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Author: | Aesopolis |
Title: | Power Structure v1.1 |
Download: | aesop_power1.1.zip (7b259071e4e33feddb066171921b354f) |
Filesize: | 55144 Kilobytes |
Release date: | 23.10.2022 |
Homepage: | |
Additional Links: | Slipseer page • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() | |
Dependencies: | alkaline1.1 • |
Files in the ZIP archive
File | Size | Date |
---|---|---|
aesop_power1.1.txt | 7 KB | 23.10.2022 |
gfx/env/sky_day4bk.tga | 4097 KB | 12.05.2022 |
gfx/env/sky_day4ft.tga | 4097 KB | 12.05.2022 |
gfx/env/sky_day4lf.tga | 4097 KB | 12.05.2022 |
gfx/env/sky_day4rt.tga | 4097 KB | 12.05.2022 |
gfx/env/sky_day4up.tga | 4097 KB | 12.05.2022 |
maps/aesop_power.bsp | 86302 KB | 23.10.2022 |
maps/aesop_power.lit | 16678 KB | 23.10.2022 |
music/track33.mp3 | 11048 KB | 20.05.2022 |
aesop_power1.1.zip
Power Structure v1.1
Large sci-fi base map with Makkon textures, made for Alkaline v1.1+ (NOT included). Custom music is "Flow" by Anna Centauri. This is version 1.1 which adds more details, bug fixes, and encounters."I started this level a month into learning how to map, and spent the next 8 months tweaking and improving it as I learned the ropes. This means that it might have some nice ideas, but it's poorly optimized for slower systems and has a few design issues. But overall, I feel pretty good about the end result.
For the design, I based it on the Dark Souls 2 DLC Crown of the Sunken King, but sci-fi instead of fantasy. If I follow through on the original plan, this will be level 2 of a 5-level episode. That may or may not happen. If people like this enough, I'll at least make a second map for the temple itself."
Note: probably requires a modern engine / source port with increased limits.
Tags: large, industrial, tech, base, makkon, music, darksouls, alk, alkaline, limits
Editor's Rating: no rating (yet)
User Rating:
4.4/5 with 28 ratings
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This was really good. Longer than I typically like but that's just personal preference.
Everything flowed really nicely, a lot of good shortcuts, the level looping back around on itself, etc. Only issue was some hard to see buttons that blended in too well with computer consoles around them. Found plenty of things that seemed like secrets but they didn't count as secrets. Of the actual 6, I didn't find a single one. Also missed something like 15 monsters, I imagine they were in secret areas I didn't get to.
Played in Quakespasm, and there was some definite choppiness in the fraterate lol. That and some z-fighting textures were the only real flaws, otherwise well done.
Hm. I'm not sure this quite qualifies as a 'first map' - another map was released in the Speedmapping series. (Munble, mumble, grumble...)
But, if this is a learning map, the author has certainly learned how to debug properly! ;) This is a very good map, i am impressed with the architecture, the general quality of the mapping - and all the fun and new ideas that show up everywhere!
I really like this. Thanks for the efforts, and thanks for sharing!
Really cool! I liked the use of colors, and fighting through windows. For criticism, some fights made it a little too easy to kite enemies one at a time through a door, and I had trouble getting rid of vore balls in one fight.
Fantastic map with wonderful setups to explode and shoot enemies at you leisure. Just brilliant. And that music, that music ...
Wow, man. For a sophomore effort this is something else. Love the yellow-metal aesthetic, especially with this custom music (kind of Deus-Ex-y). I liked the way you set up the route through the map -- good alternation of some minor path choices with bottlenecks, and good use of looking ahead / looking back. Fun secrets and combat setpieces too! Good use of breakables just for "flavor" and for spicing up some combat situations (breakable windows); I'm glad you didn't stick any pickups inside breakables to trigger my break-every-barrel OCD. :)
Some of the finickier brushwork got in the way a bit during the more hectic fights, and there's a couple of technical issues. E.g. I think the only way I found to get to the gold key was an elevator I had to go DOWN but the elevator was determined to go UP; also the ladder up to the SNG lieutenant was very finicky (only seemed to work if I looked straight ahead or slightly down). Other than that though, very solidly put together.
Really just a lot of fun from beginning to end, and the texturing/lighting and custom music puts it over the top. It would be nice if the ending had a bit more to it, but if you follow it up with more maps then all would be forgiven there too!
Great effort. Everything came together perfectly in my opinion. I'll be keeping an eye out for future maps from this author.
I enjoyed this a lot, especially the sense of progression. Somehow most of the rooms lacked textural detail, though — perhaps due to Alkaline textures, but plenty of other Alkaline maps don't have this problem. The setting, in a half-ruined lava base, is enjoyably atmospheric, although it does yet again leave me wondering why bad guys always think lava lakes will be good places to build bases.
The one big letdown was the ending: very sudden and anticlimactic, in part because 26 of the 210 monsters never appeared. Maybe they're hiding in a secret, but I found four of the six, so maybe not.
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Did you read the file's readme?