 What Does Antediluvian Mean
#1 posted by bambuz [130.233.220.23] on 2005/09/02 05:08:14
 Antediluvian
#3 posted by gone [195.208.123.213] on 2005/09/02 05:13:26
Wind Tunnels - how loveley
one of my fave themes in q1
 :)
#4 posted by Vondur [195.128.95.36] on 2005/09/02 05:16:02
nice smooth oldskool environment!
and hi-quality brushwork!
 Yay
#5 posted by Bal [83.199.71.51] on 2005/09/02 05:39:43
Very nice work! good classic style, gameplay was great, and progression was really intuitive.
Only found the RL secret, hmm...
 :o
#6 posted by Text_Fish [82.32.6.221] on 2005/09/02 06:13:50
Water and Windtunnels! Surely amongst the most criminally neglected of Quakes gameplay devices. Thanks for putting them to good use. :) Great map.
 Oldschool Indeed
#7 posted by negke [85.176.86.122] on 2005/09/02 06:25:33
nice map, architecture- and gameplay-wise. lighting fit, too.
the final fight was too hard, though, (at least on skill 2) and i'm always a little (too) fuzzy about textures like cop1_4 being not properly aligned, but then again this also added to the oldschool feeling somehow...
only 2/5 secrets (how does one get to the ra?).
are there any more 'wind tunnels'-like maps out there?
 Very Nice
#8 posted by ionous [70.19.226.4] on 2005/09/02 06:59:34
Nice architecture, excellent layout, well balanced gameplay until the end. The only spot i died, when two fiends materialized as soon as i hit the ground after the wind tunnel (skill 2).
Found 2/5 secrets, the nails and the RL. Red armor taunted me.
Now just finish Rubicon 2 and the zer-style map and all will be right with the world.
Neg!ke:
Rust in Peace - grc4beta.bsp ( i think )
by Mike Reute ( i think )
 Fucking Lovely
#9 posted by Kell [82.41.10.46] on 2005/09/02 07:02:49
Only found 1 secret, the one right at the start :P
Excellent fulfilment of the theme; bits of interconnection of the layout, seeing later areas through bars and whatnot, but without getting lost.
Great brushwork; the platforms jutting out around the inside of pipes and rooms were my favorite structures.
Good use of the textures, getting the most out of that runic-metal subset.
Gameplay was pretty much flawless, although I took the most damage from drowning clanking around looking for underwater secrets :P
I played on Normal and found items delivered in just the right amounts at just the right times. Monsters were challenging without swamping the map or me.
Yeah, fucking beer it up for the Fitzy, people.
 Very Fun Map
#10 posted by Trinca [194.65.31.249] on 2005/09/02 07:32:09
hey great map :) a shoot from my second run!
http://trinca.no.sapo.pt/ant.jpg didn´t find the last secret but i´m at work...will try at home later :)
found amo
found quad
found rl
found 100%
the other....roulf maby later!!!
great work :)
 Ooooh Metl U R Teh Cutie
#11 posted by Shambler [82.38.192.54] on 2005/09/02 08:28:26
Nice one will give this a shot later. Looks more like The Wind Tunnels than The Wind Tunnels does.
 \o/
#12 posted by Spirit [213.39.186.13] on 2005/09/02 09:14:47
Yay! A great map. I played this in coop with a friend. I'll post the demos later ;)
Coopwise this map is perfect. If you die you don't have run endless corridors but you can almost ever direct jump back into the action!
 Aye
#13 posted by Zwiffle [69.210.55.43] on 2005/09/02 09:38:32
Solid map. Nothing that wowed me, but the whole thing was just solid. Solid. Everything was consistent, though I felt some of the combats were a bit uneven on hard mode. Other than that, it was pretty challenging, secrets were hard to see (I only found that not-so-hard RL secret) and ammo/health were placed appropriately. Maybe a little easy at the end, but oh well. I'd give it a 3 stars out of 3 and a half.
#14 posted by czg [81.191.27.124] on 2005/09/02 09:46:29
It is a wonderful map that any self-respecting haberdasher should have in his collection.
 Qw Coop Demos
#15 posted by Spirit [213.39.186.13] on 2005/09/02 11:14:50
temporary at: http://www.quaddicted.com/stuff/te...
have fun, we definitely had, eheheh :>
 Woot
#16 posted by Vondur [85.140.41.130] on 2005/09/02 13:37:00
here's my second run (first run was month ago when testing)
http://vondur.net/files/vant.dz
once again, very quality level!
/me hugs john
 Neat
#17 posted by gila [195.131.126.32] on 2005/09/02 13:40:09
i enjoyed it very very much. kinda like mix of wind tunnels and satan's dark delight. didn't find any secrets though...
 Thought The Monster
#18 posted by HeadThump [65.141.73.215] on 2005/09/02 14:41:26
placement was damn perfect -- played on normal setting. Good variety in their approach or how you were suppose to take them on. Also, the escalation of difficulty; in the last half of the map, it really did feel like an uphill battle increasing in difficulty with every scenerio. A top caliber piece of mappage.
 Speedrun!
#19 posted by Text_Fish [82.32.6.221] on 2005/09/02 15:18:11
Well after Vondurs pleasantly ponderous stroll through Antediluvian, I figured I'd try my hand at a speed run. :)
www.geocities.com/joeyooc/TheAntRu...
It didn't quite go to plan [tripping over just a foot away from the playerstart was a bad omen], but I did have a very interesting encounter with a fish.
 Err! Sorry, My Bad. Forgot The Http. : >
#20 posted by Text_Fish [82.32.6.221] on 2005/09/02 15:21:11
 Reminds Me,
#21 posted by HeadThump [65.141.73.215] on 2005/09/02 15:30:10
On the vore lift out of the water one fallowed me
up and took a nip out of me.
 Beer
#22 posted by starbuck [82.40.164.126] on 2005/09/02 15:35:59
coolio
This was a lot of fun. In fact i was pleasantly surprised; the shots looked kind of average, but in practice the old-school feel was executed very smoothly. Lighting was noticeably well done, with very pretty spotlights :D
overall, great fun, worthy release, rubicon2 pleasethanks
#23 posted by Kell [82.41.10.46] on 2005/09/02 16:13:00
pleasantly ponderous
nice alliteration ;)
rubicon2 pleasethanks
seconded ¬_¬
 Thanks!
#24 posted by metlslime [209.213.199.133] on 2005/09/02 20:18:18
Thanks for the praise, i'm glad everyone enjoyed it. I'll check out these demos when I get home.
More responses: Antediluvian, aside from being appropriate to the watery old sewer setting, also has an H.P. Lovecraft connection.
Rust in Peace was awesome and one of my favorites from 1997. Mike Reute unfortunately became a professional coder and has pretty much given up on mapping, though he did make maps for Monolith's Sanity game.
cop1_4 is sometimes impossible to align on strange brush shapes; I relied on people being used to seeing it misaligned -- all part of the old-school charm, I hope :)
Rubicon 2: with this out of the way i will hopefully work on that next, taking breaks to work on fitzquake of course :P
zer-style map: what is this? i have no memory of a zer-style map.
#25 posted by nitin [138.217.4.215] on 2005/09/03 01:47:11
best way to describe this is professional. Everything is very well done, no wow moments, but that's mainly because everything is consistently good. Combat and progression was very well thought out.
 :)))
#26 posted by Spirit [213.39.187.184] on 2005/09/03 03:03:40
i reallyreally like this map. it is so small and though so full of great stuff. just played a nightmare 100%, something that i don't do very often. maps in this style are the perfect motivation for secret hunting for me.
ant.bsp reminds me a bit to chessp1, the same "oldschool" feeling.
 Great Stuff
#27 posted by Ankh [83.16.98.218] on 2005/09/03 10:27:19
I enjoyed very much playing this map. The looks and the gameplay are great. I played on hard skill - many monsters, many good fights - died several times. The ending on skill 2 was little bit too hard in my opinion. On easy skill there are also enough monsters so you don't get bored but also have time to watch for the secrets (found only 2). The progression was intuitive - I always knew where to go next. But there is maybe a drawback because of this. I couldn't find the way back to the starting point after reaching the main room with the three wind tunnels. Also is there a way to get back from the exit?
Anyway, in my opinion this map is the best release in a long time. I liked it very much and also it is a map that makes me want to play it more than once.
One more: hard to find secrets seem to be a good idea in a map. I'm still curious how to get to the other 3 I didn't found, although I could see them :)
#28 posted by . [70.224.226.164] on 2005/09/03 12:04:57
I liked the progression and the brushwork, but hated the texturing. The gameplay was too one-after-the-other for my taste, meaning - I was hoping for monsters to pop in behind me and other variations.
I liked the design of the zombie area, the hub, and the grate with the shadows and light cast through, even if it wasn't perfect.
 Well
#29 posted by Jago [85.76.178.146] on 2005/09/03 12:19:13
I don't really have much to say about this map beyond what has already been said.
* a solid map, which unfortunately lacks the WOW factor
* it looks and plays lot like Wind Tunnels
It looks like you gave a lot of thought to the gameplay and besides a few predictable things, it was very good throughout the entire map. I ran out of ammo once but luckily was able to dodge some mosters, run through 2 rooms and grab some shells.
The quality of brushwork was good and consistent with some areas making me look around and say "nice": (1) the part with many zombies and (2) some platform designs come to mind. Some areas could have been more polished tho, for example the vore cage. It was a good idea gameplay-wise, but it looked odd and somewhat out of place.
I give this map 7/10.
 Cool Level
#30 posted by R.P.G. [24.136.180.235] on 2005/09/03 14:13:37
Nice old schoolery while maintaining good build quality. Lighting was especially tasty. It was interesting to see how a few things had changed since I last saw the map a couple years ago.
Pacing was interesting and fun and a bit different from most maps. I had some ammo trouble in a few spots, but health seemed to be dispersed more adequately. Great job, and I'm glad you finally finished it.
Oh, and like I said when I first saw it, Antediluvian is quite possibly the best name ever for a metal-themed map.
 Metlslime
#31 posted by ionous [70.19.226.4] on 2005/09/03 14:15:11
A few years back, during a QExpo, you had a screenshot of a map.
It was under a red sky, with a wooden bridge being crowded by the the ID rock texture rock3_8.
The bridge was over what looked to be blood (thus zer styled in my mind), and terminating it what was an archway, maybe wenter01.
 Hmmm.
#32 posted by Shambler [82.38.192.54] on 2005/09/03 14:26:39
Nice enough. Design was proper old skool Quake. I like the outdoor bit.
Gameplay was fun for the most part. I fucked up badly near the RL, ended up playing for a while with 2-8% health which was very unpleasant. Ending was quite good. Seemed to be some impossible to kill Vores.
Secrets were impossible.
 Oh Yeah
#33 posted by . [70.224.226.164] on 2005/09/03 14:51:18
Vore cage was neat!
 Ionous...
#34 posted by metlslime [209.213.199.133] on 2005/09/03 15:05:16
oh, THAT map... yes. It's currently just a handful of disconnected rooms, but I think it's a cool theme and I am reluctant to just abandon it.
 RL
#35 posted by Jago [85.76.178.146] on 2005/09/03 15:54:01
This map had a rocket launcher somewhere?
 Fun Map
#36 posted by aguirRe [213.101.73.212] on 2005/09/03 16:07:05
Good verticality, gameflow and balanced action on Normal. I liked the many grates with nice shadows. Ammo/health was adequate but I could've used less armor in the beginning and more near the end. Got mauled pretty good in the big outside area.
Progression felt smooth, except that I would've liked to be able to get back after the final battle to go secret hunting. Like Ankh, I noticed that most paths led to the hub with the three wind tunnels, going back to the start proved more difficult. I finally found all five secrets, but the last two took a while ...
Is it possible to get to the MH without a RJ?
#37 posted by metlslime [209.213.199.133] on 2005/09/03 16:15:48
This map had a rocket launcher somewhere?
The RL is inside one of the secrets.
Is it possible to get to the MH without a RJ?
There's a teleporter that will take you up there.
And as for the question of going back the start, that is a flaw in this level. Once you go up the tunnel with the silver key door, you can't return to before that point, and then when you go up the tunnel with the gold key door, you again can't backtrack.
 Metlslime
#38 posted by JPL [82.234.166.130] on 2005/09/03 23:35:18
I've just played the map, and I enjoyed it. Good ammo/armor/health balance, I've never been loose in the map, very interesting progression, very good monster placement (I was surprised 2 or 3 times by ogres' ambush..) Gameplay is very good.
Concerning architecture and design layout, it is also very interesting. This rusty design with pipes and water remind me some underearth original ID's level... The only thing I could complain is the fact that the map has not been compilated for transparent water... Well, it is easily solved by console command but I like transparent water effect.. but that's my own taste... As well, lightning effects are really good...
In anyway, it is a very good map that smell to come from a professionnal mapper..
you did good work, I had good fun: kthx for that ;)
 Like Everyone Else...
#39 posted by mwh [82.33.185.193] on 2005/09/04 03:09:35
I enjoyed this map. Seemed a bit empty on skill 0 -- must replay it on a more manly setting later.
(Anyone remember the crazy talk about remaking all of quake after e1m1rmx got released? Well, this is e3m5 done, then...).
 Metlslime
#40 posted by Ankh [83.16.98.218] on 2005/09/04 03:41:52
Since you have used some teleporters for the secrets so why didn't you put a simple teleporter to enable going back from the exit room?
I have also a question about the secrets. I couldn't find the more hidden yet. Are there any hints in the map so you can find the entrance to them? Or is it just that the only hint is that you an see the secret place somewhere above you?
I found the RL secret by pure luck - just shooting a grille.
 Secrets
#41 posted by Spirit [80.171.1.149] on 2005/09/04 04:59:38
3 of them require looking around. the other 2 are rather the usual things like bashing and humping the brushwork :>
 You'll Have To
#42 posted by aguirRe [213.101.69.246] on 2005/09/04 05:08:50
look around more carefully; don't just keep your head banging to the
walls ...
 Strangely Enough ...
#43 posted by Text_Fish [82.32.6.221] on 2005/09/04 10:12:41
the least well hidden of the secrets kept me guessing for the longest! I think I must've shot just about every grille and light fitting in the map before accidentally stumbling across it.
Really liked the MH secret too, it was very satisfying.
 Secrets
#44 posted by Ankh [83.16.98.218] on 2005/09/04 12:06:30
uff - finally I have found all of them :)
 Hmmm.
#45 posted by Shambler [82.38.192.54] on 2005/09/04 14:45:37
Sorry if my earlier comments were a bit blah, was tired and felt blargh. I do think it is a good map, and the problem with the gameplay was my fault, other than that it played well. Also in addition to the architecture, I like the interconnected design. That bit where you can look down on the large area was cool.
Still frustrated by the secrets tho!
 Ankh:
#46 posted by metlslime [67.180.175.229] on 2005/09/04 15:44:26
i probably should have put a teleporter back to the start, but it's too late now.
 There It Goes...
#47 posted by Trinca [194.65.31.249] on 2005/09/05 10:31:25
 Trinca
#48 posted by Mike Woodham [86.136.186.30] on 2005/09/05 11:21:37
authentication required?
 What???
#49 posted by Trinca [213.58.97.253] on 2005/09/05 14:22:40
in my webpage getright dont work maby is that...
 Secrets Aren't That Hard...
#50 posted by Scragbait [67.68.0.198] on 2005/09/05 19:57:46
I found the first 4 in a row while progressing without backpeddling and found the 5th and last after reloading a saved game (and it didn't take that long to find.) They are good and fair but you need to look all around as you go along your merry way.
I like old skool maps that are well made. This and Ceremonial Circles (which I played not so long ago) are a total delight. Long live id! I really like copper maps and this one is well made and laid out.
I played on Hard and found the map to be good, challenging and fair but there was a spell about 75-80% through when I only had rockets as ammo - not a great situation.
Texture work was great and took me back to the Windtunnels. Limitations on texture alignment were obvious and while not at the standard of today's fine map releases does give this map a nostalgic feel.
Thanks Metlslime - it's nice to see some pickup in the SPQ1 scene with this and other nice maps that have come out after a worrisome drought.
#51 posted by Trinca [194.65.31.249] on 2005/09/07 01:20:26
Mike Woodham did it work know?
#52 posted by [86.136.186.30] on 2005/09/07 01:59:52
No, not yet. But I use Download Accelerator and the usual by-pass (ALT key) doesn't seem to work.
Ah, but 'alf a mo'. What are these formats: .qwd and mvd?
Slight pause...
... OK, I disabled browser integration for DAP and have now downloaded the files.
So, how do I view them in FitzQuake?
#53 posted by Trinca [194.65.31.249] on 2005/09/07 02:57:15
you can´t i guess...:) is for fuhquake, zquake or ezquake ;) i just use Fitzquake for mods that dont run in fuhquake
 Fuhquake Bleh
#54 posted by lodis [131.116.254.200] on 2005/09/07 04:27:33
playing sp levels in fuhquake is bleh, at least for semi-purist like me. Fuhquake is a qw-client which allows you to play single player in a qw-world. I.e. you get qw-physics which differ from regular quake physics (there are probably other differences as well).
Speedrunning wise, which is where I'm coming from, it's a no-no since you can perform tricks and do jumps not possible in regular quake.
Of course, you do whatever you like, but I think maps designed for regular quake should be played in regular quake, but hey, maybe that's just me.
 Yeah
#55 posted by bambuz [130.233.220.23] on 2005/09/07 06:34:37
qw physics have easier bunny and some other things so they are not "right" for the sp maps, I agree.
In z/fuh/ez the mouse and fps and whatnot refresh rates etc are smooth and good and there is the possibility of weapon scripts and pickup finetuning etc, something all of which is a bit different, harder or impossible to make or configure in fitzquake, so it is often easier for qw players to just run their normal qw client with the inbuilt zquake server and spprogs.dat. (Just typing deathmatch 0 and map ant etc...)
I don't know if the bunny there could be made sp-proper. Probably to at least some degree, if you can motivate the qw client guys. Of course the qw bunny option should also be kept for practice purposes on localhost. Maybe bind it to deathmatch 0/1.
 Can't Explain...
#56 posted by MadFox [84.26.103.133] on 2005/09/07 07:52:40
but the Windtunnels were my favorite map, and this one came pretty close to it. Made me forget everything, like playing Quake 9 years ago.
Thanks for challenge, Metlslime!
#57 posted by Trinca [194.65.31.249] on 2005/09/07 08:09:43
u wright lodis :) but is fun becouse i´m use to that config...
 Trinca
#58 posted by Mike Woodham [86.136.186.30] on 2005/09/07 08:51:40
Got it. Watched it. Enjoyed it.
#59 posted by Trinca [194.65.31.249] on 2005/09/07 09:59:30
;) was at work in small screen and software :)
vid_height "240"
vid_width "320"
:) at home just play dm online wend i got time for it... that is very few :(
#60 posted by Gunter [64.24.208.58] on 2005/09/07 14:49:16
It crashes me in GLquake??
 Uh Oh...
#61 posted by metlslime [209.213.199.133] on 2005/09/07 15:55:03
i only tested in winquake :P
 Hmmm...
#62 posted by metlslime [67.180.175.229] on 2005/09/08 01:19:27
well i just tried loading it in GLQuake, and it worked fine. So you'll have to be more specific about when it crashes, and what the error message is.
#63 posted by Gunter [64.24.211.36] on 2005/09/08 11:20:58
Ok, I was getting a "greater then free hunk" crash and found that I needed to give more memory to GLquake.... It's because I'm also running a big mod.... (FvF, in Quest mode, which makes the monsters a LOT harder, heh, and is designed for coop play - http://fvfpage.servequake.com - I might run this on the server sometime if I get some players to download it).
Using "-heapsize 32000" on my command line makes it work.
 Solid
#64 posted by Lunaran [24.241.228.159] on 2005/09/10 18:42:51
Nice map. Bits were a little unfair on skill 2 (I thought it was still customary to at least give the player something to hide behind or some place to go when fighting shamblers and vores).
It's interesting to think how many new episodes of Quake the people on this board have produced. Terra alone could have shipped with the fucking game. So could this, and so many other maps.
There's a nice idea - take a half dozen or so of the best single standalone SP maps, rebalance the monsters/items so they can be played in sequence, and make an episode out of them. Starting, of course, with one of Biff's idbase maps.
 Lunaran:
#65 posted by metlslime [209.213.199.133] on 2005/09/10 19:39:39
Bits were a little unfair on skill 2 (I thought it was still customary to at least give the player something to hide behind or some place to go when fighting shamblers and vores).
Regarding this, I was actually trying to introduce some new challenges for what I assume are exremely seasoned players. I think if you're playing on hard it's fair to give you a few situations that are uncomfortable.
Fighting a shambler in a room full of pillars is something most of us can do in our sleep. A shambler in a room with no cover forces you to work a little harder, but there's still the fairly well-known technique of running forward to trigger his melee attack, and backing up before it can hit you, repeat as needed. If you know how to do that, figure it's a reasonable next step to force you to deal with two shamblers in a bare room -- you do the close/far trick on shambler A, while keeping him on the line-of-sight between you and shambler B.
As for that vore, this is a little tougher, but since it's a skippable battle, i figure it's okay. The way i deal with vores when there's no cover is to get as close as possible and unload grenades as fast as possible -- this should give you at most one voreball to deal with. Another, trickier trick is to not kill the ogre, drop down onto the bridge, and then use the ogre to block the voreballs.
There's a nice idea - take a half dozen or so of the best single standalone SP maps, rebalance the monsters/items so they can be played in sequence, and make an episode out of them. Starting, of course, with one of Biff's idbase maps.
Yes, the "id replacements" episode idea is attractive to me. If we can get a collection of levels that have consistent build quality and are fairly reminiscent of one of the original episodes, it would be pretty cool. With the GPL-map-file trend increasing, it wouldn't be too hard for one person to actually collect the appropriate maps and remix them into a gameplay-tuned episode.
This is probably one of those projects that people talk about but never happens.
 Yeh!
#66 posted by MadFox [84.26.103.133] on 2005/09/11 08:01:30
and when it happens, mostly it's a lunid newby
who realizes he better start mapping with some more adequat knowhow from the people on this board.
 Metl
#67 posted by aguirRe [213.101.69.205] on 2005/09/11 10:08:08
I especially liked the vore combat in the hub room on Normal; getting the scrags to annoy the vore while circling around the room.
And the dual shambler square dance you mention is also fun as long as you're reasonably stacked beforehand.
 Re #65.
#68 posted by underworldfan [128.195.64.98] on 2005/09/14 12:55:16
yep, the two shambler at once combat was a good idea IMO.
 Speedrunning
#69 posted by Lardarse [82.32.58.225] on 2005/09/18 20:18:04
As far as I can tell, there aren't too many shortcuts to be had from this level. The main speedups to be had are by getting good exits from the various wind tunnels. I managed a 3:19, but someone else managed a 3:11 and I don't think I can beat it. I don't even think that it's possible in below 3 minutes.
That said, it's still a very good level.
 Sorry For Double Posting
#70 posted by Lardarse [82.32.58.225] on 2005/09/19 05:07:34
But I thought that the peeps here would like a revised version of the map that can be found at http://speeddemosarchive.com/quake...
Oh, and some1 managed to get 2:14 by doing a double grenade jump.
 Lardarse
#71 posted by Mike Woodham [86.137.1.69] on 2005/09/19 07:14:42
Revised in what way?
 Mike Woodham
#72 posted by Stubgaard [212.242.250.214] on 2005/09/19 07:43:50
He means "watervised"... We've watervised all the maps in the SDA archive. a) maps look better that way b) it's easier to speedrun when you can actually see into the water :-)
You can download all of the maps except for a few of the newest ones we haven't added yet in one big pack:
http://speeddemosarchive.com/quake...
Here's a link to all the maps we currently have in our archive:
http://speeddemosarchive.com/quake...
 Hah
#73 posted by metlslime [209.213.199.133] on 2005/09/19 12:06:47
revised... re-vised... :)
Anyway yeah, I agree that the speedrunning potential is unfortuately not great. I'll check out the runs, though.
 Speedruns
#74 posted by metlslime [69.181.44.163] on 2005/09/20 02:46:26
that 2:14 demo is pretty nice. The only other shortcut I can think of at the moment is a grenade jump off of a fiend to land up on the wall that encloses the shambler. This way you can just kill the shambler without fighting the fiends.
 Well
#75 posted by PuLSaR [80.80.96.166] on 2005/09/20 13:26:07
very good solid wap with a strong oldskool feeling and well balanced gameplay. Found 3 secrets, they were good. Lighting was awesome.
We need rubicon2!
 Ugh - An Unconstructed Messy Post
#76 posted by bambuz [130.233.220.23] on 2005/09/23 04:45:56
played this yesternight. Hadn't played quake in a long while and my settings were screwed and I played with skill 2 - was a bit too hard for me, always having to try tough spots multiple times because I was so low on health. Found 2 secrets.
Some parts were very good and some were good. The secrets were nicely made, with lighting giving hints etc..
I disliked the vore in the cage. Why does everybody place vores after a dogleg corridor so the only possible way is to WANK THE CORNER 20 TIMES to kill them. Come out, shoot, go back, wait for ball to explode on wall, repeat procedure I've mentioned this before a hundred times. Please listen.
The two vores in the three wind tunnel hubroom were ok, one could run around the room forever and gather a huge mass of balls behind you and then make them hit the post between the vores and give some splash damage.
Zombies and wizards were tough sometimes when you had to use explosives and avoid splash damage... The wind tunnels that threw the player amidst enemies a few times were kinda nice, the hectic running around and killing everyone to survive -feeling.
 Fantastic Stuff
#77 posted by Kinn [86.128.40.32] on 2005/09/23 04:55:36
Skill 1
20:53
1/5
87/97
Awesome proper Quake style and balanced combats. I was a bit short on ammo at the start, but nothing serious.
The vore and loadsascrags fight was well fun - I think I started it with 7% health and only grenades and still came out teh winnar!
Love it. More please ^_^
 Bambuz:
#78 posted by metlslime [209.213.199.133] on 2005/09/23 11:26:55
well, it only takes 4 grenades to kill a vore, so i didn't think it was THAT bad.
 Actually, Vores Can Be Directly Hit By Voreballs
#79 posted by R.P.G. [24.136.180.235] on 2005/09/24 00:59:03
Just not their own voreballs.
 Sctufff.
#80 posted by Shambler [82.38.192.54] on 2005/09/24 06:54:03
Firstly that 2:14 is well shoddy, WTF missing out the obvious shortcut at the end ;P
In fact it's bollox really. Why is a double GJ needed when surely the skilled can curve out of the wind tunnel straight into the GK pit? And there's a couple more shortcuts - in the room with the water lifts, must be a possible way to use the angled tunnels to jump to the upper level. And in the big room with the GK tunnel, could toss a grenade down as falling to GJ straight from lower to upper switch....
Come on guys sort it out.
 Also.
#81 posted by Shambler [82.38.192.54] on 2005/09/24 06:56:16
Replayed this recently and enjoyed it a lot more. I do think the combat at the outdoor bit and just before is a bit unbalanced, should have some more health before that. Other than that it was more fun.
Also, WTF was I doing with secrets before, they were piss! Got 4/5 this time, and noclipped to find the MH, and I nearly got that one anyway through slope-jumping.
Yargh.
 Shambler
#82 posted by Ankh [83.16.98.218] on 2005/09/24 10:18:56
The ER time is now 1:50 - maybe someone has used your suggestions :)
 Brilliant
#83 posted by Demiurg [213.89.79.217] on 2005/09/24 10:46:38
Liked it a lot. The interconnectivity (is that a word?), architecture, combat balance etc. And the lighting was spectacular in some places. Thanks.
 Nice
#84 posted by [Kona] [203.173.141.109] on 2005/10/06 00:00:49
ooooh, old skool and wind tunnels, and solid metlslime design. good work man. it wasn't that difficult, but it did have some really fun/tough spots. the ending was a bit easy, but a very nice level. after i exited and got dropped back into the level again with all my leftover ammo, i thought what the fuck, i'll just sprint through it all again (i rarely play a level consecutively). very fun.
 Speedruns
#85 posted by Stubgaard [212.242.250.214] on 2005/10/07 00:37:10
New demos:
http://speeddemosarchive.com/quake...
The Easy Run is down to 1:46, but hasn't been posted yet.
 Well.
#86 posted by Shambler [82.38.192.54] on 2005/10/07 01:32:25
Stop faffing and post it.
I hope there's new tricks.
#87 posted by [84.204.117.203] on 2005/10/15 08:12:37
finally played - skill 2 w/o secrets, always short on ammo but fine (axed one ogre and tried to make monsters damage eachother)
nice looking, especially lighting
I think wind tunnels was tougher but more space for maneuver
 Wind Tunnels Was Tougher...
#88 posted by Shambler [82.38.192.54] on 2005/10/20 03:20:55
...because it's designed to be played with weapons from previous 4 maps ;)
#89 posted by Jaromir83 [62.204.251.138] on 2006/07/10 13:07:25
Nice rusty look. And those scary shadowzz! Well done!
#90 posted by Spirit [213.39.158.91] on 2010/01/24 13:55:28
I made an all-secrets playthrough as example on this map: http://blip.tv/file/3124439
Sadly the quality was butchered for the flash player but you can easily download the Ogg Theora original.
It is a shame H264 is patented, the quality is much better. Not to mention its adoption.
Also I wish I knew how to make Darkplaces' particles look like software Quake (colourwise, the weapon effects and blood). Oh, and that weird stuff on the left side of the HUD...
Anyways, any critic on this? Is the playing style alright? Settings ok? Texture filtering is a must for video compression.
 Cool...
#91 posted by metlslime [98.248.107.212] on 2010/01/25 08:54:50
Was nice hearing the CD track in there.
Would be nicer if the image wasn't so compressed but I guess there's not much you can do about it. I wonder if the darkness makes it compress worse than if it was brighter/higher contrast?
This reminded me to dig up the other playthrough video I knew about, by Wugga: http://www.dailymotion.com/video/x...
#92 posted by necros [99.227.131.204] on 2010/01/25 09:20:45
wtf?? 'no where near enough ammo to kill the enemies' ... 'horrendous user map' o.0
what map was he playing?
 It Is Funny..
#93 posted by metlslime [98.248.107.212] on 2010/01/25 09:26:49
i think it must be satire, he completely misses a bunch of ammo boxes as he runs through the map waking up every enemy and then complaining about all the enemies attacking at once :)
#94 posted by Spirit [213.39.203.16] on 2010/01/25 09:56:45
The quality is so bad because I uploaded a already pretty "small" compressed video. Transcoding gets worse the lower the starting quality is.
Wugga is a typical narcistic internet idiot. :\
 Love The Video!
#95 posted by sock [78.131.32.151] on 2010/01/25 11:15:45
I really enjoyed watching spirits video, especially seeing the map for the first time! I just wish more people would do video's like this so everyone can enjoy Q1 goodness. The style and architecture of the map was amazing, I loved the whole X style with support beams and vertical shafts everywhere. Brilliant work metlslime. :)
#96 posted by Zwiffle [66.170.5.18] on 2010/01/25 17:04:43
RUBICON TWO
 "Rubicon 2!!!"
#97 posted by RickyT23 [82.20.47.17] on 2010/01/25 20:18:15
"Rubicon 2!!!" "Rubicon 2!!!" "Rubicon 2!!!" "Rubicon 2!!!"
 DP Particles
#98 posted by jdhack [75.155.121.124] on 2010/01/26 10:13:13
Try setting cl_particles_quake to 1?
(quote from the source code: "makes particle effects look mostly like the ones in Quake")
#99 posted by Spirit [213.39.223.201] on 2010/01/26 10:32:55
That's what I used. The colors are all wrong and they are not solid.
 Errr.
#100 posted by Shambler [86.25.223.86] on 2010/01/30 10:09:00
Rubicon II, anyone??
 Well Hey
#101 posted by Tronyn [24.78.143.88] on 2010/01/30 10:54:18
I don't know when he started RBCII, but if it was shortly after the first one then he stands to pwn ARWOP's 10 year record by a significant margin.
 Good Question...
#102 posted by metlslime [69.181.144.10] on 2010/01/30 12:14:16
i just dug up some older backups, the oldest map files i have with "rubicon2" in the name are dated february 2001.
 Dude
#103 posted by SleepwalkR [85.179.24.209] on 2010/01/30 12:18:06
Stop chattin' and get mappin'!
 Rubicon2
#104 posted by onetruepurple [89.75.203.25] on 2010/01/30 13:09:25
for QExpo 2010?
#105 posted by Text_Fish [94.169.113.195] on 2010/01/30 13:30:19
ANTEDILUVIAN 2!!!!!!!
 Qexpo 2010 K?
#106 posted by JPL [82.234.167.238] on 2010/01/30 14:04:58
.. will it happen ? Really ?
#107 posted by Zwiffle [97.87.57.94] on 2010/01/30 14:58:34
Ugh metl just give Rubicon 2 to RPG. He'll get to work on it right quick.
 JPL
#108 posted by gb [89.27.197.86] on 2010/01/30 16:56:36
go over to i3d and lobby for it :)
Things happen when enough people want to participate. Maybe volunteer for something or promise a release.
 Gb
#109 posted by JPL [82.234.167.238] on 2010/01/30 18:43:27
What I can promise is to participate, and maybe release my current project... though...
 QEXPO2010
#110 posted by ijed [190.20.65.203] on 2010/01/31 01:55:16
AFAIK we're pretty much the SP mapping community. If we're not behind it then it'll be crippled.
Let's go. I really want to see this happen again.
 Cry Off
#111 posted by ijed [190.20.65.203] on 2010/01/31 01:59:18
My time is short and I can't search for Quadz of tastyspleen.
Was is needed for this thing?
 Apart From Proper Grammar And Spelling
#112 posted by ijed [190.20.65.203] on 2010/01/31 02:00:37
 Bumping Thread So Sock Plays My Level
#113 posted by metlslime [173.11.92.50] on 2010/04/07 23:49:38
#114 posted by Trinca [85.138.43.32] on 2010/04/07 23:52:09
:) nice tactic
#115 posted by Drew [174.89.235.123] on 2010/04/08 00:25:32
I fucking love this level, but it kind of makes me feel like crap, cause it's so good.
#116 posted by Trinca [85.138.43.32] on 2010/04/08 02:12:28
Drew this is so fucking true :|
One of the reasons I will never map like this, is because I´m not pacient enought to map such a awesome layout and textures placement
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