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|Additional Links:||Func_Msgboard •|
|BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:|
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FourFeatherLarge mixed theme map set in a partly technological, party runic and partly medieval complex. Features plenty of new custom content, including a large variety of new monsters.
Note: This map requires an engine port with increased limits and skybox support.
Tags: monsters, mixtex, castle, skybox
Editor's Rating: no rating (yet)
3.7/5 with 33 ratings
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Very good. I love this map. Thank you very much.
Great fun...funny new monsters...More...
Very, very weird, due to both the theme and the new monsters. It came of as pretty goofy overall, highly unusual for a Quake mod. I read through the func_msgboard thread and Madfox said it was meant to be a "test garden" for the monsters, which makes sense; there isn't really a lot of combat with numbers of monsters, generally just 1v1 and another will spawn after the previous one is defeated (at least on Normal). I appreciated this as it allowed me to learn the new monsters' behavior, although I felt the level could have ratcheted up the numbers later on.
The detail is very impressive, especially the arches show off in the screenshot. Other times I wasn't sure I liked the mashup texture theme, it worked better in some places than others.
2/5 secrets, I'll have to go back and replay to find the rest as I feel there is more to it that I saw. (I missed, for example, whatever was behind the locked door near the top of the castle; maybe that has to do with the secrets?)
What a strange experience! There's some nice architecture here (though some rooms feel a little cramped and arbitrary) and the vertical progression is satisfying. But, of the new monsters, I'm not sure a single one really adds anything. The original Quake bestiary is amazingly well balanced, like the selection of chess pieces. You mess with this at your peril!
I finished with 103 of 104 kills on Hard -- where is the one stray? Oh, I bet it's the friendly zombie! Only three of five secrets, though. I assume on of them is the teleporter in the buttress that holds up the bridge the the exit, but I couldn't find a way to fall into it.
Yep, it was the friendly zombie!
I wavered over whether to give this map three stars or four. It certainly merits four for ambition; but I think the new monsters break immersion so in the end I went with a slightly harsh three.
Oh, one more thing I should have mentioned: this level has a great new skybox, with distant humanoid mountains. Lovely and eerie.
Very well designed architecture and solid gameplay. Some of the new enemies were just dumb and redundant, like Bender, which I'm still scratching my head over. Others were nice additions however, specifically the shield ogre which I though was a pleasant challenge to fight at points. Best part of the map by far was the ogre fishing in the river. The pros of the map outweigh the cons, and I had a fun time. 4/5
Good map, i love the setting in this. The canyon looks great, though the brushwork could be more defined. I found several misaligned faces, z-fighting doors and the overall build quality seems to suffer from being too narrow.
I know better from Madfox.
The new enemies, as stated above, don't add much to the gameplay, feels more like a testbed for some weird models, and let's be honest here, some of those new models are weird. Bender WTF?
The fishing ogre not reacting to being shot is a no go in my book, but that's a weird book anyway.
Nevertheless, it was fun to play in a weird way, i even managed to skip parts of it, only to revisit them later. 7/10 for nonlinearity.
Not the best Madfox map, but def the strangest imo.
And the skybox did add to it, what is he thinking when he does this stuff?
3,5/5 makes it a 4/5.
Shine on you crazy Diamond.
I didn't like the more comical enemies, perhaps they might be more fitting for a different looking setting. I loved the tentacled creature though, one of the best quake enemies iv seen in a while and had nice lovecraftian feel! would love to see that enemy used in quake levels more for sure, especially void levels and the like to get that true lovecraft feel.
Fairly well balanced level but too many 1 on 1 fights that didnt really bring anything and a bit too many cramped corridor fighting that just require some peek & shoot. Still impressive the amount of new creatures and models you brought here. Is the waterfall by the wheel new too? That was a great water ripple effect! Loved the lovecraftian "black young" tentacle monster at the end. Could totally see that in quake levels. Most of the others dont really fit ( except the walking eye could totally be in Shrak, hehe) but whatever, it's fun for a change. Some interesting gameplay ideas with the shield ogre deflecting nails and grenades, that could be very very cool if placed strategically with other ennemies. His charge attack animation could be better ( also can he turn berserk? One of them turned purple i dont know why).
Love the fishing ogre though like previously said make him hittable if necessary. Would love to see more "neutral" monsters like that though, that could really make the quake world richer.
Really loved all the new enemies... Ah, kicking Bender shiny ass, running after Orb, like in Quake 3... And not to forget fishing ogre :)
Great map !
FourFeather on The Quake Grave
I have to echo most everyone's sentiments here that this is indeed a unique and weird little gem of a map. While some of the custom models are a bit of a strange fit for the theme, the beginning area with the quad shape is kind of odd and using the stairs is jarring (see video), there is a lot to like here.
There are a lot of little details through the map that make it worth checking out. The fishing ogre, the custom ogre models, the awesome brushwork with the castle and all around, the assembly line room, the constant surprises around every corner... there really was a lot to enjoy here!
I have to congratulate Madfox on this one because I appreciate all the time he took to add all of these things throughout the map. Nice work!
Hey ArrCee.., kind of surprised to see your video of "FourFeather"! The way you commend the parts and bits while exploring the map.
I'm mapping for a while now and this one was an idea from a toppic "inspirations and Reference". Someone had posted two picures and gave the oppertunity to make them a Quake map. This resulted in this map while I tried to make them fit together. Part of the fun of mapping I got when hussling with models. Reason why there are rather strange creatures like Elden Ogre and Serpent, which are the originals from the first pre-releases of Quake, and Orb which I subscribe as a betrayer of the info camera. Bender is an idea I had when looking for a good robot. The round model is Metrapolis, an Arcade monster from a tetris game.
Other maps I made didn't had the amount of time in making them, but that is just for the way possibilities have grown, better editors and compilers, and the finc_msg board for asking people's know how.
I think you're doing good commenting the maps, it's a fun way to see them being explored and specialize them them in the way they are being discovered. Sometimes it shows the way of doing them on a way that isn't even clear to the map maker which way the path follows. I'm not a rocketjumper, but I see it can work out well.
Here is the reference of the map: [url]http://home.kpn.nl/lo2kf8/quake/ffeather.jpg[/url]
Oh nice! The final map looks a lot like the references. Thanks for all the information on the the enemies too.
I try to be honest and fair when playing any map on The Quake Grave, and I really did like a lot of what you had going on here! The fishing ogre really put me over and seeing Orb again was a treat!
I love this map. It has great architecture, good secrets, and a fantastic surreal atmosphere. It also has a bunch of entertaining novelties, like the fishing ogre, the painting of cthulhu, and the waterfall and waterwheel.
The new enemies were the only thing I didn't like: the modified ogres and the manta ray were nice, but the robots didn't fit in with everything else.
Many parts of the map remind me of Unreal. It's different enough from Quake that design elements from one game usually don't go well with the other, but you pulled it off.
Best map in 2015!
Very eclectic map, but beautiful and unusual
I'm not sure what I even played, but it was.. An experience.
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Ridiculous, in a good way. I recommend playing this with a software renderer or "software imitator" to really marinate in that 1990s-kitchen-sink-modding vibe.
Note in case anyone else get stuck in the way I did: if the enemy at the top of the castle immediately backflips out into the moat below, you gotta go follow them because they are a kill trigger for an important door.
A lot of new stuff, great ambition, but not all of it works. Janky in parts, like getting caught on random ledges and railings. Progression is not always clear and sometimes confusing. The brushwork and detail are great. Like someone else said, very difficult to decide between a 3 and a 4.
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