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Author: | Jénilson Martins Da Silva |
Title: | Interdimensional Castle |
Download: | idcsp1.6.zip (72116e712bacaa2599b9199f057cf3aa) |
Filesize: | 3627 Kilobytes |
Release date: | 19.10.2022 |
Homepage: | https://twitter.com/Jey_Martian |
Additional Links: | Slipseer page • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
idcsp1.6/gfx/env/ares_bk.tga | 471 KB | 26.06.2002 |
idcsp1.6/gfx/env/ares_dn.tga | 746 KB | 26.06.2002 |
idcsp1.6/gfx/env/ares_ft.tga | 479 KB | 26.06.2002 |
idcsp1.6/gfx/env/ares_lf.tga | 492 KB | 26.06.2002 |
idcsp1.6/gfx/env/ares_rt.tga | 487 KB | 26.06.2002 |
idcsp1.6/gfx/env/ares_up.tga | 104 KB | 26.06.2002 |
idcsp1.6/gfx/env/predator_bk.tga | 215 KB | 15.07.2004 |
idcsp1.6/gfx/env/predator_dn.tga | 89 KB | 15.07.2004 |
idcsp1.6/gfx/env/predator_ft.tga | 233 KB | 15.07.2004 |
idcsp1.6/gfx/env/predator_lf.tga | 287 KB | 15.07.2004 |
idcsp1.6/gfx/env/predator_rt.tga | 287 KB | 15.07.2004 |
idcsp1.6/gfx/env/predator_up.tga | 453 KB | 15.07.2004 |
idcsp1.6/icdsp1.txt | 3 KB | 19.10.2022 |
idcsp1.6/idcsp1.map | 1838 KB | 19.10.2022 |
idcsp1.6/maps/idcsp1.bsp | 4071 KB | 19.10.2022 |
idcsp1.6.zip
Interdimensional Castle
Small medieval blue castle level made for vanilla Quake. The author's first release. Difficulty settings are not implemented. Map source is included."This a single player map I made as a student project for school set in a medieval era gothic castle, inspired by Quake. It's a small sized map that lasts ~4-6 minutes where Ranger is up against a dimension-shambler who is transporting enemies into our world, gathering an army. With the bridge broken, the only way into the castle is through the caves, into the dungeon with horrors awaiting you..."
Tags: small, medieval, vanilla, castlevania, gothic, source, debut
Editor's Rating: no rating (yet)
User Rating:
2.5/5 with 15 ratings
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Clearly a 'first map' and the author needs to spend more time learning the editor, lighting etc.
But it is also clear that this mapper shows promise. Tracing the map from start, it is clear that a lot of things have been learned 'on the road'. And there is certainly nothing wrong with the imagination and creativity of the author.
I have ranked the map a bit better than it really deserves - due to the artistic/creative values. And, Jénilson, i expect you to keep up the creativity and improve on the craftmanship in the next map! Now, don't disappoint me! ;)
Thanks for your effort, and thanks for sharing!
I really have nothing to add that The_Pirate didn't already say, but I do want to affirm that the author shows promise and with some work, will be turning out some great work in the future.
Thank you for taking the time to share with us!
It needs a lot of work on all the presentation aspects, BUT it's clearly playable -- with a distinct set of areas and an actual progression rather than just "monsters in a box" -- and it has some fun ideas and mechanisms along the way.
I feel like there's a lot of very specific bits of feedback that players can come up with by going through this map, like:
Etc., but really at this point the best thing to do would just be make another map! Once you have your next map in a playable state, try to rope in some playtesters to give it a look.
It's true, this absolutely screams First Map in so many ways. But Johnny Law is right that the path forward is not going back and fixing the problems with map (blocky architecture, bland lighting, unrealistic layout, unchallenging combat) but in going onward to the next map, with the lessons learned from this one!
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Did you read the file's readme?