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The Marcher Fortress - New Q1SP By Kinn
It brings me the most transcendent pleasure to announce the release of my latest Q1 map, The Marcher Fortress.

I appreciate all feedback, and demos are especially welcome.

Screenshots:

http://kinn.spawnpoint.org/maps/marcher01.jpg
http://kinn.spawnpoint.org/maps/marcher02.jpg

Download:

http://kinn.spawnpoint.org/maps/kinn_marcher.zip

With aguirRe's permission, I have supplied his engine executables inside the zip. Please read the readme before you start.
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Almost Finished 
I got the gold key now I'm lost: Thoughts:

- good work for Q1
- flying imp/whatever sounds are horrible, never rehash - but looked like they had good texes
- nailgun ogres were annoying but a welcome challenge
- liked the breakable floors/grates/walls detail 
Oh Yeah 
It's a bit too hard on EASY. 
FitzQuake Users 
Yes, it's just possible to run the map in FitzQuake.

However:

a) You will not hear most of the ambient sounds - many of you have commented on the apparent lack of them - they are there if you use GLMarcher or WinMarcher.

b) You will certainly get packet overflows in the final battle(s).

Again, (and I stress) Please read the readme file :) 
Kinn 
I've download the stuff yesterday evening, and I didn't found time to install it, so I didn't read the ReadMe file BTW... ;P... So sorry.... I was just trying to found a good way to play the level without "breaking" anything on my PC... anyway...
Well, I will for sure try it this night, and give you feedback tomorrow.... 
GLMarcher 
No luck getting GLMarcher to run in higher resolutions yet. It seems not be fov-related as it's the same in fov 90. I can't get it to run higher than 640x480 in vanilla Quake either - and the same goes for the glquakebjp.exe at http://user.tninet.se/~xir870k/.
Haven't had the same problem with any other engine. 
Weeee 
this map looks superb. when I can get a hold of a good MAC OSX compatible executable for an engine like darkplaces, this will be the first thing I play!

gj kinn, go apply for mapping job now 
Demiurg 
Please add the -condebug option to your GLMarcher command line. Start up Marcher once and then quit after the map loads. Email me the produced qconsole.log file (it appears in the marcher folder) together with your system specs and command line and I'll take a look at it.

GLMarcher can run in resolutions from 320x200x16 to 1600x1200x32 (windowed or fullscreen) if your system can take it. 
Good Job 
Q3 texes in Q1 remind me of czg07, which was another masterpiece.

The only things I didn't like were the last two gaurochs (kind of odd trying to kill them up on those moat walls), and the fucking incessant donging that kept up across the entire map until you did. Left me with a headache that persisted for a few hours.

Oh, that and FitzQuake075 would throw up patchy orange lightmaps everywhere when quickloading - dunno if that was covered here already. I found I could clear it by loading a different map (start.bsp was nice and quick) and then quickloading from there instead.

Otherwise, what everyone else is saying. :)

(Special thanks to Jago for providing me with a new copy of Quake) 
Amazing Map 
Yesterday I finally came to play this awesome map. Everything was already said in this thread. This map is superb, stunning, gigantic. The size of architecture gave me the feel of reality. New monsters are also great. And I can�t even imagine how did you build the terrain.
I was playing on easy, and don�t know if I want to try it on normal � your map is very difficult already on skill 0. The final battle was very hard for me. The only hope is that there is enough armor on higher skills.

Thank you for this amazing map. 
Lun, 
i think that's related to the skybox bug where the lightmap slowly gets replaced with bits of skyboxness.
fq 0.8 is supposed to fix that though. :) 
Awesome Map 
I saw so much praising, and so many dudes playing it at #tf that I decided to give it a go, and damnit if it isn't the best map I've played in years, definitely great.

I don't love the Quake 3 textures, but that's a personal objection. Other than that, the map absolutely rocks, it's vast, big, hard and totally impressive.

Damn good work, Kinn. Yeah. 
Skill 0 Vs Skill 2 And Secrets 
Surprisingly enough I found that after playing through on skill 0, skill 2 wasn't *that* much harder if you kept an eye on the ammo situation. I even found that I'd left a bunch of health boxes and some nails lying around after the final battle while I was looking for the last damn imp... Skill 3 next, I guess :)

And finally, is the LG a secret? Because if it is, I can't find how you're actually supposed to get to it -- I've found a few ways and not hit the relavent trigger. OTOH, if it isn't it's way too hard to get to :)

The map is still awesome, by the way :) 
Lightning Gun 
In hindsight, I probably should have flagged the LG as a secret, yes. It's certainly not necessary to finish the map (although it does help ^_~)

The LG should be easily accessible once you reach the belltower - it just involves jumping down a few levels. Once you reach this point in the map, a teleporter will have spawned in the LG area, letting you quickly get back to the tower.

You can also reach it from the Brown Tree area with a bit of careful leaping.

In addition, it is easily accessed from the ground during the final-final battle - the rusty iron bars that previously blocked access from the terrain will have mysteriously lowered...

^_~ 
Dammit! 
That means there's a secret I haven't found... which means I'll just have to play through again... 
File Mirror 
Is there a mirror for this file, I've posted a link to this thread at another forum encouraging others to try the map, but they're having problems getting it. 
Phait 
Not at the moment, AFAIK.

Link seems to be ok for me though :) 
 
Kinn, do you want me to mirror it at fileplanet? 
Small Problem... 
does anyone know how to avoid this? (it happens on a few very large maps)

www.geocities.com/cfitz85/1.jpg
www.geocities.com/cfitz85/2.jpg

I'm using macGlquake on a G4 macinstosh

otherwise, this (bastion also!) is one of the most stunning and enjoyable maps I've played :) 
Connor 
It's the farclip distance that is too low (old GLQuake 4096). Depending on what PC version your Mac version builds on, you might be able to change it. Look in readme for something that resembles farclip. Otherwise you'll have to change engine/platform. 
Fantastic Experience 
I dont regret relearning Quake to play this level. Your well planned layout of interlocking rooms really give it a sense of place... not just various rooms cut out of a vast invisible space.

This map reminds me why i fell in love with quake to begin with. Great job. 
Fps ~5 
I got really lousy fps outside, I think less than 10. And somewhat lousy inside too... The Quake engine doesn't seem to handle this outdoor stuff very well on my low-end p3-500. :(
(I can't check since fps showing doesn't work?)
No graphics bugs whatsoever though, I'm using glmarcher and nvidia gf4 mx400 :)

Otherwise it's got lots of incredibly nice stuff. 
It Is Really Beautiful Work 
Kinn,
I have spent well over four hours emersed in this world you have created (the mood is set quite well with the story line; it being kind of evocative in a solitudinal Robert E Howard sort of way) in two consecutive rounds of play.
I would clear out areas and then use console commands to see what was under the hood, how you organized your brushwork, and testing the r_speeds in various areas.

Mere technical interests aside, this map is pure pleasure in terms of game play and that quality we loosely call architecture. The Q3 Gothic style has not looked this fresh since December, 1999 when we saw q3dm7 for the first time.

More so than Bastion (I'll explain in a second), I loved the game play. A different tact had to be taken at every turn. From rounding up the spiral stairway slowly and rousing one creature from a group with a pop of a nail gun to leading voreballs down crashed-in attic ways into hapless zombie victims, the scenerios were just so nicely varied.

Bastion was quite the adventure, but the hoard combat was more overwhelming in it in many areas. As I joked earlier, I had to finaly cheat to get a victory out of Bastion. With Marcher, cheating wasn't necessary. I had to reload a save many times, or run past an area and regroup later, but god moding never became necessary.

It was just the most fun I have had in a while. It is definitely up there with Last Cup of Sorrow, Ceremonial Circles, Bestial Devestation, To the Death, and that level by RPG the name I can't recall, Pen- something . . ., in being my most memorable game playing experiences.

PS. I'm not Bob Hope this time. Yeay! ;) 
Fitzquake Fixed That 
ha! Wonderful engine that fitz, it says in its readme that there's a new rendering codepath that should be faster for big scenes and boy it sure is!!
I must report this stuff to the quakeworld community so we get some of that sweetness too. 
See Metl, 
<i/> it says in its readme

People DO use your documentation! 
Bam 
well, fitzquake is not based on the quakeworld client, but on the netquake one.
you'll want DarkPlaces or something like that for a quakeworld client. :) 
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