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Screenshot of qbb1-revised
Author:Artistical, Burnham, Cocerello, Greenwood, ish, Markie Music, Nolcoz, PalmliX, PoolboyQ, quasiotter, Rhoq, Shamblernaut, Strangework, Voidforce, zigi
Title:Quake Builder Community Blockout Project #1
Download:qbb1-revised.zip (bb0628e8389c3781a8398d629f0b6021)
Filesize:51676 Kilobytes
Release date:13.05.2020
Homepage:
Additional Links: Func_Msgboard
Type:Partial conversion
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✘ • Custom Models/Sounds: ✘

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
gfx/env/interstellar_bk.tga3073 KB28.08.2005
gfx/env/interstellar_dn.tga3073 KB28.08.2005
gfx/env/interstellar_ft.tga3073 KB28.08.2005
gfx/env/interstellar_lf.tga3073 KB28.08.2005
gfx/env/interstellar_rt.tga3073 KB28.08.2005
gfx/env/interstellar_up.tga3073 KB28.08.2005
gfx/env/jajsundown1_bk.tga769 KB08.11.2003
gfx/env/jajsundown1_dn.tga769 KB08.11.2003
gfx/env/jajsundown1_ft.tga769 KB08.11.2003
gfx/env/jajsundown1_lf.tga769 KB08.11.2003
gfx/env/jajsundown1_rt.tga769 KB08.11.2003
gfx/env/jajsundown1_up.tga769 KB08.11.2003
gfx/env/vrkorabk.tga4097 KB28.02.2020
gfx/env/vrkoradn.tga4097 KB28.02.2020
gfx/env/vrkoraft.tga4097 KB28.02.2020
gfx/env/vrkoralf.tga4097 KB28.02.2020
gfx/env/vrkorart.tga4097 KB28.02.2020
gfx/env/vrkoraup.tga4097 KB28.02.2020
maps/qbb1_artistical.bsp33034 KB12.05.2020
maps/qbb1_artistical.lit4343 KB12.05.2020
maps/qbb1_burnham.bsp1656 KB08.05.2020
maps/qbb1_burnham.lit536 KB08.05.2020
maps/qbb1_coce.bsp781 KB11.05.2020
maps/qbb1_greenwood.bsp3785 KB12.05.2020
maps/qbb1_greenwood.lit887 KB12.05.2020
maps/qbb1_ish.bsp4268 KB10.05.2020
maps/qbb1_ish.lit875 KB10.05.2020
maps/qbb1_nolcoz.bsp1569 KB10.05.2020
maps/qbb1_nolcoz.lit432 KB10.05.2020
maps/qbb1_palmlix.bsp4757 KB12.05.2020
maps/qbb1_palmlix.lit2802 KB12.05.2020
maps/qbb1_poolboyq.bsp5789 KB12.05.2020
maps/qbb1_poolboyq.lit1454 KB12.05.2020
maps/qbb1_quasiotter.bsp425 KB12.05.2020
maps/qbb1_rhoq.bsp1402 KB12.05.2020
maps/qbb1_rhoq.lit539 KB12.05.2020
maps/qbb1_snaut.bsp1813 KB11.05.2020
maps/qbb1_snaut.lit468 KB11.05.2020
maps/qbb1_strwrk.bsp1872 KB12.05.2020
maps/qbb1_void_demo.bsp5885 KB12.05.2020
maps/qbb1_void_demo.lit1680 KB12.05.2020
maps/qbb1_zigi.bsp2159 KB12.05.2020
maps/qbb1_zigi.lit620 KB12.05.2020
music/track53.ogg8089 KB11.05.2020
music/track91.ogg3586 KB11.05.2020
qbb1poster.png3456 KB12.05.2020
qbb1readme.txt2 KB13.05.2020
readmes/qbb1_artistical.txt2 KB12.05.2020
readmes/qbb1_burnham_readme.txt3 KB12.05.2020
readmes/qbb1_cocerello.txt3 KB12.05.2020
readmes/qbb1_greenwood.txt2 KB12.05.2020
readmes/qbb1_ish.txt3 KB12.05.2020
readmes/qbb1_poolboyQ_readme.txt2 KB12.05.2020
readmes/qbb1_quasiotter readme.txt3 KB12.05.2020
readmes/qbb1_snaut_readme.txt4 KB12.05.2020
readmes/qbb1_void_readme.txt2 KB12.05.2020
readmes/qbb1_zigi.txt2 KB12.05.2020
src/blockout/blockoutreadme.txt1 KB12.05.2020
src/blockout/prototype.txt2 KB22.10.2019
src/blockout/prototype_1_2.wad978 KB02.06.2019
src/blockout/qbb1.map328 KB12.05.2020
src/blockout/readmetemplate.txt1 KB12.05.2020
src/qbb1_burnham.map656 KB08.05.2020
src/qbb1_ish.map1070 KB10.05.2020
src/qbb1_poolboyq.map2360 KB12.05.2020
src/qbb1_quasiotter.map333 KB12.05.2020
src/qbblock1_nolcoz.map1222 KB10.05.2020
src/qbblock_coce.map192 KB11.05.2020

qbb1-revised.zip

Quake Builder Community Blockout Project #1

Community mapping project with the goal of creating a full level based on a simple layout provided by Markie Music. The resulting pack features 14 small to medium-sized levels of varying themes. It comes with three custom skyboxes and two music tracks. The map sources are included.

Note: Some of these maps require a source port with increased limits + BSP2 support.


Tags: small, medium, blockout, textures, bricks, doom, skybox, music, sources, limits, bsp2

Editor's Rating: no rating (yet)
User Rating:
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AAS Registered 3 June 2020, 20:23

Few maps are great, other are not even "meh" :/

Solomoriah Registered 5 June 2020, 22:27

Hmm. Got stuck in the room in Palmlix' map where the door closes before you can get to it. Can't figure out how to get out... must be slow or something.

Vasya shkolnik Guest 16 June 2020, 23:06

Strange door on Palmlix' map, I tried to put a lot of stucked zombies to it, but is does not work, becouse door continue closing and door can squish player. May be door must be auto-open if somebody is between doors?

Cocerello Registered 17 June 2020, 13:20

Palmlix simply forgot to set up the door's closing time and did not test the map. Right now is at default's time. I also tried to do the same as Vasya and use the zombies, or rely on bunny hopping, before i noticed it was at the default wait.

About the pack, it is interesting in seeing how each person took the theme, with some changing the layout while keeping the size, scale and shape of the rooms, others did the opposite, and a third group changed nothing but the brushwork detail. There is some maps who put a novel design there for the gameplay.

On the other side, there is a group of maps who put too much focus on eyecandy and lack severely on gameplay and others where it is directly impossible to finish them, with some where it is clear that they weren't tested even once. In my map it was more like the opposite so i did not add any eyecandy and the looks are only there to enhance gameplay, hence the unfinished tag.

PalmliX Registered 31 July 2020, 18:23

I have to confess something with the door issue on my map, it wasn't a case of forgetting to set the closing time and not testing, it's actually worse than that in a way because it was actually MY IDEA to have the door close too fast.

The idea was that the player would have to bunnyhop/strafejump to get out of the room in time before the door closes. IF they are successful in reaching the right speed to leave the room before the door closes, it actually triggers a couple shamblers to spawn in and blocks their escape until they win the battle.

The major mistake I made was assuming that most/all Quake players would be able to bunnyhop out of the room quickly enough to trigger that encounter and get out. It's a mistake I'll never make again, my apologies to all rightfully frustrated players.

MikeTaylor 19 January 2021, 17:33

The Successor (qbb1_artistical) is a terrible waste of some lovely architecture. To wander aimlessly all through that only to fall into an arena horde battle just seems like a misapplication of all those mapping skills. I thought — and hoped — it would be like True Love Waits from (I think) Zerstorer, where you walk through an empty area, then have to fight your way back to the start after you reach the end.

I hope the bones of this map are destined for greater things.


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MikeTaylor 20 January 2021, 11:57

DeMarkated (qbb1_burnham) has a more satisfying progression, but also ends in a no-escape arena fight, albeit a more realistic one. More enjoyable ... Though the "strange door" secret at the end is particularly unrewarding :-)


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MikeTaylor 20 January 2021, 16:15

Really enjoyed Dangerous Curves (qbb1greenwood) — and it's particularly fascinating playing it directly after _The Successor and DeMarkated, since it's so obviously the same basic layout. This time, everything works right: combat balance, ammo allocation (at least until it gets a bit over-generous at the end), sense of discovery, and sheer quadded chaos. The Chthon was fun, too.


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MikeTaylor 20 January 2021, 16:18

But Blended Blender (qbb1_coce) was a bit much for me. At first I enjoyed the novelty of the fog, and the challenge of picking off half-seen enemies, luring them to areas where I had a bit more room for manoeuvre. But after a while, I found the continual invisible assaults, combined with the chronic lack of ammo, just stopped being much fun. Promising, but not quite there.


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Cocerello 20 January 2021, 21:25

MikeTaylor I would need to see a demo to know what happened, but the map has several ammo boxes more than needed even if you try to kill them all, not counting secrets. In fact the people who provided demos finished it without taking some.

Tried it again just in case and finished with 170 nails, 2 rockets and 86 cells, and no infighting. I did not kill the shamblers but the exit usually opens before they even appear. The only place i was a bit low in ammo was before getting the NG/SNG.


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MikeTaylor 21 January 2021, 13:06

Oh, Cocerello is Coce! I guess that was obvious in retrospect.

I did go back and try it again, and finished legitimately, with I think all but three kills. I never saw a shambler so I guess you're right, I exited before they arrived.

I think what happened before is that I did part of the level in the wrong order — jumped past barriers — and so supplies did not materialise at the times they were supposed to.


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MikeTaylor 21 January 2021, 15:06

Starting out on Mimene Kolbei (qbb1_ish). Come on, ish, give me some ammo. Nothing is less fun in a Quake map that running around trying to avoid monsters because you've got nothing to kill them with.


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MikeTaylor 21 January 2021, 15:57

Pushing on with Mimene Kolbei, using some infighting and some careful running away, I was able to reach the point where you can unlock the rocket-launcher secret. At that point, it started to feel tractable, and I quite enjoyed the rest of it, including the double surprise at the end.


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MikeTaylor 21 January 2021, 16:06

After that, Ruins of Pillars (qbb1_nolcoz) was relatively straightforward, especially as I was able to mitigate the early ammo shortage by having the ogre and death knight infight each other almost to death. I enjoyed the traps in this one, which is unusual!


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MikeTaylor 26 January 2021, 12:48

Pael Folke Keep (qbb1_palmlix) was OK, but like everyone else I got stuck behind the too-fast door. After I noclipped out, I went to the final battle, which was quite funny the first time, but much less so when I had to sit through all the comedy again a second time, after losing the fight due to taking the quad too soon.


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MikeTaylor 27 January 2021, 12:49

Raging Nali (qbb1_poolboyq) is among my favourites of these maps, for a gnarly sense of place and a slightly more inventive progression than some of the others. I particularly enjoyed the way the gold-key combat came in waves, and the end combat could be done by sniping.


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MikeTaylor 27 January 2021, 15:23

I'm Sorry LOL (qbb1_quasiotter) is a nice idea, but just too frustrating to actually play.


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MikeTaylor 27 January 2021, 17:01

Untitled (qbb1_rhoq) is a blast, especially the quadded final battle. But I'm taking a point off for not bothering to name the map. Name your maps, people! It takes, what, 20 seconds?


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MikeTaylor 28 January 2021, 13:20

I admired the attempt to do something different in Growth and Decay (qbb1_snaut), but in the end I found the puzzles too awkward to work, and "Bill" too awkward to manipulate. So I gave up pretty quickly once I'd reached the puzzle area. Sorr


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MikeTaylor 28 January 2021, 15:07

Excruciating Commute (qbb1_strwrk) is a breath of fresh air, with its London Underground theme. Maybe the combats are nothing particularly special, but the setting made it a lot of fun. Also, it diverged rather more from the base layout than some of the other maps in this pack do \u2014 which I think is to the good.


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MikeTaylor 28 January 2021, 15:12

Cthulhu Resort Demo (qbb1_void) is just an empty and largely untextured area. It's pleasant enough to run around in, but it really shouldn't have been released in this nowhere-near-ready state. I'll hope to play the real thing some time in the future.


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MikeTaylor 28 January 2021, 16:13

Finally, Under a Black Sky (qbb1_zig1) is an enjoyably straightforward blast with ugly early-1990s Doom-style textures and even uglier early-1990s Doom-style music. Lots of opportunity here to take combats carefully and strategically, which I always enjoy.


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MikeTaylor 28 January 2021, 16:15

Overall, playing this pack has been a strange experience. There were times when I became bored with playing very similar layouts over and over, times when I was intrigued to see how the next mapper would use the same setup, and times when I was pleasantly surprised by a clever departure. But in the end, no one of these maps really ticked my Quake spot, and I am left feeling a degree of relief that I am finally done with this pack. It was an interesting experiment, but not one that I am keen to see repeated.


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