Nice map necros. Had a unique a feel to it definately. I really liked the brushwork on it especially, thin little details to everything. I think this map could have used a sky :) but the black void always works for me. you have all been necro'd
Better Download Link
Pimped But Not Played.
I only had time to play it for 10 minutes this morning. Just enough time to grab some screenshots and pimp it over on my site (QuakeTerminus). Looks like a sweet level, I can't wait to get home and play it! Nice work necros :))
excellant map! (from playing various beta test versions)
I'll play the final when I get home tonight, but for now, have a non-fileplanet link:
good game play and inreconnection between the areas. Original looking as well. Sty;isticially, it is kind of a cross between the first Imsomnia map and the abstract eatheral level of Ultima Underworld, but visually more menacing than either.
Can You Tell,
I was scratching my balls and typing with one hand there, 'inreconnection', 'sty;isticially'? I suck.
BTW, I played it on a PIII 733 mhz, GeForce 2 MX, no problems, except a little lag in the second to last Vore killzone. Played on DP, and the sound started skipping in that section as well.
Quake crashed and gave me this error while trying to load your map, necros.
thanks for the mirror, Scampie!
inertia: what's the difference, and how do you get that url?
rpg: that was a good one :) wasn't expecting it. :P
and thanks to everyone else to, of course!
Played it, liked it, only found one secret. In some places the brushwork came together and it felt really great, but in some places it felt disjointed. Also, it didn't always feel solid. Where the brushwork was really thin it felt like the map was tied together with shoestring.
Quite fun to play through and I particularly liked the final secret - especially having got the MH by jumping already. If I hadn't already got that it would be a too powerful secret.
Aesthetically it strikes me as very much a conceptual map, a higher quality version of some of the earlier "weirdo" Quake maps. However personally I don't feel the aesthetic works that well, there seems to be a lot of "stuff" that doesn't contribute much to a pleasing look. On the other hand, the scaled up water/lava textures are an excellent effect indeed.
Before I comment, where can I get nesp10 - Embers of Cruelty? I haven't got that one and Necro's page doesn't have a link for it.
Nesp16 is very intriguing in that it is an attempt to pull all the stops and throw in mega brush detail and like Necros said, let the brushes do the scene creation while the textures take a secondary role. I've never seen brushwork like this. It has a freaky kind of dream-state setting which was interesting and fun to explore. This is yet another map to take your time in and check out the multitude of bizzare geometric expressions. It's not what you would call a thing of beauty but it is art that fills the eye and it does show a high level of skill. It must have been a handful to manage in the editor.
Combat ramped up nicely and it was a mix of in-fight starting and running all over the place with guns ablaze. All good Quakey fun. I played on hard.
I found 2/3 secrets and can't find the 3rd despite a lot of retracing. I got armour and the MH that is visible from the walkway. I wonder if the 3rd requires trick slope jumping or some speedrunning move.
I don't know how long it took to vis but I have a map that is taking an eternity to vis and perhaps me and necros share an equal dependance on aguiRe's very helpful vis tool. I won't say how many hours my map has vised since I've been called Scragbiatch already.
Glad to see you taking it in stride after we dumped on you back there; I hate meaness for meaness sake but at the same time I can't resist a good line.
What's A Mapper...
without a thick skin. It's a tough crowd here.
Forgot to mention that this map was perfectly playable on my machine. A 1.2GHz P4 with an older 64Mb DDR Radeon.
It's Good To Hear That Not Many
are having problems running the map at a decent speed. it makes me feel all warm and fuzzy inside. it also means i'll be able to make even more demanding maps in the future... roar!
and of course, thx for all the kind words!
embers was part of the coagula2 contest...
here's a link to the contest pack:
3 Of 3
I have the coag2 pack so my necros collection is complete.
Found the 3rd secret. This one was, shall we say, mean.
cant help but salute the experimental mapping
yet I dont like neither structure nor texture
quite mixed impression overall
the sheer brush count of that map even made my mom shit herself... how can you not be impressed mapist? pay respects where respects are due...
Mapist, aka Speedy, is just a troll. ignore him.
I wasnt speaking to you shrimp. beat it
I have to agree with Speedy here.
I appreciate the attempt to do a maps aestethics from architecture only, but the aestethics in this case are kinda garish.
I dunno why, this map just doesn't rub me quite the right way.
it was experimental. :P
to be honest, i wasn't really paying attention to theme or achitecture consistency. like i said, i just sort of mapped what i felt like.
if i ever try it again, i'll definatly have a more ordered method.
It's Just That
at the point where i realized all the different themes clashed too much, i was too far along (at around 4000 brushes) to be bothered to get rid of half the map and remake it.
necro's exercise is time well spent. It is not considered a bad thing to take risks and see what can be learned in science and technology. Sometimes it pays off, sometimes not - just look at Spirit and Beagle2. Those determined to push the limits are certain to do it whether or not others see the sense.
As I mentioned before, while the map may not have possessed great beauty (even in an ugly sense), it was interesting to study.
I am currently taking a gamble on a map. It has been vising for over 400hrs (it's at 98%) but I'm not giving up. Going overboard helps to find where the proper boundaries of reason are.
For The Record...
I said the same thing to necros when beta testing. There's no serious, consistent style to the architecture, which is a killer when there are no textures to fall back on to to set up a definate theme. But I felt this wasn't a large enough concern to keep beating him over the head with. There's a huge amount of differant and neat things here that over shadows the minor fact that it doesn't all go together cleanly. It's just a fun experimental map where you should take each area on it's own merits.