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New Q1SP From [Kona]
Your battle after Carved In Flesh continues in this sequel, Autumn Haunting. Featuring a contrasting dark medieval castle full of a dozen custom monsters and three new weapons.
Download Autumn Haunting:
http://ethereal-hell.telefragged.com/haunting.zip

Also I've done a new design for Ethereal Hell (flash player needed). Visit for Autumn Haunting screenshots.
http://ethereal-hell.telefragged.com/
HOLY F*CKING SH*T 
Wow please don't quit mapping! This was an excellent map pack! My only two complaints were that Carved In Flesh would have been better being the sequel because it had a tougher boss fight, and the shambler monster's attack launched me straight to the end gate and I didn't even have to face half the monsters, but damn holy c*ck f*cking sh*t this was amazing. Everything about it was just so perfect, from the flow of the level to the architecture to the enemies... Well, if you do leave mapping this is a great way to do it.

PS: The installation info in the haunting.txt is wrong, it still says add -game flesh +map flesh to the parameters, but it should be -game haunting +map haunting. Just thought you would like to know. 
Ditto, Without The Fucking Asterisks. 
[Kona], you're my hero. Every time I play one of your maps, I feel like I did the first time I played Doom or Heretic. And the site looks great, too. 
Its Released! 
i beta-tested this over a year ago.

hehe.

review will be posted "soonish". =) 
ROFL... 
(flash player needed).  
The Loudest Swan Song.... 
Awesome effort! Kona!!! Just finished a first go on normal and I must say this is one of your best ever levels.... Architecturally you detached a bit from the 2 story linear progression you've been known(and blamed, I hear...) for, this one looks awesome, very natural, kudos!!! Gameplay wise, it's tough as ever with the custom monsters really adding to the xperience, without disbalancing the overall flow, new weaps are nifty too.. not so useful, though... All in all, a pretty loud Swan song if this has to be....
Lastly, you did even a better job with the site, just love it!!! Really good looking and easy to navigate... You're the Quake Leonardo!!! Thanks a lot for all these years o' fun!!!! (I too suggest you think it over, though).... 
Wow 
this is some level visually. The lighting, architecture and texturing combine very very nicely. If anything, the quake palette probably makes the texturing look a bit messy because of the loss in quality but it still looks great. Only other nitpick visually is that some of the new skins look poor, especially the ones with plenty of green. But there's some stunning areas here, end area in haunting2, the church area etc.

Gameplay wise, I liked it. The new monsters worked well but the new weapons didnt. I think they added nothing apart from more key fiddling to select the more useful default weapons. Other than that, very very enjoyable without being frustrating.

Great pack! 
Why Require Flash For That Site? 
It seems to do very little (or even nothing) that you'd need flash for.

hmmm ok enough bitching about flash... I'll check out the maps later. 
 
because it's hip and cool cybear and we all know that flash makes a website and all it's content 100% better.

...ironic though that Kona was the same person to say on irc last night that ELEK 'might as well have used html on his site'... 
Whats The Problem With Flash? 
His site looks great either way. If your rig can't handle frick'n flash, stop playing Quake. 
Fun Fun..... Apart From Some Annoyances. 
On my first play, I missed the freezer gun (duh) so I couldn't change to super nail gun! I blame this for my death.. The same with flame gun, if you don't pick it up you can't choose nail gun. Another thing that bugged me was the blue last monster who teleported around. In the first level it teleported below the last bridge and wouldn't come up, so I had to go down to kill it and then walk a long way back to the end.

But I couldn't honestly say this level wasn't good. It looks awesome (97%) and plays well (85%) apart from the new weapons and some of the new monsters, which I dislike. 
Oh For Fucks Sake 
seriously Kona, I think you've finished more maps than i've started... it's really getting embarassing now. I can't play the map but the architecture looks rather nice in the shots.

The site seems to be going downhill though! The first design (i think so anyway - the one with the gray background and the pretty panoramic graphic at the top) was really good, then the second design went all phallic, and made me feel all weird so i couldn't browse the site anymore. This new design looks better, in a trendy sort of way but now I can't browse it without losing a lot of free time due to the flash :( 
I like the new design. Sadly I can't play the map cause I don't have Q1 around anymore. 
☺ 
Great map as always. Arcitecture, gameplay, blah blah blah. I have two problems with it though. There's a big cache of ammoa and health in front of the exit which is always a let down. Second, twice a gate closed behind me which I didn't know about and thought I had room to back up when in fact I needed to charge ahead. Maybe it was because I had my music blasting and missed an audio clue, but it was annoying. 
It's Finally Out 
I tested this one quite awhile back. It had a very cool and original look. I'm grabbing the map for a replay. 
Cool Map 
Seriously, a cool release in old doom/heretic/hexen/quake theme. That huge fiend totally rocks, as long as all of the new/modified weapons.

Architecture is really nice, although at the end map seemed to be a bit rushed. Anyway, very good job, Kona, U T3H R4WK! 
Fiends 
I liked the little ones, even though they were easy kills. 
Curses Be! 
Thanks for a good hour of distraction Kona from what I ought to be doing. You are the master of the strafe style map; in fact, I think it is a method you use to make Quake as interesting in tactical terms as Doom is, and I study every thing you have done for every little gram of value it is worth.
Thanks again! 
Fiends? 
Didn't find any non standard fiends.... did I play the right map? 
Flash And Smash ... 
I wish you would put more screenshots on your site and bigger ones too. I can't stand staring at tiny pixel thumbnails and wondering what the map is about. It certainly looks very good and everytime you release a Q1 map it makes me want to map for Q1 again.

Sorry but I prefered your previous non bandwidth hungry website. :( 
Wow! 
probably the best set of maps in years... it felt like playing quake all over again. new monsters = cool. beautiful architecture & texturing.
Jaj's Jajsundown1 skybox looks real nice on this map. try it. 
Wow! Its Lobo! 
nice to see you've taken time out from being a general badass in order to play some quake. 
?? 
why cant i download the map? 
Hmm 
It's not that flash per se is bad, it's just that it is generally used to add pointless 'multimedia' shit when clicking/mouseover(ing) links. As in this case :)

And pointless shit is a waste of bandwidth. 
The Silent! 
I've found three species of fiend: normal, small and bigger, with different sounds/skins 
Yo! MisYu! 
I'll get back to the map right now... but I don't remember any new Fiend.... Too many porno sites must have played tricks on my poor mind! 
Cool 
Thanks for the comments :) glad you guys liked the maps.
EH was originally supposed to be more flashy, but I couldn't be bothered. In fact doing the navigation with mouseovers in non-flash would have taken longer to load, and that little intro bit is only an extra few kb. Just means you gotta have flash, and you get slightly better effects. 
Wish To God That In The Near Future 
I can look forward to the day people don't kneejerk gripe about Flash usage in webpages. It is like being at a retirement center on the day the nurses introduce Strawberry-Kiwi Jello. 
That's Never Gonna Happen Headthump 
because the gripe about flash is not because it runs slow, or takes to long to load, but because it destandardizes website interfaces. with html, you have clear, obvious buttons, links, etc. they always act the same way. in a flash site, nothing can be taken for granted because all the interaction is up to the designer. So you end up moving your mouse over interesting parts of the page to see if they do anything.

[Kona]'s page is not a big offender here, but I've seen pages that are almost completely un-navigable.

sorry to be offtopic. 
"[Kona]'s page is not a big offender here, but I've seen pages that are almost completely un-navigable."

Agreed. I don't really care what format a web designer uses. If the site looks and functions well enough then I like it, as is the case with Kona's. But Flash lends itself to sites that are difficult to navigate. 
More Like 
It is like being at a retirement center on the day the nurses introduce Strawberry-Kiwi Jello with razor blades. 
Guest Reviewer Request 
anyone want to help me out and write a review for this map-pack?

im kind of short of spare time right now.
if you want to write the review either post it here or email the finished review to me at:

underworldfan1@aol.com 
Problems With Flash 
one problem, even with well-designed flash, is that it breaks the UI functionality of the browser. If an entire website is one flash applet, then your back and forward buttons are useless, and bookmarks won't work either -- you'll only be able to bookmark the main entry point. 
Suggest - 
We start a flash thread and finish this there. This thread is for comments on Kona's fine new map. Lets leave it at that. 
The Irony Of It Is 
I've intentionally avoided comment worthy or contraversial statements this week but they just HAD to come out. Seriously, I love everybody, including W3 Apparatchniks (damn, that just HAD to come out.) 
Seriously Though, Metlslime 
I hate some aspects of Flash as well including what you have mentioned, but I know of no better implementation of vector graphics (VRML maybe, but it gets more obscure as a practical implementation by the year.
Yep, we need a Flash thread.
Sorry, Kona. 
It's Really Too Good A Pack 
to be dominated by talk of flash. 
Well, 
i do think there are good things about flash and good ways to use it on the web. 
Flash-fucklash 
nice arch. any source of inspiration ?

btw flash is banned at my work :) 
 
who cares about the maps when there's a fight to fight? 
Noooo! 
'who cares about the maps when there's a fight to fight?'

Not this close to Saturday!!!!! Nooooo!!! I feel the twitch and lash of pretentious rhetoric spewing forth from my brains and inputed into my keyboard; <-- Semi-colon, the Trollectual's favorite (though parenthesis is a close second) punctuation mark!

. . . must, stop, the urge, and fin-ish the map . . . 
[Kona]... 
But flesh did not reject stone, and there came into being the sons and daughters of flesh and stone, including me. (Petra, Greg Bear)

Thankyou once again (and always) SR for your inspiration, assistance and hard work. 
Review Posted! 
Hmmm 
The problem with that fireball shambler guy is that he is still a stupid shambler. He goes down on the same old tricks. 
Well 
I wrote a review for this map, but Underworldfan already had one on his site. So, here's my review of it:

The Autumn Haunting:

Wow, it is the final release of my old mapping buddy Kona, who has been around for as long as I can remember with tons of releases for many games. Though I haven't played some of his recent releases (Guncotton or Ultramarine, or even Carved in Flesh) because I went through a phase of not playing as much Q1SP, when I saw this was released I grabbed it immediately. The theme looked very interesting and appealing, and I recall looking forward to another Kona-style blast.

Entering the map, you're treated to some nice brushwork in the cave and a couple cool windows looking out onto the entrance of the fortress, all using Kona's trademark irregular brushwork. Sunlight is used to nice effect, complementing orange, brown and gray textures of a dark autumn. You're assaulted with a variety of monsters right off the bat, including two fiends that actually killed me. Some of the monsters, such as the ogres, have new lunging attacks, which is cool. A lot of monsters have custom skins which help to make them look unique but also fit into the new setting. There are some modified Fiends, including a few amusing ones that are a lot smaller than usual (a cool idea, like killer frogs or something), and a few that are larger and feature a zerstorer-style forcefield. To combat them, you've got a few extra weapons including a flamethrower (which helpfully regenerates ammunition), a freeze gun, and a modified Thunderbolt. The latter was very cool, while the first two were a bit weak even if they theoretically had original gameplay (flamethrower lights enemies on fire and slowly damages them, freeze gun has a cool effect for its victim being "frozen", etc). The coolest new thing was the use of Rogue's Wraths, a badass monster that somehow fits in perfectly with the slightly strange medieval theme. There are also a few super-death knights lurking about here and there. Overall, these additions might not be the most professional but they do make the gameplay a bit more interesting, so good.

Architecture is a mix of multi-floored rooms (a bit different than your usual Kona work, in that they are divided into either indoor rooms or outdoor courtyards, and rarely combinations of the two) and setpieces. There are some nice setpieces in the first map "The 24 Tongues of Evil" including an original-looking bridge and a Cathedral area, as well as of course the first outdoor area. All in all, Kona's returned to the strength in creating atmosphere that we saw in maps like Brumal Quest and his Rapture stuff. Actually, though both those maps and this all use different texture sets, they are all similar in creating a dark, northern medieval theme, so I guess Kona must do that well. The second map, however, doesn't have any nice setpieces - it simply IS one huge great setpiece! It is set to look like the interior of some huge city courtyard, sort of like the ending of Nihilore, only this time it is a medieval city with lots of towers, rooftops and staircases. Great looking, one of the coolest areas Kona has ever made. Gameplay in the first map is nice and tough, with a few unexpected twists from the custom entity stuff, but the second isn't as challenging as the first which is a bit of a let-down. The second map could have had twice as many monsters, and a megahealth in there somewhere, and it would have been a much more fitting end-challenge. Additionally, the teleporting boss didn't work out perfectly as he sometimes teleported behind closed bars (the end bars for example) or into a different room entirely! However, you've got to respect the big-open-arena showdown of Kona's that found its final incarnation here.

The Autumn Haunting would, however, have been better with a few more outdoor areas (like the one in the first map with the hut/tower) to add atmosphere. The few natural canyon areas that the pack did have were sufficiently well done. However, this is pretty much nitpicking since what you've got here is a great large map and a pretty good boss map with generally challenging gameplay and excellent ambience/atmosphere.

It's strange to think there will be no more Kona Q1SP releases, after so many I can hardly count them all. I remember thinking that he was pushing it to be releasing more when he released Chanthood after 2 or 3 releases, and he's probably released almost 10 packs since then. His Q2 stuff, like Nightmare Orchards, was good, and I'm just starting to get into his Q3 collection (Tusk and Bone rock!). It's obvious that Kona put a lot of hard work into all of his maps, even if he rarely strayed from his successful formula. If you're new to his Q1SP library, this is one of the first packs of his you're going to want to get. It's some of his best work.

Score: 17/20 
You Gotta Play GunCotton ,Tronyn 
That is my personal favorite. 
Great Review 
..of a fantastic map.
Thank you Kona, your levels have a special
place in my collection !
My favorites would be Necrobrood and Satyr,
but i really like them all and i hope this
was not your last release :( 
Ref #32 
metlslime ur comment about back/forward disabling flash is actually null n void these days. Assuming the designer has taken the time to add them, it can have distinct areas that reside in the history. it takes very little (simple matter of just clicking the timeline really)

this is native to flash 6 and above.


Oh and Kona... enjoyed the map immensely. Ye shall go one to do great things. 
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Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.