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Screenshot of abandon
Author:MadFox
Title:Abandon
Download:abandon.zip (6354dad49756727f3a1091e65e1d8d94)
Filesize:26354 Kilobytes
Release date:11.01.2007
Homepage:http://members.home.nl/gimli/gimli20.htm
Additional Links:
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔



Walkthrough demos:
DownloadSkillLengthPlayerProtocolDate
completeNormalMadfox6662020-12-24
startNormalMadfox6662020-12-24
r2b8 mixomaze demo
completeNormalMadfox6662021-08-12
showing goldkey digitalis r3b4

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
PROGS.DAT406 KB05.09.2005
PAK0.PAK62522 KB11.01.2007
ABAND0N.JPG99 KB07.09.2004
PROGS.QC1 KB05.09.2005
Abandon.txt8 KB11.01.2007

abandon.zip

Abandon

An interesting map pack made of 25 levels.

"If you want straight Quake1 levels, don't try this. Levels are quite irrational, with no common sense way out, arised more by intuition than logical interpretation,and never intended to publish as an official pack."


Tags: episode, weird, abstract, huge, monsters, exploration

Editor's Rating: Average
User Rating:
3.4/5 with 23 ratings
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danshalam 16 April 2009, 10:58
Not for lazybones @ straight fighters...
Great anticrisis addon !Will not regret.
madfox 22 July 2009, 6:58
Your comment apreciated!
D3L0R 17 February 2011, 5:56
Hi Madfox, I'm a mapper too
..I'm going to play your maps very soon cause I think we have somethin in common..
we put fantasy,creativity before barren tiresome academic skills;
So your maps are among the ones I want to try most
Cocerello Registered 11 April 2013, 1:01

This expansion pack is long as hell, fun but long. All the maps are big, but their layout make that you need almost one hour to complete each. You need to remember the position of each closed door and make a mental map inside your head if you don't want to make the map last forever. If this pack had necros' mod ''ne_dynamic'' this would be hilarious and hard. I want to see that.

Brushwork wise, this pack is barely average , but the layout and interconnectivity is good, i liked that a lot too.

Worth mentioning are r2b1, r2b2 (the screenshot one), and r2b9, for their better architecture but not that good layout, while highlighting the cave part of r2b1 that make you remember of ''arwop'', that looks very beautiful, the intro map, a vast idea i would like to see a lot, and the originality of the end map.

A tip for those that want to try this pack: in r3b4 and r3b5 you need to find a hidden room to complete the level. Check the walls in the areas around the last monster you killed.

mfx Registered 30 April 2013, 3:18

Hmm, i dont know what to say, playing them for the second time in 5 yrs. Not that bad, but i´m exhausted after the 4th one, and it doesnt get any better. Still an outstanding piece of work, which was put together here. Madfox keep goin!

Madfox Registered 26 June 2013, 5:08

I must admit that this pak was more a collection of idea's I was working on. Some maps are poor, others were average. They were made with Thread, a comnmercial program I was rather keen on. I think I had not made enough attention of how to make the player explore more easily to the level. Lots of comments were made without showing a good direction. That made the levels hard to experience, reason why I added a mapname txt. Also the absence of demo's made it bastion.

I was making a remake of it, but all brushes are really out of grid. It's a wonder it compiled that days, before the release of QMap.

LeopolD Guest 13 October 2013, 9:50

Playing it right now, really enjoy it. Maybe because it is not as linear/planned-through as other big maps. It gives a different feel of exploration then all other maps I played so far. And I like the q3-orb and those reptiles:)

dBAudio Registered 25 January 2014, 1:17

the maps are great works. but just when i think i'm making progress, i'm dazed & confused. for me, these would be AMAZING if they were more linear.

NightFright Registered 2 March 2014, 22:58

I just played the first map, and when I still did not have even the slightest clue about where the exit could possibly be after 40 minutes, I decided to call it a day. It's admirable that the author managed to put together so many maps - but in the end, I don't see the design concept behind it. After having played SP jewels like Nehahra or Travail, this is simply no competition. Everything feels too random in its execution - but after all, that's what was stated in the description already. If you just want Quake levels to play through in general, this might be what you are looking for. Something for the toughest and most patient players out there only, I guess.

Aspokala Registered 10 October 2016, 19:42

I've been planning to make a speedrun of this pack. After playing it a lot I can still find completely new routes and new items to aid me on the journey. Talk about how non-linear this quakepiece is. Even finding an exit is a challenge and on many maps it's still unknown to me how to complete them the intended way. God bless trick jumping.

dBAudio Registered 14 November 2016, 2:33

so, i finally played this vast expanse of Madfox's mapping. each one was an endurance challenge, averaging about 25 minutes (excluding saves & loads) each. i really struggled to find my way in my first attempt years ago, but this time around, i felt i did great. these maps are much more linear than i remember and i was pleased with my ability to figure them all out. i did spend a few times wandering about for sometime, but the onscreen messages usually referred to a place i remembered, recognized or walked passed moments previously. some really nifty ideas in many of these maps, my faviorite being Flying Dutchman, where at one point, two ships are floating past each other in the starry sky. originally, i didn't find the rune & was still able to exit. that bummed me out, but i went back for it. **SPOILER: the rune is atop one of the passing ships. another idea i recall was the circular wind tunnel on one map, and i also liked the use of SV_gravity in the end map. i was REALLY glad to find the secret rooms that i needed to complete a couple maps, especially the one with the gold key at the bottom of a shaft. i'd like to see some of Aspokala's speed running. i 'found' some shortcuts in my playthrough but i chose to play as originally intended. overall, i found this quite enjoyable, even when i had to take a break after a map or two.

Guest Registered 30 September 2018, 17:24

Absolutely mammoth level pack (every single map, starting one excluded, contains 120-170 monsters in it on skill 2/3 - and there are, starting map excluded, 26 maps total). Very crude looking (think 1996 userlevels) and sparsely detailed, quite drawn out and containing quite a bit of filler. But, at the same time, extremely - and consistently - imaginative all the way throughout (especially in all of its "starry" maps). Combat is balanced for keyboard controls, so with freelook it tends to be on an easy side.

The correct order of episodes (it is not evident) is "Wanderer" -> "Faith" -> "Quest" -> "Illusion" -> end.

Some limit-expanded version of WinQuake highly advised. Doesn't really look right without palette lighting, while producing copious packet overflows on vanilla WinQuake.

Definitely one of its kind sort of a thing, genuinely satisfying when taken strictly on its own terms and approached with a fair bit of patience.

8/10.

Vasya shkolnik Guest 5 April 2020, 21:57

A wild map pack which ignores all canons. Places with really beautiful architecture are connected by ugly parallel-perpendicular corridors. I went through the first 5 levels, and I already had to use the "noclip" to search for the secret passage. And I really want to go further!

Vasya shkolnik Guest 11 April 2020, 13:59

WARNING!!! Loading game changes your skill from 3 to 2. PS How avoid it?

Vasya shkolnik Guest 12 April 2020, 12:09

R1B1 has bug - if u fall down from lighthouse without silver key, u can not return back or pass forward.

Vasya shkolnik Guest 12 April 2020, 17:06

*sorry, previous message was about R3B1. How open R2B9?

Madfox Registered 12 April 2020, 23:13

If you drop down from the lighthouse the side door back into it should be opened. I reloaded the game on hard skill after save with no change in skill settings. I should recommand the usual setting like "quake -game abandon +map r2b9" although playing on challenge is more exciting.

Alex 21 December 2020, 7:24

Hi. The start map sends me straight to R2B4, Quark's Waist. Is this normal? Shouldn't it send me to RXB1, where X ∈ {1,2,3}?


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Madfox 24 December 2020, 20:48

@_Vasya : I uploaded a demo of r2b8 to the site. It is called "complete"or "start" , as the menu gave me no choise. est way to get through is find the gold key, and then return to the largest part of the level, the waterpart. One of the two sideways holds the slipgate.

@_Alex: The start map has four entrances in each corner of the church hall. your own discision which to take first.


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Alex 25 December 2020, 12:27

Oh, what confuses me is that there are only R1, R2, and R3 maps, but 4 episodes. I'd think there'd be a set of R4 maps for the 4ᵗʰ episode.


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Madfox 25 December 2020, 13:50

The readme has a closer explain of the maps. If you have four corners of a church hall it holds four start maps.


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Ninja Registered 27 June 2021, 19:27

For me a complete waste of time,you can spend hrs on 1 level and still have no info where the bloody exit is.Put it this way, if even using no clip + god mode on, on nearly all levels, you still cant find the exit level, so what bllody chance without using them lol

Jamie Ramone Guest 12 August 2021, 2:32

Hey, I'm curious. Is this meant to run with some specific engine? I'm running it on the original quake engine for DOS and the gold key doesn't seem to exist in Digitalis. That level can only be passed with a noclip :-/

Madfox Registered 12 August 2021, 16:53

Sorry "ninja", if you want straight Quake levels don't try this. I added the levelnames for your concern in the readme. Thanks for your point.

@_Jamie Ramone : I was totally forgotten how the gold key was captured. It took me an hour to investigate. Then I found the reason. It was hidden in a crazy yellow wall. At the time I made the pak I was so used to it I forgot the player's intention. Sorry for making it so hard. See the demo file : showing digitalis goldkey r3b4.dem.

Alex Ros Registered 6 February 2022, 21:42

Very strange map pack. In general it's vanilla quality. But only visually! Gameplay is extremely diversive - and I can't say in a good way. Some maps plays smooth, some are plain confusing, some even annoying, and some are pure ingenious little gems! Very mixed feelings. I wish it could have been "cleaned up" from not so good maps and in general condensed into "proper" 8-10 maps episode for 1 hour approx. 4 out of 5, no less, but no more

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