blitz.circa1984.com/dkt1000...

Alternative Download URL:
#1 posted by Jago [81.197.201.94] on 2004/12/19 11:17:20
I've upload the pack to: http://jago.spawnpoint.org/maps/dk... It will stay there for at least a week.
Ploam
#2 posted by czg [81.191.27.124] on 2004/12/19 11:21:38
Maps were submitted by:
-Jago
Really cool map but way too short. Looks awesome.
-Zwiffle
Great map with lots of exploration and good fighting. Looks pretty too.
-HrimFaxi
Awesome looking setting for this map. Once inside the castle it gets a bit simpler, but overall, and with the massive ending arena this map is very pretty and delicate like a flower.
-Headthump
Kinda plain and not too exiting. Damned large, but could have sacrificed sixe for detail in a lot of places.
-Me (Blitz)
Good looking map. Stupid fucking name though, and perhaps it would be an idea to put in some more ammo than two boxes of shells next time, Blitz? And wtf with the leap of faith? is it possible to even do that? And that secret area; there's nothing in it!
My Opinion
#3 posted by Jago [81.197.201.94] on 2004/12/19 11:32:22
HrimFaxi's map is the best, there is really no contest imho. I couldn't believe how much he was able to cram into 1000 brushes. Nice setting. Very good map.
Blitz's map for a mixed bag. I totally agree with CZG on the lack of ammo and the leap of faith, I gave up on jumping after the forth try and just noclipped. Also, whos bright idea was it to put the silver key in a completely dark spot? How is anyone supposed to see it? CZG, I found a green armor in the secret area.
Zwiffle's map was cool, but imho suffered from lack of ammo as well.
Headthumps map was mediocre and he should've indeed sacrificed some of the size for more detail and worked more on texturing.
Argghhhh Mateys
#4 posted by Zwiffle [69.210.35.222] on 2004/12/19 12:26:01
Hrimfaxi's is definitely the best of the pack. Great map, reminds me of the castle map in UT. Great sense of vertigo as you scale the castle.
Blitz' was damn hard. I figured out the leap of faith, though there were no clues afaik. And I got a Lightning in the secret area, which I had to have to beat the shambler. (The first time I wasted it on the knights, and had only 1 grenade to use on the shambler. I died.) I did think failing the leap of fayth was funny though.
Jago's was short. Also too easy. The opposite of Blitz' I suppose.
Headthumps' was ok, I was impressed with the size, but it was too easy. Apparently I missed half the map, because I only killed about 26/44 enemies or something like that. I loved the outdoor mazey-area, I thought that was great (toward the end.)
I think my map was in the middle, after Blitz and Hrimfaxi. If Jago's was longer his woulda been a lot better, but it was TOO SHORT!!! :(
Good pack! Woot!
Love Then All!!! Great Pack!
#5 posted by Trinca [213.58.100.161] on 2004/12/19 13:15:00
but Hrimfaxi's is the best!!! this man is a realy great mapper, great constucion! sorry my english...blrlrrrrrrrrr
At Last I Got Through All Maps!
#6 posted by Hrimfaxi [80.164.60.200] on 2004/12/19 15:01:21
But not without cheating!
I had to give myself some more ammo in Zwiffles and Blitz maps. Otherwise they both were wery good, with good looks and gameplay.
As for Jagos map. It looked awesome but were to short, well we was warned in the thread that there only was three rooms.
Headthumps map - well at least it was bigger than Jagos, and I was able to beat it without cheats, but I missed the silverkey the first time around. Shouldn't the gate in the water with the spawns be smaller, so as the player couldn't slip through? Else a nice map that, as other has said could have used some more details.
Then there is my own. Well as is said above the inside of the main building needs some more details. As it is it's just some boxy rooms on top of each other.
I should have started the map a week before, then I would have had the time to refine the brushes in the tower/dome, and gained some for some more details in the carstle. Well at least I think the outside part of my map went wery well!
In all a wery nice and well worth pack!
Just Started Playing,
#7 posted by HeadThump [65.140.58.96] on 2004/12/19 15:24:14
Shouldn't the gate in the water with the spawns be smaller
Yes. A top cross bar is missing in this build. Ouch. Damn leak related revision. More commentary later.
Just Saw It!
#8 posted by Hrimfaxi [80.164.60.200] on 2004/12/19 15:32:58
Blitz why is my name all of a sudden HrimFaxi with a capital F? 8-/
Please folks it's Hrimfaxi!!! 8-)
K
#9 posted by Kell [82.41.8.22] on 2004/12/19 15:45:52
.
#10 posted by necros [66.185.84.80] on 2004/12/19 15:50:53
what about if we're screaming at you? should the f still be lowercase?
#11 posted by underworldfan [128.195.84.154] on 2004/12/19 16:36:31
Hrimfaxi owns as a mapper, doesnt matter how you write his name. =)
Kell & Necros
#12 posted by Hrimfaxi [80.164.60.200] on 2004/12/19 16:43:25
I knew you would understand ;-) Thanks!
General Comments,
#13 posted by HeadThump [65.140.58.189] on 2004/12/19 18:05:14
-Jago: Good map. I liked the layering of the textures involved. They blended in deliciously well. Short, but tough. Grunts in non-tech maps feel a little weird to me, but they made for an interesting monster combo working with the Ogres.
-Hrimfaxi: Brush work is making me envious in a very bad way. Good structural designs. I'd like to see what you would do with this at a higher brush count. I did get stuck when I obtained a MH secret. I went down below to check out the terrain. It is possible to climb down from here, but then you are stuck between insta-gib localities.
Also the fights were well placed.
I have to replay it though to give a complete report.
-Zwiffle: Monster combos and set ups were particurly good. Some places where I thought I was going to straff dominate the fuckers, I would find myself SOL by teleports or unforseen critters. Good planning.
Also, the end level area is wicked good looking and the LG secret is a nice touch.
-Blitz: I haven't played it yet. Will do so in the next go around.
Cheers to all.
HRIMfAXI!!!!!!!!!!!!!
#14 posted by Scampie [68.117.129.117] on 2004/12/19 18:07:33
that is all.
Comments
#15 posted by R.P.G. [24.136.230.101] on 2004/12/19 18:19:06
Bl1tz: err, what? Seriously, what's up with that map, man? No ammo in the second half, low on health, low on armor. I probably could have done fine with the "leap of faith" since I read the readme, but having 15 monsters on my trail because I ran out of ammo? No.
Hrimfaxi: excellent. Just... wow. Great execution. The outside bit totally owned me.
Jago: short, but cool. And, err, short. Some more ingenuity and conservance of brushes might have been a good idea.
Zwiffle: I didn't bother playing your map again since I already played it two or three times in the beta. But it's cool.
Oh, And Headthump's
#16 posted by R.P.G. [24.136.230.101] on 2004/12/19 18:20:56
Decent length and ending. But what's up with two keys in the boat? And so much fighting under water. Fighting in water really annoys me. Circular design with tele in the middle but armor in the back? Odd.
Err Oops
#17 posted by R.P.G. [24.136.230.101] on 2004/12/19 19:01:31
Circular design with tele in the middle but armor in the back?
This was in reference to the finale area, whose design completely confounded me.
Just Finished Blitz And H's Levels
#18 posted by HeadThump [65.140.58.189] on 2004/12/19 19:35:33
-Hrimfaxi: my previous remarks based on the first half of the level don't do this map justice. Good Gooly Mooly.
-Blitz: Great layout and build quality but I'll second RPG on the ammo. The leap of fayth was just mean.
RPG,
Jumping in the watery maze of this area was designed to be arbitrary. It's nice to have the extra ammo, MH and armor but they are not strictly necessary.
There are about a dozen things like the silver key matter I would have liked to have cleaned up. Notice the Ogre telporting in? The result of the same entity overlay.
And so much fighting under water. Fighting in water really annoys me.
I'll keep that in mind in the future ;) I like water fighting, esp. getting above a fiend and axing them, but if the good people of the community don't care for them than they are out.
Ammo
#19 posted by Blitz [66.31.112.34] on 2004/12/19 19:46:36
1) It is necesary to fail at the 'Leap of Fayth'
2) The shells and health at the beginning are there for a reason. Use them wisely.
3) The axe is your friend. Use the axe on the dogs...there's no reason to waste ammo.
4) The LG is also necesary...it's not like the secret is out of the way.
Hope these tips help.
I Meant 'mean' In A Good Way
#20 posted by HeadThump [65.140.59.155] on 2004/12/19 20:04:28
as in mean mo fo'
Blitz
#21 posted by Lunaran [68.51.209.251] on 2004/12/19 21:33:31
2) The shells and health at the beginning are there for a reason. Use them wisely.
3) The axe is your friend. Use the axe on the dogs...there's no reason to waste ammo.
Who the hell plays quake like that?
HRIMfAXI, excellent job. Yours was the only map I finished besides Jago's that didn't require me cheating because I had to axe a shambler or some bunch of monsters to death since I ran out of ammo days previous.
Comments
#22 posted by nitin [138.217.15.7] on 2004/12/19 22:34:32
First of all, maybe this texture set lends itself well to texturing but the texturing in most of these maps was really well done. The one texture that really stood out in a bad way wa sthe snow texture but I guess that really couldnt be avoided.
blitz - nice texturing, ok lighting, decent brushwork. Gameplay was ok, I didnt run out of ammo on medium till the last shambler. Leap of Faith idea was a bit silly mainly because it didnt fit in with the rest of the map.
zwiffle - tough, very tough but till the last 10 enemies I thought it was good. Then I ran out of ammo. Build was good, texturing was really good, lighting was decent. Lava looked out of place and monsters teleporting behind you is one of my pet hates.
jago - what was there was good, especially some really cool texturing. But this should have been used as part of something bigger IMHO.
headthump - it was plain, but again the texturing was well done. I think what hurt it the most was lighting which was fullbrightish in some areas and decent in others. Combat was decent enough.
hrimfaxi - easily the best map in the pack. The start area is awesome despite the overabundance of the shitty snow texture. Once inside, it does get plainer, but the lighting and texturing help cover this up quite a bit IMHO. Sure, it's not detailed but it's still quite pleasant to look at.
Gameplay wa also the best implemented out of all the maps, especially the end.
Very well done hrimfaxi.
Overall, a pretty good pack considering that people actually stuck to a timeframe. 5 maps is a pretty good result.
Is Anyone
#23 posted by moog [81.152.47.192] on 2004/12/20 16:05:51
definately considering making no-brush-limit versions of their maps?
All Been Said But...
#24 posted by Megazoid [62.252.32.14] on 2004/12/20 16:53:12
I liked zwiffle's best. Took me loads of goes to do it as it's hard and a tiny bit short on ammo (if you just go blasting). Most satisfactory gameplay experience out of all the maps.
Hrimfaxi's a close second. It's kind of the map I was expecting from the texture wads. Gameplay was pretty eazy (apart from the last room). Nice design. Thumbs up.
"Save CGZ" by Blitz. Erm.... I finally finally did it after your hints, AND after opening the map in WorldCraft and locating the hidden brushes hehe. :)
Bloodgates and ZooLoo-MooLoo weren't bad. One a little short (but nice design), the other kinda ugly, but a good blast.
Well done all, and thanks for making it.
It's A Pretty Good Bet
#25 posted by HeadThump [65.140.59.219] on 2004/12/20 17:00:40
There are some things I'd like to do, tighten up some glitches, redux the lighting. There is an area in the upper tower construction just crying for development, and also an alternative route that doesn't require much swimming.
Bleh.
#26 posted by Shambler [82.38.194.13] on 2004/12/20 17:45:55
Good contest. 5 entrants is pretty impressive these days.
Not many comments on the maps, most people seem to be talking sense about them. Wasn't enjoying the gameplay much in general. Zwiffle's was kinda fun until the end. Blitz's looked great but wasn't possible to complete. Hrimfax's was an Unreal map and totally class.
Great Map Pack
#27 posted by aguirRe [213.101.69.148] on 2004/12/20 19:34:56
All maps had attractive architecture, textures and strong theme. With the bright snow textures, the deficiencies of the light tool are mercilessly revealed, though. There are many shadow artifacts along the face junctions.
Blitz' maps had some mixed sky/solid brush problems, which let sunlight shine through and make solids penetrable for rockets. Otherwise very nice town setting, but the clip brush jumping puzzle was really detrimental.
Headthump's had nice variety in texture usage and good-looking end area, although sunlight was a bit saturated. Gameflow was confusing due to the gate/SK issues and there was an abundance of armour. Some water brush problems in end area as well.
Hrimfaxi's was the best, featuring magnifique architecture and verticality. Some exploring was rewarded, but unmarked instant death areas felt uncalled for. Impressive end dome area with unusual spotlight effect. Many wooden textures put to good use here. Gameflow was good, although dome area battle felt a bit haphazard. A visually beautiful map.
Jago's map was very detailed for its size, but felt cramped at places. The fiend lift spiced things up, but I found the use of grunts a bit odd.
Zwiffle's had a bit confusing gameflow and a surprising, brutal end battle. One secret seemed like a Catch 22 ...
Thanks to all participants and especially to Blitz for arranging the pack, well done!
Really?
#28 posted by Blitz [66.31.112.34] on 2004/12/20 22:32:34
I never got errors during the compile...the only thing I can think of though would be when you clip a brush in GTKrad 1.5, it automatically textures it with whatever the last texture you had selected was. I was careful to make sure this didn't happen when I realized it was happening (this is the first map I used GTKrad for) but it's possible in my haste to finish that I forgot about that happening.
Haha...alot of people are really angered by the clip brush jumping puzzle. I wanted to do something kind of gimmicky and fun, as well as make people read the readme (which no one ever does even though they should) but I guess people were really looking for more of a straightforward Quake map, rather than some gimmicky puzzle elements.
As for the snow, which I've also heard a number of complaints about, you really can't do much better on the Quake engine. Vondur pointed out that Quernl's north.bsp has the best snow he'd seen in a map, so I took a look at it and it's the same texture from the DKT E3 pack. (slightly doctored to cover up that one dark spot with more white)
I do appreciate all the comments about the maps though, especially because this is the first Q1SP I've ever done, so thank you for that.
I also wanna say thanks again to everyone who submitted a map...I had fun doing this.
Blitz
#29 posted by nitin [138.217.12.150] on 2004/12/20 22:34:53
I dont think its the puzzle aspect that annoys but more that it doesnt fit in with the rest of the map.
Blitz & Al..
#30 posted by JPL [213.30.139.243] on 2004/12/21 02:24:13
Really, this pack rocks !!! You made a very good work, and I really enjoyed to play these 5 maps... while I had to cheat (god mode, and ammo) to be able to finish them... I particularly enjoyed Hrimfaxi's one which is IMHO the best of the fifth: architecture, lightning effects, and ammo/weapon balancing is very very good...
But, I've just a question: are you really sure these 5 amazing maps were done using less than 1000 brushes ?? It's really incredible to build such quality map with only 1000 brushes.... I'm really surprized and stucked...
Anyway, this pack is a real good Xmas-box for everybody here... Thanks guys, for this great figthing session you gave me yesterday evening...
1000
#31 posted by Megazoid [62.252.32.14] on 2004/12/21 03:38:47
All the source maps supplied have under 1000 brushes. Frostbite has 999, hehe. I'd have been tempted to go to 1001 just as a sort of "f*ck u", but that's just me. :)
Thanks for supplying the maps btw. It does actually help newbies like myself (not that I'm actually mapping much atm).
Np Megazoid
#32 posted by Blitz [66.31.112.34] on 2004/12/21 04:58:29
I did it to serve two purposes...1) so people would know that they really were 1000 brushes, and 2) so people could actually have a look around and play with them and do whatever.
Np Megazoid
#33 posted by Blitz [66.31.112.34] on 2004/12/21 05:00:56
I did it to serve two purposes...1) so people would know that they really were 1000 brushes, and 2) so people could actually have a look around and play with them and do whatever.
Blitz...
#34 posted by JPL [213.30.139.243] on 2004/12/21 05:03:15
Parkinson is back ???
Blitz
#35 posted by aguirRe [213.101.71.187] on 2004/12/21 05:42:01
The mixed sky/solid brushes won't be catched by qbsp. The most obvious place in blitz1000 is the sloping corridor with two knights just before the jump puzzle. If you look at the right wall, you can see strange light (sunlight) shining on the floor and a large part of this wall is penetrable with rockets. Noclip just outside and you'll see that the solid brushes seems to be liquid (a result of the sky/solid mix).
Especially the sunlight effect can look weird if the room is dark and the entire ceiling is mixed this way.
As for the snow, I thought it looked pretty good. It's always difficult with near-white textures.
Sorry For The Double Post
#36 posted by Blitz [66.31.112.34] on 2004/12/21 06:13:20
Mozilla froze up.
I see the area you're talking about now aguire. =/ Don't know how I could have missed that. Oh well.
I also noticed two other things just now...sometimes the LG doesn't spawn! I don't know why this happens. The last compile I did it showed up, so I don't know what happened there.
That being said, you should still have plenty of ammo to take care of Sham if you play the map right :) I will record a demo for anyone that wants proof.
Jago Map Is The Best!
#37 posted by cant map [195.208.123.213] on 2004/12/21 09:53:18
jago map is the best!
Blehings
#38 posted by Vondur [81.195.0.1] on 2004/12/21 13:44:25
start.bsp - rather werd map, with overbrighten telehall :>
jago - nice level brushwerk and monster wise, everything seems to be in order except grunts that are out of place (imo), once again, sweet brushwerk wins here.
blitz - nice level, i liked gameplay ideas there, and i'm proud that i managed to save czg, though that leap of faith bit was a bit frustrating (no hint were to step at all). gameplay wins here.
hrimfaxi - very very well done, vast castle with neat designs and funneh gameplay. everything wins here. rockage!
zwiffle - rather 2d level with lack of ammo/health closer to the end, tho the last bit with skylift and castle in the clouds was impressive. tough gameplay tho. gameplay would win if there would be more balanced ammo. (tho, some ppl played through it ok, maybe i just suck)
headthump - steap ahead in his own level design skills. texes are properly scaled now ;) and everything seemed to be in order. though, the design/quality was rather oldskool and n00bish, that's no wonder ;) keep it up, head! :)
Oh Yeah
#39 posted by Vondur [81.195.0.1] on 2004/12/21 13:46:05
you all rock who participated!
blitz u rock for organizing such thingy!
thanks everyone for the fun! :D
Thanks Vondur
#40 posted by HeadThump [65.140.59.77] on 2004/12/21 14:14:10
That just made every minute put into the map worth it. Also, every one else's remarks are apreciated as well (even though I had to double check to make sure I didn't submit box.bsp after some of the remarks ;))
:o
#41 posted by Jago [81.197.201.94] on 2004/12/21 15:35:18
people actually liked my map :o
Still Teh One!
#42 posted by ZBREAKER [208.49.177.91] on 2004/12/21 16:11:15
Mucho thanks to all for an excellent pack! Tho I dabble in a few games it's amazing how good ole Q1 can still be after many years.
Blitz
#43 posted by aguirRe [213.101.71.243] on 2004/12/21 17:11:13
The LG is probably pushed out by the ogre bbox; separate them a bit more.
Jago
#44 posted by Trinca [194.65.31.249] on 2004/12/22 04:53:05
your map is also great :) they all are!!!
.
#45 posted by necros [66.185.84.80] on 2004/12/25 19:41:01
i'm bumping this, sorry, but i forgot to respond to this thread before.
basically, all the stuff that people were saying above. i liked all the maps, great competition!
not many maps use snow textures from dkt, so it was a fresh look. thanks for all the mappage, guys!
I Finished Playing
#46 posted by Scragbait [67.68.3.138] on 2005/01/02 20:58:22
This was a fun gaming session and I thought a great effort went into this pack. Most of the comments here make sense. Here's a bit from me:
Zwiffle: Nice map, cleanly built with 2 novel secrets. It played out nice and I had no problems completing although the end battle did get nasty. Interesting ending - great work.
Hrimfaxi: Impressive size and verticality. The dome near the ending is very cool. Found 2/4 secrets. Shambler is right, this map would fit the Unreal universe. Excellent use of less then 1000 brushes.
Blitz: Well made and lit map. Interesting feel and lighting. Tough but mostly fair until leap of fayth. I beat that by running through a few times instead of clearing it in one go (which didn't seem very doable.) I liked this one.
Headthump: This map was large and actually relaxing to play. Not hard at all but that's okay for a change of pace. That submerged boat was well built. I explored the whole map and didn't have any confusion.
Jago: Your map was short and well made. A tasty Quake snack with some fun combats. I liked standing on the ledge in the round well and popping the grunts and ogre. I also got some infighting going in the end arena. Grunts seemed out of place but they didn't hurt the gameplay.
Thanks all who participated and organized.
#47 posted by [203.52.130.137] on 2006/11/28 16:49:10
WERD MAP

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