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New Q1SP: Bastion Of The Underworld
Ok, here it is - my first shot at mapping :)

Best described as a rolling, rumbling descent into Quake 1 single player devastation - with a few new surprises along the way; this is part of a larger episode that will be released later this year.

Especially big thanks to aguirRe for his encouragement and supporting me with his compile utils. WinQuake recommended; make sure you use -heapsize 32000 or higher.

Screenshots:
http://photopile.com/photos/sloochyslooch/quakemaps/121360.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/121361.jpg

Download:
http://www.purple3.co.uk/kinn_bastion.zip

Demos appreciated :)
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Interesting Stuff Morfans 
I got the mwh demo working once I installed joequake, and this time I saw all the model errors as described.

I too used the software joequake.exe, and I haven't tried joequake-gl, but I assumed it would show the same.

Is it safe to say that this is most likely a joequake-only problem?

I have checked my spawner qc top-to-bottom and I can't think what could be causing it in the qc.

The only other quake mod that I know of that spawns monsters mid-game is that one which spawns monsters continously in deathmatch levels. Can anyone remember what that was called because I'd love to see if I can reproduce the same oddities in other maps/mods? 
DMSP2 
Is that what you are thinking of?

http://wouter.fov120.com/maps/dmsp/ 
Yes, That's It 
I will check it out this evening :) 
Sidd Said... 
...in his post above he's had the same problem in regular glquake. Ho-hum. 
Finally... 
60:47 *grin*

4/5 my secret finding skillz 0wn j00

306/306

First attempt, normal GLQuake, no bugs.

Kinn I have a 2.8meg Dzipped demo if you're really fucking bored and have an hour to spare =).

What can one say? Awesome map and you know it. Anything that relates to custom engines, I don't give a shit about it, it worked fine in GLQuake. Most noticable aspects for me:

Map design was great. Good style & use of gothic. You should know that though, it's bloody obvious. End area was spectacular. I like the real gothic touches too.

New sounds completely unneccessary. Ambient sounds were fine.

Custom effects well used. E.g. exploding walls and sprites.

New monsters... Flak Ogres are fine. Enforcers are a pain in the arse due to their continuous attack. Don't like the bolts either and should be reskinned. Minotaur was okay....not quakey enough and the anim was a bit strange. Didn't like their bolts either.

Gameplay....I liked the abundance of ammo especially rockets....the ending was hilarious....sure not desperately hard but plain fun! Armour balance was a little funny, I needed a bit more near the grinder room and a bit less elsewhere. It would have been cool to give the player the *choice* of a quad/pent at the end.

Any criticisms are in the context of it being a generally excellent map of course. 
Thanks Shambler 
Great comments :)

A few people have mentioned the armour imbalance, so I'll definitely look at that when I re-release it in its full episodic context.

Monsters have been a bit of a love 'em or leave 'em thing overall. Did you spot the White Shuffler's little trick? I can see from your monster count that he pulled it off once ;)

Of course I would love to see your demo; if you could give me a download link that would be great :) 
Errrr 
If someone can host0r it for me, all my site access is down... 
Or... 
You can email it to me if you like :) 
Can You Handle It, Big Boy? 
Well....can you take all that girth??

P.S. Dunno what the White Shuffler's trick is, it didn't seem to spawn anything?? Does it eat other monsters to regain health? 
Yeah, I'm Man Enough... 
I've sent 6.5 meg attachments before, so I can probably receive big 'uns as well.

As for ol' Shuffles, stick godmode on and just run around without killing him; sooner or later he'll start unleashing his fiendish power. Only the white one does this though. 
Hmmmm.... 
...It's TOO BIG to fit.

Yahoo don't like it. Actually I'll try blueyonder... 
Shambler 
Got your demo - just finished watching it.

Good job with those secrets - you made me crack up when you got the pent and jumped into the lava :)

You missed a quad secret near the end, but it looks like you didn't need it.

Also interesting to see how you tackled the first big fight in the final arena by provoking a lot of infighting.

Good demo - I certainly enjoyed watching it :) 
Cheers Kinn 
I enjoyed playing it, apart from the Q2 thingies. I was playing carefully to try to do it first go....thus a lot of fannying around =).

When I ran back from the lava, I held down TAB to check the time to the pent and found I had about 23 seconds....there was a little moment of panic when I'm in the lava with no tunnel to swim down and 0.05 seconds of 666 left :P.

How do you get the quad secret at the end, BTW?? I know where it is but not whether you're supposed to RJ or jump off the descending switch (hard?)??

Yer, infighting, well you've got such a big area to run around in, it had to be done. A fun set-up for an arena that, reminds me a bit of CZG07c, the space definitely makes it more pleasant. 
Re: Quad Secret 
An RJ was the idea, but jumping off the switch sounds interesting...hmmm...I never though of that. 
Ah.... 
There is a problem with that Kinn, that if anyone has tried an explosives jump previously in the map, they will have noticed the reduced effect and will come to the reasonable conclusion that you intend that RJing is NOT to play any role....thus it will seem unlikely to be required for a secret.

Just a thought... 
Good Point Shambler... 
True, I did shake some of the gameplay dynamics around a bit including the reduced damage momentum.

My personal views on rocket jumping are that they shouldn't really play a part in single player maps, unless it's to find a secret area. I guess reducing damage momentum was just my (slightly misguided) way of discouraging it without fully disabling it. 
5 Out Or 5 
...secrets that is. I found 3 on my first play through and went back to find the other two. I did this with no cheats or hints so that makes me a better person. I didn't even want to see the hints in the text file.

This is an awesome map and would remain so if it had been your 10th map released. It was fun to play through on hard - I got 100% kills and I spent almost 80min according to the end clock. I finished in about 3 sessions so this map felt like an adventure and was long lasting.

I ran it on FitzQuake and other then having to type in my sky at each game loading, I found no serious problems. My only petty complaint is that the roller crushers should have minced that fiend I tricked into jumping in. So disappointing not to see gibs.

This is the sort of map that would be fun to play again. The first time is for exploration and discovery - the following plays are for pure carnage and to see how many infights you can start.

Great work Kinn!! 
Thanks Scragbait. 
It always makes me happy to hear people getting a good chunk of playing time out of this :)

Good job with the secrets. I've been watching some of the demos people have sent me and have been pleasantly surprised at the way they take their time searching for them.

Hehe - I'll have to try that with the fiend - odd that it didn't gib him though - the knight gibs ok, and I certainly gib when I jump in there :)

Again, thanks for your wonderful comments :) 
W00t 
on skill 1, finished in 31:27, probably more like an hour with all the quicksaves. :P In general I don't like "big" maps that try to squeeze the entire game into one .bsp but since it was fairly easy to figure out what to do next in this one, that's alright. :)

architecture - frigging incredible

monsters - very well done in all respects (sprite, model, QC, etc.) except the new skins, which all looked washed out against the rest of the quake colors in winquake.

gameplay - fine except the part just after the lava bridge where I had to fight off almost everything with 2 health and an axe. and at the end I just grabbed the pentagram and walked through the "main gate" without killing anything but that's no big deal. :)

sounds - okay 
Cheers Fern 
Hehe, if you don't like "big" maps, you're going to hate my next one ;) 
 
great map.
what i don't like is that you used q3 textures. makes it look like a wannabe q3 map :( maybe it's just me... 
Thanks Gibbie. 
I like Q3 textures. They're still medieval-ish, but a little more otherworldly than the standard Quake medieval textures. There's also a splash more colour to them as well (although I "browned-up" the Q3 textures in this map slightly to give a better Q1 palette conversion). 
Any1 Know Any Zquake Hacks / Cheats? 
if u know any zquake hacks email them 2 dashortkid_13@yahoo.com plz plz plz :) 
That's A New One. 
 
Erm 
fyi underworldfan (and i doubt you have any control over this), but i tried to check out your review and i get this:
http://userpages.umbc.edu/~roneil2/pqsux.jpg

gg pq 
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