Friend: So they're finally getting used to your weirdness in mapping?
Me: They have no choice.
LOL True Dat.
Looks awesome. I like the alleys, and yeah
Also impressive texture usage.
My eyes nearly fell off, as is expected i guess.
Cannot wait to play this.
The Big Skeleton's Eyes Fell Out As Well
Also its a bit hard to spot but the Eiffel Tower can be seen in the distance. And its not just a background decoration either, its part of the map from the bottom all the way to the top.
Map require Quoth2.2 and engine with increase limits, support bsp2 and transparent sprites. In my arsenal only quakespasm can work with this map.
I tried your map. It's a nice one, but it needs MUCH more monsters in nightmare mode. Only 139 monsters on such a large map? Come on, it needs at least 1000 arses to fuck.
The ascending scales are not working. I had to noclip to move on.
The zombie pictures from the shooting plants game are funny. Not very Quacky though.
The last part before exit wasn't working. No monsters at all in that place (with all the broken bricks walls). I had to noclip to exit the level.
You did not play correctly. The map must be run under the mod Quoth2.2
This is what I did. Quoth 2.2 here.
I placed the sounds and progs folders directly into the Quoth folder, and they appear to not be recognized.
Maybe you forget to make the right start?
quakespasm -game quoth
Of course, I did this. Here's my exact start command :
-hipnotic -game quoth +skill 3 -heapsize 480000 -zone 4096 -sndspeed 44100 -fsaa 2
Using the 0.92.2 Spike version of QuakeSpasm, under OS X.
I'll retry your map to see what happens...
-hipnotic -game quoth
It's just -quoth, and has been for many years.
What is hipnotic again? I'll never remember what it's doing.
Rotations, I Believe?
Hipnotic was the studio that developed Mission Pack 1.
Also, I think you don't need the heapsize/zone stuff anymore in QS/QSS, and you should upgrade to latest version 0.93.1.
The -hipnotic switch was required to enable the modified status bar that was introduced in Mission Pack 1 and is also used in Quoth. Newer ports like Quakespasm have a -quoth switch that does it automatically.
Not your typical digs map... but I dig it nonetheless. Assuming the final arena is still being worked on, I thought the rest of the map was quite polished and good to go. The layout can be a bit confusing and the silver key door is tricky to find - I think I stumbled upon it accidentally. Otherwise nice map, especially the underground sections, and the secrets kicked my ass, 1/4.
Played through the map on skill 1, 2/4 secrets found.
The map is very good-looking and plays very well. I liked especially the underground areas, as i'm not a big fan of open spaces.
All areas are well connected, so i never got lost as it happens usually when i play maps this large.
Good art style too, you can really feel the horror atmosphere playing through every area.
Pace was good, and i never found myself struggling too much for ammos. I like the way you put the right amount of them over the map.
I din't like too much the paintings from plants vs zombies, as i think tributes to other games should be put in some secret areas, and not all over the place. I felt like they were a bit taking away that horror feel (that i loved) from the map.
Some areas of the map felt like they were supposed to be important, with good detail and interesting design (that area under the bridge for example) but then i found they were useless. Maybe that's just because i didn't found the secrets, who knows!
I don't understand what is happening with the ascending scales. I can't use them wathever what I'm doing (walking, running on it, jumping, ...). I tried the default QS 0.93.0 and the Spike version.
Something seems fishy here.
I agree about the zombie cartoons. They feel goofy in Quake. Maybe some monsters porn instead ?
I can explain what they do on the walls. This map was made at the request of my son. He is 12 years old. Therefore, there are such awkward things on the map. I myself understand that they are not written off in the overall design, but still decided to leave them
Wow, you're a super-dad dude!
My dad is 81 years and would never make Quake maps for me :-(
impressive stuff, very blood-like. I like that you're using tronyn's mod, not enough people use it tbh
When downloading AfterQuake I saw a screenshot
of a mirrored player.
Is this effect obtainable in AfterQuke, or is it a sidecase effect of DarkPlaces that creates this mirror?
that's FTE's r_telestyle 3 setting.
Thanks for info, Spike!
Or should I say, blame me for not reading the manual.
Dear friends, a.k.a fucking morons.
Please learn to upload your files to the right folder instead of cluttering the main page with your shit, forcing people to scoll down endlessly for the login button.
I'm Probably Guilty Of This
Any way of just moving the files? I know it would break some hyperlinks but the files would still be retained
Delete Them All
quake skill 3 with respawning monsters and items/powerups is it ok thing ?
and skill 2 behaves as skill 3
Also Neg Can Press The ‘end’ Key?
I'm late on this one, but I finally got around to playing it and I just love it! Of course whenever I see a map that isn't the conventional Quake theme of castle or base gets my attention. (Not that that's a bad thing) You did a stellar job of creating a farmhouse, at least that's what I think it is. Everything looks good from the decrepit interiors and the windows letting you see the inside, to the vegetation outside. My only suggestion would have been to make the spinning part of the windmill more visible to the player throughout the map, as I think it makes an excellent set piece.
As far as gameplay, it wasn't too bad on hard skill. Almost died at the end but I always have trouble with those gugs.
I think you did an excellent job with this one, certainly well enough to be fully released.
First run demo, hard skill: http://www.quaketastic.com/files/demos/orl_digs09.rar
Thanks a lot! I already thought that no one would record a demo for me. I liked that you managed to pass the map from the first time. The last hall is difficult for me, but I think it should be so.
As for the mill ... Her blades and so big. And they have no physical collision with objects. I calculated its length so that it was not noticeable.
For the release, I will add a few monsters on a hard level, otherwise it is not much different from the normal level. And the last room due to the large delays between the waves of monsters will be a little easier.
I am also glad that the map is like. In the coming days I will post a release
hi, here's my attempt to beat the map on skill 3
lasted 'til the gugs
reminded me of hexen2/blood combo
Thank you very much for the game. When you killed the vorelings, I also thought about monster_jump. In the release I will add it. Thanks again!
Inspired By Lunaran
@digs (if It's Possible)
i would advise you to increase the secret count on your map, for a such big map the number of the secrets is to low