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|Author:||Aesopolis, CommonCold, DragonsForLunch, ish, Llanstoloq, Magnetbox, mh, Spoot, zigi|
|Title:||Speedmapping pack 222 - Towers|
|Additional Links:||Slipseer page •|
|BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:|
Files in the ZIP archive
Speedmapping pack 222 - TowersNine (9) speedmaps made in less than three days, all themed around towers and verticality. Built on Speed Mapping Progs v2021.11 (already included). Organized by zigi.
There's no custom start map, so load maps manually in console (all map names prefixed with "sm222_"). QuakeC source code, some map source, and custom music is included.
Note: may require a modern engine / source port with increased limits.
Tags: jam, smp, speedmap, music, source, limits, base, castle, medieval, wizard, temple, cave, mountain, makkon
Editor's Rating: no rating (yet)
4.1/5 with 25 ratings
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For a speedmapping event it presents some really solid maps. Zigi, Mista Heita and Spootnik maps in particular did not even feel like speedmaps - cool polished lil maps. /// DragonsForLunch stands out to me as an example of nearly perfect vanilla experience. It feels vanilla, plays vanilla and damn I wish a whole episode of such a classic quality could exist. /// Don't forget to check updated Aesopolis map out of this sm - he updated, expanded & released it as solo; really cool stuff /// Don't hesitate to check Mista Heita map out of SM 219 "40oz Bounce" because it's the same derelict Mayan temple theme and when played in a row - feels like a mini ep for around 30 minutes THANKS to authors
Very good, especially for speedmapping!
The mapping quality varies - from 'Old hand' to 'first' quality - but the amount of ideas and originality is absolutely impressing!
Each and every mapper bids in with somethin unique - sometimes the architecture, sometimes the arrangements of the fights, or something else entirely - the wealth of creativity, especially under the tile limit, is stunning!
Very well done, each and every one of you! Old hands: precisely the quality that i expect from you. And the new mappers: i expect to see wondeful stuff from you in the future, too!
Thanks for your efforts; thanks for sharing!
Another great Jam, jam-packed with an abundance of wonderful variations on the Tower theme.
Not a bad map in the pack, IMO. I thoroughly enjoyed playing them all and appreciate the effort everyone clearly put into their offering. Thank you all for sharing with us!
Spoot map was really fun :)
NOT wanting to get into al the drama which happened on Discord and Slipseer with this, and not trying to get Quaddicted into all of that as they had nothing to do with it, just for archival purposes, but the organizer of this event was Ish.
About the maps, we have the usual mix of speedmaps-turtle or jams like in other in these last years:
Aesop: something in the middle between a Speedmap and jam map with a nice variation of vertical and horizontal gameplay, and progression. The music added does not add anything significant so it can be turned off.
CC: speedmap with linear progression that sometimes seems like it is trying to go the jam map route in some details. Has straightforward combats in a loop-alike or straight layout. Has several bad instances of bad enemy placement and a door that only opens once. Same as previous, last encounter has infinite ammo.
Dfl: this is a straightforward jam map which also went the ''every brick is a brush'' route, decision from where the map suffers the most gameplay wise due to getting stuck and encounter issues. The map seems to rely on getting some sneak shots on the player from locations which he wouldn't expect, which makes the map a bit frustrating and a lot easier on next tries. The fact that it also relies (and repeats) on obvious monster closets on some areas does not feel detrimental to it.
Ish: maybe the most speedmap-ish of the pack as it relies for progression and combat on a different, and well implemented, mechanic: gravity. It is interesting and mostly solid but is low on ammo and can get worse easily due to bad aiming till getting used to the gravity. Has a big part which relies on good exploration and one progression issue which i think needs bunny hopping to get through (the closing gate).
Llanstoloq: speedmap with linear layout and some backtracking, big scale, and straightforward decent combats. Has some issues with mostly harmless enemies and the skybox can be safely deleted as do not add anything that a void route could not have handled the same.
Magnetbox: speedmap with some crazy mostly in the good sense encounters due to spawning and interesting ideas. It is based on entirely separate areas, on a linear layout. On the bad side, surviving the vertical part is mostly luck, and even if done the next encounter can easily kill the player too. The added music is not a fundamental part of the concept of the map and can be turned off or changed with no issue. Can be finished killing all with only the shells provided.
Mh: very solid turtlemap or jam alike map with mostly straightforward encounters on the same floor, on a loop shaped layout around a central room. No issues. Can be almost finished killing all with only the shells provided.
Spoot: crashes the custom engines i tried to use so nothing i can say about.
Zigi: feels more like a normal release with less polishing. The map is solid with mostly straightforward and sometimes bland encounters. Lots of spawns are being used mostly in a fair way. It forces, with ammo, to use the higher DPS weapons available. The fog and skybox add to the visuals on short distances, but becomes detrimental to the map on longer ones. The secret leading to a trap with spawns was evil.
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