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Nesp16 - "R_speeds Be Damned!" -- Q1SP
i thought it would be cool to keep up with the sudden q1sp activity. also, i got caught up playing KotOR, and forgot to release this sooner. :P anyway, this is an experimental map which is fairly small but should pose a good challenge, unless you're an experienced q1sp player.

screenshots:
http://www.planetquake.com/necros/levels/nesp16/nesp16_1.jpg
http://www.planetquake.com/necros/levels/nesp16/nesp16_2.jpg
(personally, i find these don't really do the map justice...)

download: (1.3 MB) http://pub.xferoc2.fileplanet.com/^1165918609/planetquake/necros/nesp16.zip
non-fileplanet download: http://scampie.spawnpoint.org/maps/other/nesp16.zip

site: http://www.planetquake.com/necros

Please note, to run this map properly, you will need a fairly decent computer. In general, at least an 700mhz CPU with a decent video card (At least a good GeForce2 or equivalent) is recommened. A 1GHZ + GF4 4200 can handle the map perfectly. Also note that if you plan to use a software engine, you'll need to change some parameters -- don't worry, full instructions are in the readme.
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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. 
Hmm... 
I can't say I really enjoyed it that much either to be honest. I can appreciate its qualities... it looked very impressive; had excellent detail work and very innovative & striking designs. However... it almost had a feel of overkill at times, with most areas being crammed with sharp angles and masses of detail. I prefer it in moderation.

The structure/gameflow of the map didn't really appeal to me either, since I never seemed to be going anywhere; was almost like a converted deathmatch map in layout; never really felt any sense of progression since most of the fighting took place around the same few rooms at different floor levels. Monster placement felt a tad repetetive at times, with multiple hordes of hellknights attacking in close succession. For some reason this worked well on CZG's latest map but I found myself getting bored of it here.

Still, it's great for what it's trying to be.. experimental, original, and good looking, and for that alone it deserves a thumbs up. 
I'm A Shrimp? 
shrimp huh mapist? okay whatever. I was playing quake when you were at your mom's tit.

go back to trolling. 
Hehe, 
by shrimp, he was refering to scampie. :) 
Ahhh, Forgiven 
all is good then mapist :)

Put that extreme brushwork into a consistently styled map and you will really have something. Mad props necros. 
Um 
cant say I liked it. Good concept, bad execution. Like a lot of people have said, too many different styles that clash and contrast way too much. The gaudy texturing didnt help either. Personally, I found it distracted from the brushwork rather than highlight it. It worked best in the brown textured areas rather than the blue ones which were the majority.

gameplay was ok. 
Yum 
I knew it was a bad omen that I really liked it. 
Challenging Map 
but the double Fiend surprise attack near the beginning was absolutely unfair, an IDT and I hate those. I agree with some here that architecture and texture usage was a bit overboard for my taste but as an experiment it was nice (must've been hell to fullvis).

It reminded me somewhat of the old sgodrune Tale of Abbot's Rune maps which also had weird visuals combined with pretty relentless, staged combat.

Lighting is a different story. I had to play in fullbright, couldn't hardly see anything at all. I'll re-light it and then it'll probably offer a much better experience. As for weapons/ammo, it was good but I really missed the GL when being attacked in wave after wave of DeathKnights. Maybe it was in a secret?

I also had no problems with r_speeds but I didn't try it on my dino 233MMX ...

Btw, what was the purpose of the 2nd IDT (the lava door) to the left of the exit? 
I Believe 
if you didn't find the megahealth teleport secret, then the regular teleport would've taken you there in the middle of the vores. If you did find the megahealth secret, then you just blast em away from up high. 
Correction 
I had mistakenly a lower gamma setting when playing so disregard my previous comments on way too low lighting. It looks much better now. 
Hehehe 
you doofus! :P

actually, fighting the vores at the end is not hard at all, as long as you don't get caught flat footed at the start. if you start to move right away, you can always stay ahead of the voreballs (unless you're on hard mode, in which case, you just need to use the bridge pillars as cover so you can get rid of the voreballs as they get close).
personally, i wish people would do that in their maps. i find it very challenging to keep moving like that, instead of just ducking in and out of cover picking vores off from a distance. vores need to be in your face to really be fun. :D

and the megahealth was a mistake. it shouldn't be so far forward so that you can grab it from the bridge. i was supposed to change it but i forgot. i also didn't realize how easy the last fight is if you use the secret teleport... i should have spawned some ogres or something up there... oh well. :P 
Also, 
there is no gl. that was part of making the map hard because a gl would completly have negated the gang attacks (most notably the ones before the gold key).

i'm planning on experimenting with weapon loadout more in the future... maybe like, giving the lg at the start, but giving less and less ammo for it as the game goes on or something like that... so, you need to use it at the start, but you can't save it up for the end because you don't have enough ammo from your other weapons. i actually tried that to an extent in a speedmap, where you face shamblers at the start with a lg, and at the end, you face a few enforcers with only your regular shotgun. it's difficult though, because you have to make sure the player has enough ammo even if she's a lousy shot but not to give too much so you can save it up... whatever, just some idea. :) thinking out loud :P 
Enforcers 
...drop cells - enough to prolong a shafting spree quite nicely. 
My Thoughts 
enough to prolong a shafting spree quite nicely.

yeah, shafting spree was good, i'd give it 4/5. I'm not sure it took advantage of all the DVD features though... i mean image quality was good, but it would have been nice to have some more special features (although i did enjoy the featurette where SHAFTOR meets the special effects gimps). In conclusion, its not a classic, like The Joy of Teabagging: Collectors Edition for example, but its a hell of a lot less disturbing than Barney does Anal
Hehehe 
hehe, i just noticed something:

in the credits foe nesp16, i thank ChAiNeR for vising and Tyrann for tyrlite... that was actually for my last map (nesp10)... :P

i usually just copy the text file and change stuff for the next map... forgot about the credits :P so i should actually thank Scampie, Vondur and Spentron for awesome beta testing and Bengt Jardrup for all his awesome q1 tools. doh! 
 
!

I'm so offended! Only reason I beta test is for my name in the .txt file! 
Oh Dear... 
how can i make it up to you? 
BLOWJOBS 
or mention in nespq17.txt!






or both. 
Blowjobs It Is. 
Blow Jobs 
for everyone ? ;) 
 
as long as I'm first, I don't want everyone else's dick touching mine via necros' spit. 
WEll 
We'll have to set up strict guidelines such as Necros washing his mouth out with hydrochloric acid between each job. But good map nonetheless. 
Erm... 
perhaps it would be better if i just acknowledge ya in my next map, scampie... this is getting out of hand. 
Ok 
but I want credit on the first line!! 
Out Of Hand... 
and INTO THE MOUTH!! ROFL!!! ... I'm gonna be banned from #tf aren't I? 
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