My first impressions:
-Nice id1 theme and feeling
-Sometimes weird ways (to me)
Play it, it's much better than expected!
nice oldskool levels, a pity one of them is unfinished.
almost a little too oldschool for my taste, at least the base map. kind of plain and boring lighting with jagged shadows (no -extra sampling, i assume).
the second map was better, but didn't have enough health/ammo (skill 2), even with all secrets. had to cheat me a large health pack and leave some monsters alive.
third map looked promising, but wtf, why include an unfinished map? at least a small amount of gameplay could have been included.
still ok fun after all, with a few nicely design bits.
to me, the maps looked much brighter than in the screenshots. could it have to do with bjp-quake?
I think this pack provides an interesting window in to the psyche of a novice mapper. You can see real progression in his talents.
sg13: No design to speak of. It seems like the mapper planned it as he constructed it, which makes the connectivity feel very disjointed and convoluted. Bland, badly sourced lighting. Narrow diamond shaped corridors coupled with huge boxy rooms is just plain odd. The teleporters also feel somewhat out of place. Gameplay is also nothing special, with a lot of static enemies facing away from the player.
ejm2: A vast improvement over the first in almost every area. Architecturally more coherent, though I think it could do with being scaled down a little -- a lot of the monsters look dwarfed. Lighting is improved, though still a little unbelievable. Gameplay-wise I was particularly impressed with the placement of ogres who are far too often relegated to small, high up ledges. It's refreshing to meet them face to face in an area where they've got room for maneuver. On the downside, I too found myself woefully short on ammo, to the point where I had to take out a fiend, an ogre and several scrags with nothing but an axe.
ejm3: This is indeed a shame. It seems that as the author has got to grips with pleasing visual details he's become bored of mapping. It can be painstaking working with details and I think it must have got the better of him.
Overall, I'd say the pack was worth it for ejm2, even if it begins and ends on a sour note.
I think he his working on ejm3 and I am hoping it. Sofar it looks nice!
About the ammo problem: I started playing with ejm2 until I realised that I should have started with sg13 (since that map links you to ejm2). I had short ammo, but it was ok.
map was a bit annoying due to confusing layout and too sparse and hap-hazard monster placement, otherwise it looked pretty good.
The 2nd map was much better, but too difficult on Normal, more health and ammo would help. There was also two monsters missing due to a misspelled trigger.
I hope the author finishes the 3rd map, it also looks good.
i play on hard in both maps and sg3 was peace of cake... ejm2 was pure fun nice combats and amo, had to be count untill the end and i just saw sng :\ didn�t find secret to get it!!! hope jaromir finish ejm3 map from start look real good!!!
Good to know it gave you few minutes o�fun! As for the ejm3-I will probably disappoint you. I do not feel like I am going to ever finish this map. It really means tens of hours of work, you know. But if I find someone who likes the start of ejm3 and would have time to finish it, I wouldn�t be against this idea.
come on dont be lazy ;) go for it! we got time... we can wait ;)
And yes, important! Start game playing map sg13, because sg13.bsp is the first level of this mini-epizode. I should make write it more clearly in a documentation.
Tens of hours of work isn't exactly much...
jago is right... go finish the map dont be lazy!!!
Maybe I really should think about finishing the third map. Can you, guys, give me some tip for a epizode 1-like maps so I could get some inspiration? (I am playing BBelief by M.Worch again now for example) Thank you.
The Way I Learned To Make
more intricate brushwork was to recreate maps from the 100brush contests. Since the map files came with the two packs, it was easy to have the examples on hand. Also at 100 brushes those files did not tend to be difficult to decifer from sorrounding structures. I still like to keep my z-plane clean and straightforward so when I go back to an old map, I have no problems understanding the layout.
Jaromir, havent played your maps yet, but definitely finish the third map !! (i keep them for when i�m in the right mood :)
i think two of great base maps i have played so far are Hexameron: Phase One (pbrsp1.zip) and The Final Threat (apsp1.zip).
Ok. I will certainly try these bsps (downloading now) if you say they are good, but my third map is actually not "base-style" map. That kind of e1m2,e1m3,e1m4 feeling was on my mind rather. You will see while playing it:).
PS: What exactly do I need to play GL quake? Compatible graphical card? Some special dlls?
Well, APSP1 (The Final Threat) really is perfect. It uses fine ikbase texture pack from Fingers. But pls do not expect something like this from my Spligate Complex 13, which is my first bsp ever.
WOW! I must praise another levelpack! I see there is no point in trying to build perfect levels anymore. There is Quoth already and is unbeatable. Must play (but you probably did...).
did you play Lost Chapters?
it doesn't contain any tech stuff.
Lost Chapters? No. Will you provide me an adress to download pls?
When I try to download (tried 2 times) zip from Kell s homepage, file is damaged, other download sites (mentioned in discussion about this mod) do not work at all. I would love to play it, screenshots (with great new monsters used in Quoth too) are tempting, just have to find where to obtain it...
Lost Chapters Again
What to say? These ones are perfect. Starting from excellent "start map", new monsters to unique mapping ability of the master-creators (Necros, Kell tc). Absolute must-have.
If you think there is not enough ammo, play In Ovo with Zerstörer modifications (file dml6prog). SUpershotgun and nailgun are replaced with much more powerful/better looking weapons which make In Ovo much easier!
Jaromir83 / GLQuake
1) Remove opengl32.dll if you have it in your Quake dir
2) Download and install FitzQuake
Good Oldskool Maps
The first one is a nice base with good progress, the second map has more diverse fights and again well done progress/layout. A good point is the use of spawn traps: challenging but not overwhelming, good job.
Only thing was, I like to play maps from scratch without weapons from previous levels, and the second map is very tough that way, it�s not possible to kill the zombies(no explosive weapon in the level), but it is doable, took me a "few" tries ;)
The visuals etc. are nothing fancy but as long as the gameplay�s there I don�t mind.Thanks Jaromir.
Sielwolf really pleased me by recording demos of both In Ovo maps (available for download here http://rapidshare.de/files/25209227/in_ovo_sw.dz.html).
Will anyone else do, please?
Fog In Horror Trip Level
Try playing ejm2 using Fitzquake with parameter "fog 0.05". It adds a bit of atmosphere!
High-res Base Textures In Slipgate#13 Level
Also do not forget to use new high-res base textures (DebaserTextures_v1) for sg13. Enhances the look of it greatly!
recommended game to play these levels in:
"Bastion" (better monsters/weapons)