 Trivia
#1 posted by negke [88.70.229.197] on 2010/12/15 21:53:03
Here are some before/after shots comparing the original areas and the new ones. You may find some of the older ones actually look better - let this be a reminder that sunlight is almost as bad as minlight. I shall never use it again...
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
http://negke.quaddicted.com/images...
ps. Thanks Von.
 Fyi
#2 posted by necros [99.227.131.204] on 2010/12/15 22:02:26
this map is awesome. i give you 37 fiends.
 3rd Pic Is Awesome
#3 posted by nitin [124.168.125.227] on 2010/12/15 23:13:57
 Sunlight
#4 posted by dfsp_spirit [78.51.230.138] on 2010/12/16 01:04:08
Yay, a new Quake map!
On the sunlight: the 'after' screenshots look way better imo.
It's 1 am here and I need to get up early tomorrow so ima play this tomorrow when I have time and can enjoy it. Looking forward to it!
 HOT SHIT
#5 posted by Zwiffle [97.87.57.94] on 2010/12/16 02:42:24
Good map negke, blows what I'm workin on out of the water. -_-;;
Kind of confusing, found 0 secrets, ran out of ammo a couple times, but never died. The final generator thing was tricky to figure out (although it was pretty obvious in retrospect.) Good bit of .prog tricks near the end.
More plz!
#6 posted by Trinca [194.65.24.228] on 2010/12/16 10:18:05
oh my oh my 2º and 3rd shoot are to much for me...(to sexy)
can't wait to get home and play it!
#7 posted by gb [89.27.210.71] on 2010/12/16 11:43:57
negke maps are where it's at atm.
 Had A Play Last Ngiht
#8 posted by RickyT23 [86.139.217.189] on 2010/12/16 11:53:48
TBH I was distracted by all of the hires trimmings in Darkplaces. I was playing with Reforged monster skins, QRP textures with normals, reliefemapping and rtlights ON. <30fps :O
Unfortunately the widely used floor texture and the 64deep metal wall texture have no hi-res versions. Still looked awesome though! :D :D :D
I think I need to run through it in Fitz TBF, or Quakespasm.
I will have a proper look at this later on :)
Shambler-dodging is fun!
 Very Good.
#9 posted by Shambler [86.25.221.11] on 2010/12/16 13:18:10
1. I still hate lava.
2. I'm starting to like Spawns a bit less now. I died once at a Spawn.
Like someone said, I ended up running out of ammo and somehow surviving. I also ran out of health but that was me being a dick. I liked the gameplay a lot overall, varied and interesting. The ending was nicely balanced for a change, yay!! I got 3/6 secrets, I think secrets were awkward in this map because of the varied styles and trims and details so it's hard to know what might be a trigger.
Architecture was good often great although it did show it's disparate origins. Some of the details and designs were proper negke awesomeness, although not always consistent. Good stuff neggers!
 Quad Damage Enpowering My Fist
#10 posted by Berntsen [217.14.11.155] on 2010/12/16 15:04:42
Yay a new Q1SP, and a very good one too!
This map certainly had me on my toes throughout pretty much the entire run. I'd say I stood a good chance of making it through without dying, except I managed to screw up a jump above lava... oh, and the Shambler Surprise at the very end got me. I never ran completely out of ammo, although it was pretty close. All in all, a good, challenging map!
[URL=http://www.quaketastic.com/up... Demo[/URL] for you!
 God Damn It
#11 posted by Berntsen [217.14.11.155] on 2010/12/16 15:07:46
[URL]http://www.quaketastic.com/up...
 Nicely Done.
#12 posted by Shambler [86.25.221.11] on 2010/12/16 15:48:32
Keep at it Bernsten...
#13 posted by Berntsen [217.14.11.155] on 2010/12/16 15:52:12
If you wish!
No really, last time I posted a demo it worked perfectly. One more time: http://www.quaketastic.com/upload/...
If it still doesn't work, it's "mappi2_bern.zip" under the "demos" folder.
Should've been an edit post function...
#14 posted by Spirit [194.95.79.12] on 2010/12/16 16:24:52
There is a preview function and you can see how the tags work on http://celephais.net/board/faq.php
#15 posted by Berntsen [217.14.11.155] on 2010/12/16 16:47:29
Thanks. I feel stupid now, should've thought about checking out the FAQ... or at the very least notice the preview button. Oh well, live and learn I guess!
 Great Map
#16 posted by dfsp_spirit [78.51.231.106] on 2010/12/16 19:40:01
Great architecture and fun gameplay. Some good ideas like the cable thingie. I love the architecture of the small elevator room that leads to the boss room. Many other places were impressive as well, e.g. some of the areas with those spikes.
And it is the first map in quite a while that I'll replay on a harder skill than 'easy'. (It was easy on easy, which is great.)
18:26, 2/6, 76/76 (The secrets I found were SNG and LG.)
Thanks for this release, Negke!
(I could see parts of the map through the lava near silver key but that may be my messed up config.)
 Floating Key Model?
#17 posted by jakub [89.176.218.117] on 2010/12/16 20:46:46
nice a detailed map. got killed by a flying key model with lighting attack near quad... is it o.k. or it's some model mismatch bug?
 GREAT !
#18 posted by Barnak [207.162.105.10] on 2010/12/16 20:50:34
Hey hey ! This is a great map. Another one in my permanent collection. Thanks a lot negke !!
I played the map today in a classroom full of students doing their final physics exam for this semester. I was running Quake without sound, on a MacBook Pro while watching the students, LOL !
Cheers !
 Yo
#19 posted by negke [88.70.50.8] on 2010/12/16 20:52:12
By "ran out of ammo" do you mean you were down to the axe, or just low on shells and refused to use the RL? And on which skill?
Pretty strange, some people run low while other walz through with more ammo than they can use. I assume you all did NOT use the quad RL?
Nicely done, Berntsen (the demo, not the link). Though your mouse sensitivity made me dizzy.
dfsp_spirit: Cool, great to hear that. Did you find the LG the proper way? The lava thing might be because you're playing with r_wateralpha <1 - this map isn't compiled for transparent liquids.
Zwiffle: No more until you've done your part! ;)
 Jakub
#20 posted by negke [88.70.50.8] on 2010/12/16 20:53:07
Duh, play on ID1!
#21 posted by jakub [89.176.218.117] on 2010/12/16 20:54:16
i did. stock q1/id1/maps + darkplaces
#22 posted by negke [88.70.50.8] on 2010/12/16 20:57:01
The wrong models suggest you're running some kind of mod. Check your shortcuts. Start DP and type "gamedir id1", then it should work.
#23 posted by jakub [89.176.218.117] on 2010/12/16 21:04:57
no mod.. i use command line in total commander - darkplaces.exe +map xxxx. it's easier than creating shortcut. i'm one of the old dos people used to command line :-) it's probably some kind of conflict with my pk3 hires stuff.
 Hmmm.,
#24 posted by Shambler [86.25.221.11] on 2010/12/16 21:16:06
Refusing to use Quad RL against Shamblers. Hmmm....
#25 posted by negke [88.70.50.8] on 2010/12/16 21:18:10
RL vs shambler: 11 rockets
Quad RL vs shambler: 3 rockets
Quad RL vs negke's shambler: 2 rockets
RL vs Shambler: rape.
 Can't Get It
#26 posted by RaverX [79.113.95.60] on 2010/12/16 22:57:19
Links are down (screenshot and map), it seems that entire quaddicted.com is down :(
Can anyone upload the map to other location ?
Thanks.
 One Of The Greatest Metal Maps Of All Time
#27 posted by Alex [82.35.160.97] on 2010/12/16 23:23:57
if not ever
 Great Stuff...
#28 posted by generic [67.233.199.106] on 2010/12/17 01:59:08
As always!!!
Someone mentioned the ultimate Quake SP. Well, if Negke isn't involved, it ain't the ultimate ;)
Great architecture and texturing all the way around. Some mindless wandering here and there, but the gameplay was sufficiently fair. I found 5 out of 6 secrets, but I think I am getting better at predicted where you like to put them :) The water bucket, cables, and shooting spike-balls were all nice little touches too.
I can't wait until mappi3!!!
Cheers!
 Oh Yes.
#29 posted by Shambler [86.25.221.11] on 2010/12/17 10:19:22
I knew you modded the Shambler, of course I did.
Low ammo but being perfectly survivable is not a criticism, duh :P
#30 posted by gb [89.27.210.71] on 2010/12/17 10:43:29
negke, about the modded shamblers...
this type of change has to be shoved down the player's throat, basically. They have no way of knowing that otherwise.
Like making the shamblers pink. Or smaller.
Should have noticed that while testing, but I was too busy exploding myself with that RL :-P
 LG
#31 posted by dfsp_spirit [141.2.14.1] on 2010/12/17 11:06:55
> Did you find the LG the proper way?
SPOILER AHEAD! STOP READING NOW UNLESS YOU DON'T MIND!
Hm, what's the proper way? I saw it from the bridge above the exit and got there by jumping onto that large red tube on the left, then to the small ledge, then ramp-jump to it LG. I already had RL and could just have rocket-jumped there but I wanted to see whether it was possible to get there without doing so. I guess that's the proper way?
 Are Lightning-shooting Keys Or Flying Light Globes Not Obvious Enough?
#32 posted by negke [88.70.241.92] on 2010/12/17 11:34:36
Yeah, it's true, players have internalized not to use rockets against shamblers. But I thought the Quad would make them overcome this. After all, negke loves players! (ijed ;)) Either way it should work out, if you use quad rockets, you'll have fun and gibs (unless you blow yourself up), and if you use the other weapons, you'll have less ammo, but more rockets to compensate.
I think this area would have benefitted from some more tweaking on the timing of the monster teleports, or more importantly maybe some hints at where they appear, those rune teleporter exit platforms for example.
SPOILER: Likewise, I realized only after releasing how I could made the water bucket thing a little clearer to the player. It seems many people don't realize it's open on the top, so it should have had slightly angled brims, like this: __/|.
dfsp_spirit: n1, that's what I meant. The unintentional way is rocket jumping. I mean, that would be okay, too, if people can afford the health/armor loss.
And maybe a word on the generator cable. Originally there was a short delay between picking it up and the centerprint, which allowed the player to read the "You get the cable" message at the top of the screen, but when hunting for edicts to cut to get under the limit, I chose to remove that one. I guess I shouldn't have.
 Great Map!
#33 posted by NahkahiiR [87.95.14.43] on 2010/12/17 12:04:52
After long time of not playing quake it's cool to start again with a gem like this! I managed to find all secrets but one kill was missing on nightmare. On berserk mode when touching the gold key I get a null area link error. Demos will come later.
 True
#34 posted by ijed [216.241.20.2] on 2010/12/17 12:53:15
Level design would be a lot better without players to screw up all the cool ideas.
 ^ Heh
#35 posted by negke [88.70.241.92] on 2010/12/17 13:22:04
NahkahiiR: wb. Be sure to also play mappi1 if you haven't. Speedrun plz?
The crash on Berzerk mode is the good ol' sv_touchlinks error. Thanks for brining this to my attention, I didn't test that mode in all engines. Feel free to download the map again for a fixed version.
 BTW...
#36 posted by generic [67.233.165.171] on 2010/12/17 18:03:01
The before and after shots are a great idea. They really make me believe YOU should be working on a Quake remake project of your own ;-)
#37 posted by Trinca [89.154.56.95] on 2010/12/17 20:27:16
another excellent map from a spectacular mapper, this time you managed to unite the brushwork perfectly with the gameplay ... at least in hard works perfect!
the layout is really really good, in my oppinion is the map from you that I like the most!
The gameplay was so dawn fun...
I got my 1st demo... nearly died but survive :)
http://www.quaketastic.com/upload/...
P.s-> will replay for sure some more times!!!
#38 posted by Berzerk mode !? [184.144.166.26] on 2010/12/18 05:44:41
WTF !? I just discovered the Berzerk mode of that map. This is a innovation, AFAIK. Man, this is great. Cheers !
 I Made A "drunk" Try...
#39 posted by JPL [82.234.167.238] on 2010/12/18 13:37:47
... yesterday evening... and after the GL secret, I died... my reflex are not that good when drunk...
I will try it when sober..
But from I "saw", it looks already promising ;)
 Neat
#40 posted by Mandel [80.217.67.37] on 2010/12/18 14:38:08
This is a solid map. I'm just loving what you're doing with the standard progs. Fun gameplay as well. The feeling I got was quite similar to that from mappi and that's a good thing.
Attached is a first play through (2 secrets found, some kills missing because I never took the quad), and something of a speedrun ignoring all the keys.
http://mandelmassa.net/temp/mappi2...
 Better Route
#41 posted by Mandel [80.217.67.37] on 2010/12/18 17:48:32
found a way to skip the shub fight as well. 55 seconds!
http://mandelmassa.net/temp/mappi2...
And hi NahkahiiR!
 NIce
#42 posted by Drew [75.154.91.105] on 2010/12/18 21:26:45
a good way through it, and my computer exploded. So no demo yet.
But soon, I'll do a 2nd run demo and maybe a berzerk run, if my computer will allow it.
From what I've seen this is great, obviously. I don't know if I would consider this map to have a new theme, but it's definitely one of the best examples of the industrial/metal concept, and the fact that it's all done using stock resources is, as always, very very awesome.
Agree with Trinca re gameplay - this is the level that I think, in hard at least, has the best gameplay you've done yet.
Less cerebral. simplified, but not simplistic.
again though - only played 2/3rds or so.
it's been a blast so far - will upload demos at some point.
#43 posted by gb [89.27.209.194] on 2010/12/19 00:16:57
> Less cerebral.
This is true. It pays off.
#44 posted by negke [88.70.229.193] on 2010/12/19 01:11:34
Trinca: Nice.
Please upgrade to DirectQ 1.8.666b. I noticed you switched to the GL when fighting the shamblers despite having the RL (which made it harder to hit them) - not sure if you're aware of this, but rocket and grenade damage is treated the same way for shamblers.
Mandel: Very nice! That second run is pure class. And it looks like there's even potental for shaving off another few seconds.
Drew: In case you're refering to the "runic industrial" thing I mentioned when posting the screenshot - this map doesn't follow that theme. It's only what those two beams made me think of. Glad to hear you enjoyed it, not so glad about the explosion.
 Negke
#45 posted by JPL [82.234.167.238] on 2010/12/19 09:52:53
Yet another pure jewel ! Hats off
Solid map, coherent architecture and layout, awesome texturing and lightning, outstanding gameplay..
As usual a really pure Quake fun moment... and even when lost in the map, it is still a good a moment just looking at the architecture asking myself "how did he do that ?"
No I have to try out the berzek mode :E
We want more !! Go map negke !!!
#46 posted by gb [89.27.209.194] on 2010/12/19 12:31:24
and remember to deliver your episode, too.
 Mandel.
#47 posted by Shambler [86.25.221.11] on 2010/12/21 10:21:18
Very good.
 Mandel
#48 posted by negke [88.70.56.250] on 2010/12/21 10:47:03
What might be worth trying is to slip by the spikes that block off the generator balcony before they close by a grenade-propelled speedjump. They have a speed of 300 (but also dmg 500) - if it worked, it would cut down the time considerably. I tried jumping over them, but they are slightly too high for the player to fit through.
 : )
#49 posted by Trinca [194.65.24.228] on 2010/12/21 11:32:06
negke I didn't know about the new version of directQ... already downloaded thanks!
never played a map so many times in such a small time from other guys then me(mine were beta testing of course)
really loved the map
 Mandel
#50 posted by Mandel [80.217.67.37] on 2010/12/21 19:26:48
Thanks Shambler!
negke: of course, I tried that in the weekend but couldn't do it - I thought it wasn't possible, until today.
You gotta fly high through the arc, then the spikes won't even close. It's doable but it requires precision I don't seem to be able to muster these days. Your head has to almost hit the highest point of the arc for it to work. Oh if only there was a rocket launcher :)
You can go through the spikes as well before they close but it requires a speed of around 800 somethings per something and I don't know if that's possible with a single grenade, and it also requires you to go in the absolute center!
http://mandelmassa.net/temp/mappi2...
 Now...
#51 posted by Shambler [86.25.221.11] on 2010/12/22 11:55:45
...please go do a run of Negke's low-gravity / normal-gravity-with-RLs map from ages ago...
 Splendid Christmas Present
#52 posted by Orl [69.242.50.144] on 2010/12/24 21:26:04
Okay, I know I'm a little late to the party, but I did play this map when it came out, I'm just commenting on it now.
I knew from the start that there was going to be unique and memorable gameplay and monster moments, and thats exactly what happened, pure negke style :)
The lighting and brushwork detail, it doesn't matter in this map. I was having too much fun to notice either of them, so I'll just assume they are both satisfactory.
And of course like any negke map, it has large replayability, as I found myself replaying the map in each difficulty mode, never a dull moment in any of them.
My first run demo on hard difficulty, I died towards the end because I slipped and fell in the lava lake, that was totally my fault.
http://qrf.mine.nu/~orl/misc/orl_m...
Great stuff Negke, but then again thats to be expected from you :)
 Woot!
#53 posted by Vondur [91.76.94.231] on 2010/12/25 20:16:49
One of the best levels i ever played!
Nice oldskool metal theme. Original gameplay. I met shubby once again!
Awesome job, Negke!
Here's my clumsy first run demo: http://vondur.net/files/vonmappi.7...
I died shortly before meeting shubby due to lack of health ;)
 Thanks Everybody For Playing And Demos
#54 posted by negke [88.70.70.11] on 2010/12/27 20:39:59
Vondur: It seems you uploaded the wrong demo.
 Hmm
#55 posted by Vondur [195.218.191.171] on 2010/12/28 08:56:03
ok i'll check when at home
 Awesome Map.
#56 posted by Bloodshot [71.190.157.14] on 2010/12/30 00:40:25
Just ran through it on hard, a very classic quake feel. I love what you did with the generator, and shub. It's amazing what you can do with only a level. I feel like the ending in this level was better then the ending to quake, heh. Overall a very nice map, I have been wanting to make a runic map for quite some time now, but waiting until i finish my base map first. This level gave me some inspiration.
All and all, awesome map, really enjoyed it.
 100% Demos
#57 posted by negke [88.70.57.161] on 2011/01/04 12:55:40
http://negke.quaddicted.com/files/...
As usual some demos to see where the secrets are. Regular mode on hard, berzerk mode on normal (I tried to finish it on skill 2 but died too many times to make it worth watching - there should have been an additional Quad on the bridge...). What's nice about the berzerker mode is that it offers a number of possible routes, especially when knowing the secrets. I don't seem to have found the optimal route for skill 2, yet.
 Lovely
#58 posted by nitin [220.235.43.69] on 2011/02/19 09:23:30
very quakey, good tricks and nice gameplay. visuals are quite clean and impressive too.
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