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Q1 SP - The Rest Is Silence.
At my Qexpo booth I have released my new singleplayer map 'The Rest is Silence.' It's a map that got delayed to the Lost Chapters pack, so you got to have this to play.


zip file (3.18 MB):
7zip file (2.13 MB):
Nice Map Name 
Downloading ... 
for the 7zip! 
Awesome title. Downloading :) 
Very Nice Map! 
looks awesome, especially the outdoor areas, the towers and all...
gameplay was sweet, as well - not too difficult on hard, due to plenty of ammo throughout the map (almost too much for my taste).
i liked the dropping book shelfs at the end - they made the end fight a little less easy. found only two secrets.

some clip brushes to stop the player from being able to walk on the roofs would have been a good idea, though, and i also noticed some slightly floating flame entities. more droles!!! ;)

some very enjoyable 30 minutes, after all! 
it was sweet. i played on normal and did a quick run. is it supposed to be run like a normal map or together with the chapters addon's progs.dat? because some doors and the lift (i presume) to the gold key didn't work. it could be a worthy addition to the pack. i dig these outdoor areas especially. 
always read the text files first ->
To run this map you must have the 'Lost Chapters' map pack installed.

it's also said in the top post of this topic and in hrim's booth... 

silly me. 
nice level! made in proper knave style, tho in the library area the lighting is a bit bland. otherwise it was fun.

here's my first run: 
V Good 
2/5 secrets, 114/124 kills, half an hour. Felt it was a bit easy, coulda been the difficulty I played it on though. Very nice! 
Some great designs in this, two outdoor areas are awesome and very unreal-like which is good. The Quad in the tower was a fine view.

Gameplay stuck well to the ideals of the Lost Chapters pack, i.e. very hard and not much fun, although this was mostly down to lack of health and lots of annoying sniping monsters rather than the custom monsters which were used pretty fairly. This is apart from the end room which was good fun and much better. 
Nice Work. 
Agreed with most of what has been said, except I found it a tad hard (on hard) and the outside areas were slowing my computer down quite a bit (1500-2600 rspeeds, ouch).
Final area was nice, really didn't expect that boss to pop out, so he grabbed me right away as I jumped into the exit portal, hehe. 
Skill settings are very much in effect, so try a different skill if it doesn't feel right. If you're using FitzQuake, make sure to add the -heapsize 48000 option, otherwise the outside areas will be really choppy. 
Quite Nice Map 
with the last outdoor area being a highlight. I too got quite a slowdown in the outside areas though.

Combat was tough, new monsters were used very well. But I hate fighting fiends and hellknights in cramped areas, especially when they are on each side of a doorway. 
Well Done Hrimfaxi 
Very nice map overall, with some nice, original texturing. The goldkey area would be the best, nice tentacle making.

Gameplay was pretty good overall, but i found the sheer amount of sniping hell-knights to be a bit annoying.

The end was pretty good, Vermis was well used. When i saw the fiends spawn in after hitting the button, i was pretty sure Vermis would appear after hitting the second button. So i tried jumping immediatly down and hitting the button to see if Vermis would fight with the fiends. It turns out Vermis will hit the fiends and anger them, but the fiends can't hurt Vermis. Odd. It would have been kinda amusing to see two fiends kill Vermis.

I got an odd error once picking up the gold key. Certain sections of the map, the textures turned black with white splotches. Really odd error, don't know what caused it. 
great map :) very nice brushwork in and outside. Gameplay was very good and progressed well all the way until the vermis.

i'm sorry but that combat was just not good at all. the arena the vermis was in was way too small and i even ran out of ammo fighting it. Far better would have been to have alcoves open up on the bottom floor with ammo caches in them to incite the player to move around. as it is, since there is no ammo to pick up, you just stand in one place shooting and ducking until you run out of ammo, or, ever worse, go to the top floor and attack unimpeded.
the second floor should have been blocked off since the vermis can't hit you at all when you're up there. 
Great map! Both visuals and gameplay are very good. Lots of fun gameplay situations. Outdoor areas were teh best ones.

This map made me don't want to finish my own knave map... 
for all your comments!

neg!ke: I did have clipbrushes over the rooftops under construction, but that was for keeping clipnodes down.
At the end I removed the clipbrushes because I'm sure that I would have gotten some complaints if the speedrunners and other players couldn't jump and go where they wantet.

Thanks for the demo Vondur.

Yeah the outdoor areas give some/a lot of a slowdown 8-/, thats the price in Quake for building these large open arena like places, sorry to all the players with older machines.
I'll try to hold back on the to large open in the future (although not in the map I'm building right now, it has an even larger open area).

Fun that some players says that hard is a little to easy and other says it is to hard, I seem to have hit it right in the middle.

PuLSaR I'm looking forward to see your knave map. Knowing your other releases I'm sure it is really good! (Don't loose your Phait! 8-))

What engine did you get that GK error in? 
Fitzquake 0.8 
I'll Get The Lost Chapters Tonight 
installed so I can play your map and finish that episode. I'm certain your map deserves a good go around. 
Are you sure it wasn't FQ 0.75? It sounds awfully like the old skybox bug, as "black with white splotches" might be the stars skybox. 
It was definetly version 0.80, just re-checked. 
I finally found time to download and play tris (this means I finally download Lost Chapter as well... ;P ...)... As the others said, the map is very good: nice architecture design and texturing, good gameplay and lightning effects... I will look forward for your next map for sure... good work ;) 
G'day mate, even though I'm not Aussie.

I want to play this map, but I'm having a hard time finding quality time for gameplaying lately. If I don't post comments later, I just want to say thanks for finishing a map and letting everyone play it; that deserves special commendations in and of itself; even though I am a wee bit tipsy. 
Ok I Played It! 
Good job. I found it pretty tough on skill 2, but maybe that's partly because I'm still getting used to the setup here at my new digs. There are some cool designs, and I'm glad you didn't give them all away in the screenshots.

I have to agree that the ending could have been better, though. It didn't feel like it was set up well, and it would have been nice to have more room to navigate.

Overall the balance was pretty good. The use of the new monsters seemed fairly good, but maybe a few more vorelings would have been nice.

Good job! 
Holy Shit! 
great work, came from holidays today and play this peace of art!!! man this 4 month was few time wayting for this great level!!! thks :) 
Problem With Darkplaces 
It's great map!! but with darkplaces (last version) the gold key is inaccessible. After i kill the walking proboscidean monster, gold key is still floating in the air. no problem to get it with noclip but.. I play the map exactly as i have read in manual - with lost chapters instaled. In telejano all works fine. 
Play it in Quake then, not Darkplaces. 
it looks like the last updates for DP is borked. I know it works in the version from oct 17 2004. 
According to aguirRe, it seems that last DarkPlace version(s) crashes very often now with no reasons... i.e, there are crash issues since the 2 or 3 last release... It's not the first time he mentionned the problem when testing my current map project... I hope LordHavoc will find a turnaround to solve this issue... ;) 
i use tremor client and always work fine in all mods! 
I Finished It. 
I played this through and it would have been very much at home in the Chapters universe.

I played on Hard and found it to be good - lots of crossfires to keep you moving but I found no battles to be unmanageable. I tend to be slow and use cover and infighting a lot so for the cautious player, this map is not unfair. I put down Vermis by running around in circles one way and shooting between the pillars. It was tough but not overly tough.

Good secrets - I think I found all but one but will return to find it (I hope.)

I liked the grand scale which was even more grand if you took an easy jump to a rooftop where you could touch the starry sky.

There were some nice touches with corpse models and crates full of books!

Great work... 
Holy Shit 
Looks like the guy finally went silent. 
FFS Indeed, Mike... 
What's the difficulty of this map like compared to the rest of Lost Chapters ? 
I Agree, 
the map was awesome. 
Makes You Wonder 
when that spammer in Russia was found shot to death whether or not a bounty was involved. 
this thread is HOTT

I'd close the thread but I should probably use it to improve my spam block techniques. 
testing form ip verification.... 
Another Test 
should fail... 
that didn't work... 
Closing Thread Becuase Of Rampant Spamz0r 
31 posts not shown on this page because they were spam
This thread has been closed by a moderator.
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