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New QDM: Shady
Attempt at a map with interesting geometry and vertically oriented gameplay. Intended for 1on1.


it's released at last! gibi, keep doing such exquisite brushwork! 
Just Had A Run Around 
... im going to be sick.

nice use of angled textures combined with erratic , yet somehow all in place, architecture.

felt both 'old-school' and refreshing at the same time. 
Needs A Bit More Polishing 
I found a bug: if you walk straight into the wall in the direction my crosshair is pointing at in you will end up in a wall like can be seen in

The map brushwork and lighting are nice, but I think that map would've benefitted a great deal from more dedtails and better texturing. 
Never should've updated my compile tools in the final stages...

I'll try to get a fixed version up asap. 
Let's hope there will be at least one server in Europe running it. I like it. :) 
I uploaded a fixed version (same link), compiled using tyrann's qbsp this time. Sorry for the hassle, and thanks all for the comments! Thanks Jago for pointing out the bug. 
Great Map 
I really love this deconstructivistic design. It is a pity that not more mapper go away from the sometimes too boring blocky design and built maps like this - fresh stuff :) 
Hylke Please Learn To Align Textures Properly! 
They're all wrong in this!

P.S. let's be lovers. 
Bloody Hell 
that's some great brushwork, gibbie. I love the ceilings and general feeling of uneveness. Must have taken you a long time to align all the textures in this (they were all aligned nicely and I didn't have a problem with the choices other than it was hard to get used to the layout because everywhere looks so similar).

Now go make an SP map ;) 
i already tested this map :) so i already love it... have a great fun gameplay :) anybody want waypoints for it? if i still remenber how to make then...ehehehe 
Very Cool! Map 
great ideas great design, but.... joking, lol there arent any buts.... its cool!!! :) 
Nice / Finally 
the detail additions (bricks and greenish metal) make it look a lot better than before.
deathmatches were unusual but fun iirc. a very unique map for sure. 
fucking finally released it, u slob. anyway, it's nice! i hope someone learns how to play it! 
Lol, its like running around drunk! 
Ha Ha Tiddles 
You almost had me there! Ha!

nice crazy geometry as always, gibbie. Echoing the 'sameyness' sentiment - the design doesn't do much to visually suggest play space and it gets a little busy. More soft diffuse lighting, with the wallwashers being fairly dim, might have worked better. 
Nice Layout! 
Shady, sorry I don't play DM, but I would make one of this. Nice brushwork too! 
Ooh, how nice this is -- like one of those crazy German art movies from the 1920s! It does look sameysame, but the general idea is rather REIZVOLL (BabelFish tells me this is German for SEXY). 
Biff = Reizvollfella 
And gibbie, you rock the house.

Zomg Hylke Beck 
cool map, kind of a hurts my brain, but in a good way. 
continuing the tradition of tall spiraling gibbie maps. 
Screenshots Look Every Impressive 
If Picasso Was A Mapper... 
fitz080: Mod_LoadTexinfo: one or more textures is missing from BSP file

very nice map! more refined teleporters would make it even reizvoller [sexy is german for sexy]. looking forward to my next dm session. 
Now About Those Other Person Who Does Not Release The 
maps that are so nice and almost done, efdat? ;) 
Oh Gibbie! 
I love the way you caress your brushes! And when you let me play with them--oh, I get so excited! 
It�s A Crazy 
Hey, a cool cranked 1on1 Quake Map 
Thanks everyone for ze kind werds. Sorry negke jago trinca i forgot to put you guys names in the readme... Should keep a list of testers next time :)

About the sameyness, yeah you guys have a point.. I had trouble making it less samey. I think its because there aren't really any distinctive areas that i could detail differently without it looking out of place (or something). But maybe that's just me (probably)... 
hehe i dont care ;) map is fun! just like to see it in a server to kick your asses up!!! 
Played 4 Rounds 
fantastic map. plays well. just damn fun.

2-way teleport has issues, sometimes the player doesn't make it if they are providing forward momentum. it's strange. could definitely benefit from fine tuning.

that gap between the steps and the wall on the bottom floor. WHAT A PAIN, player gets caught on it often..

otherwise amazing stuff gibbie. can it go in ze book? :P 
Nice architecture, I like the angular stuff you put everywhere. Lightning effects are very cool... Nevertheless, the texture you used could have been better... anyway, it is quite interesting and very different from other DM maps... Did you took some inspiration from Dali ? 
24-bit Textures 
Will you be making any 24-bit textures. That would make the map look a lot hotter I guess :) 
Oh yeah i forgot to thank aard.. i was inspired by his slopy map (hence the name of my map)

JPL: nah not Dali, maybe Gaudi... my favorite architect :)

Pope: mais bien sure it can go in ze book, i'd be honoured :>

apa: i don't think higher resolution 24 bit textures will improve the looks that much, as the difference will (at least if done properly) only be seen from upclose. I just don't think its worth the effort. If i do decide to retexture, i'll make diff/spec/bumps a la d3/q4. But i won't :) But if i did, the sameyness issue that alot of people mentioned would still be there.... 
Fantastic Lighting Gibbie 
adds a bit of tension to a match because the depth of space gets obscured in some places. 
Great crazy design, cool lighting, good use of oldskool textures. Nice work, gibbie, i'm impressed 

Oh god. :x 
Fucking Players 
i hate them! 
hmm indeed.. those new textures lookmuch better!

anyways thanks for posting about ze map on there :) 
Good Gawd 
Do they do that sort of shit to ALL DM maps on QuakeWorld? I remember the retina burning neon colored textures that were misplaced on SleepwalkR's map a few years ago. 
I'm guessing all that QW playing turns people into colorblind asswipes? Thank God I never got into that sort of thing. 
Remind Me To Put Clauses 
in readme's from now on 
that's a good idea actually... 
I Always Have 
Every readme I've ever released has said "You may not use this map as a base to make additional maps. Make your own damn map." 
yeah i forgot. not that it would've stopped him tho 
"You may not use this map as a base to make additional maps. Make your own damn map."

That doesn't prohibit people from playing your map in a modified game environment, which includes new exe, new progs.dat, new models for walltorches, normalmaps, specmaps, blah blah blah etc.

And I don't even hear people complaining when old maps are recompiled for transparent water. 
just let the pigs swim in their shit, we'll stay with our textures! 
I like your style gibbie, your map Shadows has been a favourite for a long time.

This is the logical evolution.

Superb lighting; don't let the sameyness comments deter you! If you take sameyness far enough to turn it into a style, it becomes art.


shame for those that don't get it.

Keep it up. 
and good gods, can I have your texturing skills please?! 
Well, No 
shame for those that don't get it.

Yes. It is. Strong style is unified variety, not monotony. And it doesn't mean 'make it hard to tell where you are or even perceive depth when looking around.' 
Hmm, Lunaran 
Black-and-white paintings (or grey paintings) can't have strong style?

(Let's not discuss what art is, please.) 
All Right, Fine 
You know how sometimes you'll find a b/w comic book page that's meticulously detailed and inked but there's the same ornate mix of black and white everywhere, and despite being highly professional work you have to stare at it for twenty seconds before you can even see the characters? 
I see your point.

But "monotonous" texturing can help to highlight the form, the brushwork. Of course I wouldn't want every map to look like that (although that could be interesting), it's kind of an aesthetic exercise if you will. Ironically, it introduces variety.

Many people have said that they didn't like Quake's "samish" brown color scheme. Others would say that's what defines it.

Remember the one-texture speedmap pack? I thought they rocked. For a speedmap set.

Your point may be rather more valid when we talk about deathmatch maps, which should go for playability over atmosphere/artsiness. This map will probably not become widely used by QW players, but I think gibbie did this for himself/other mappers/interested audience and not for QW.

Mapping for QW (preferring functionality) is potentially less fun. Not that they need any new maps ;-) 
Obligatory Double Post 
Would you say that the "samish" criticism holds true for Antediluvian or Adamantine Cruelty?

Because I thought they were brilliant maps. 
Gibbie owns. the map really rules. great architecture, totally vertical, very artsy and still fun to play. have you created more of such an ownages Gibbie? will have to find out, thanks for perfect DM arena. 
the beta of this was like chess, the final is like checkers. gibbie is so complex. 
Yes. It is. Strong style is unified variety, not monotony. And it doesn't mean 'make it hard to tell where you are or even perceive depth when looking around.'

This man knows what he's talking about. Agreed completely, but aside from that, I like this map a lot, although it's a bit samey, it's really quite crazy and erratic, and you did a good job with the spotlights.

Those high res textures someone posted are just the worst thing in the world. Might as well just replace every texture with a picture of a cock (like czg does) before you play. 
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