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Author: | Bloodworks, bmFbr, Cunnah, Greenwood, Naitelveni, quasiotter, zigi |
Title: | Speedmapping pack 211 - Moving parts |
Download: | sm211_moving_parts.zip (3613dcfcde6aef7a129d1c42e806b77d) |
Filesize: | 32615 Kilobytes |
Release date: | 25.01.2021 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
sm211/copper.def | 95 KB | 25.01.2021 |
sm211/copper.fgd | 47 KB | 25.01.2021 |
sm211/copper_v1_15.txt | 77 KB | 25.01.2021 |
sm211/gfx/env/doom2016_vortex_bk.tga | 3073 KB | 16.08.2020 |
sm211/gfx/env/doom2016_vortex_dn.tga | 3073 KB | 16.08.2020 |
sm211/gfx/env/doom2016_vortex_ft.tga | 3073 KB | 16.08.2020 |
sm211/gfx/env/doom2016_vortex_lf.tga | 3073 KB | 16.08.2020 |
sm211/gfx/env/doom2016_vortex_rt.tga | 3073 KB | 16.08.2020 |
sm211/gfx/env/doom2016_vortex_up.tga | 3073 KB | 16.08.2020 |
sm211/gfx/env/purple_chaos_bk.tga | 769 KB | 25.01.2021 |
sm211/gfx/env/purple_chaos_dn.tga | 769 KB | 25.01.2021 |
sm211/gfx/env/purple_chaos_ft.tga | 769 KB | 25.01.2021 |
sm211/gfx/env/purple_chaos_lf.tga | 769 KB | 25.01.2021 |
sm211/gfx/env/purple_chaos_rt.tga | 769 KB | 25.01.2021 |
sm211/gfx/env/purple_chaos_up.tga | 769 KB | 25.01.2021 |
sm211/gfx/env/vortexspace_bk.tga | 3073 KB | 25.01.2021 |
sm211/gfx/env/vortexspace_dn.tga | 3073 KB | 25.01.2021 |
sm211/gfx/env/vortexspace_ft.tga | 3073 KB | 25.01.2021 |
sm211/gfx/env/vortexspace_lf.tga | 3073 KB | 25.01.2021 |
sm211/gfx/env/vortexspace_rt.tga | 3073 KB | 25.01.2021 |
sm211/gfx/env/vortexspace_up.tga | 3073 KB | 25.01.2021 |
sm211/maps/sm211_bloodworks.bsp | 1993 KB | 25.01.2021 |
sm211/maps/sm211_bmfbr.bsp | 1983 KB | 25.01.2021 |
sm211/maps/sm211_bmfbr.lit | 919 KB | 25.01.2021 |
sm211/maps/sm211_cunnah.bsp | 1527 KB | 25.01.2021 |
sm211/maps/sm211_cunnah.lit | 1056 KB | 25.01.2021 |
sm211/maps/sm211_greenwood.bsp | 970 KB | 25.01.2021 |
sm211/maps/sm211_greenwood.lit | 382 KB | 25.01.2021 |
sm211/maps/sm211_naitelveni.bsp | 9004 KB | 25.01.2021 |
sm211/maps/sm211_naitelveni.lit | 7735 KB | 25.01.2021 |
sm211/maps/sm211_quasiotter.bsp | 348 KB | 25.01.2021 |
sm211/maps/sm211_zigi.bsp | 700 KB | 25.01.2021 |
sm211/maps/sm211_zigi.lit | 520 KB | 25.01.2021 |
sm211/music/track54.ogg | 1515 KB | 25.01.2021 |
sm211/music/track95.ogg | 5409 KB | 25.01.2021 |
sm211/pak0.pak | 3990 KB | 25.01.2021 |
sm211/poster.jpg | 411 KB | 25.01.2021 |
sm211/progs.dat | 520 KB | 25.01.2021 |
sm211/quake.rc | 2 KB | 25.01.2021 |
sm211/sm211_readme.txt | 1 KB | 26.01.2021 |
sm211/source/sm211_bmfbr.map | 2695 KB | 25.01.2021 |
sm211/source/sm211_cunnah.map | 1129 KB | 25.01.2021 |
sm211/source/sm211_naitelveni.map | 4126 KB | 25.01.2021 |
sm211/source/sm211_quasiotter.map | 189 KB | 25.01.2021 |
sm211/text/sm211_bmfbr.txt | 2 KB | 25.01.2021 |
sm211/text/sm211_greenwood.txt | 2 KB | 25.01.2021 |
sm211/text/sm211_naitelveni.txt | 2 KB | 25.01.2021 |
sm211/text/sm211_quasiotter.txt | 6 KB | 25.01.2021 |
sm211/text/sm211_zigi.txt | 3 KB | 25.01.2021 |
sm211_moving_parts.zip
Speedmapping pack 211 - Moving parts
Seven smallish maps with moving objects. They are based on the Copper mod (included) and come with custom skyboxes and two music tracks. Some map sources are included.Note: Some of these maps require a source port with increased limits and/or BSP2 support.
Tags: copper, source, skybox, music, limits, bsp2
Editor's Rating: no rating (yet)
User Rating:
4.1/5 with 21 ratings
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bloodworks: a bit mixed but i enjoyed playing it!
bmfbr: really enjoyed the first part, the second part was too brutal and in your face with the monster spawns for me
cunnah: very nice concept, way too dark, lots of fun
greenwood: hard final fight if you got hurt a lot on the platform ride (the ride was a nice idea)
naitelveni: Awesome style, finish was a bit of a letdown by sitting on a platform for ages without knowing if that was the idea :P
quasiotter: Looooool awesome! Only missed a hotdog though.
zigi: Style reminded me a lot of Diablo 1, nice! Spent minutes trying to figure out what to do in the beginning, why was that Chthon killable with normal weapons...
Not a fan of all the gameplay changes of copper, e. g. the Enforcer turrets or the nerfed SNG.
Overall, a really fun map pack!
I thought The Cyborg Manifesto -naitelveni was beautiful and fascinating. I killed everybody, but now I have to go back and figure that exit out!
Down Into the Void was almost two separate levels to me. The floating boxes were too cool, but I haven't been able to get past the last set.
I also enjoyed playing bloodworks, Barrel of Brutality -zigi and Circle of Strife -cunnah! Good fun.
I couldn't play 2nd 2nd 2nd -quasiotter. It made my head hurt, and I couldn't get too far in Magma Mortem -greenwood. Maybe if I tried it on easy...
Thanks all for some great maps!
Enjoyable pack, all maps on offer has a quality of its own - heh, even liked Quasi's weirdness just this once. Theme and overall construction wise, Cunnah's steals the show though; an expanded stand-alone version of that one would be welcome on my part.
I admit to not understanding the point of Quasi's map. (I mean, I see generally what's happening, but I can't visualise what I'm supposed to do to deal with it.)
Greenwood's map is... super hard just from monster placement. I couldn't even survive the ride (which is a nice idea in general), let alone the final fight after it.
I... don't understand how I am supposed to progress in Naitelveni's map. I see I can shoot stuff and things move... but there's still nowhere I can jump to from the starting section...
Zigi and Bloodworks' maps are pretty cool though, especially Zigi's (the music works really well, and if I were good enough at playing Quake, I might actually finish it!)
I should apologise to Naitelveni - there is a way to progress, it's just that the far more obvious changes, and my suspicion that this was "one of those trick jumping maps" blinded me to the obvious. Didn't get much further because of the monster choices, but, you know, I should be fair.
A lot of the maps boil down to gradually-expanding arenas where you beat waves of enemies to progress... but they are very good examples of that style. I had fun with all of them, really well done.
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