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New Q1SP: "Quakeshift" By Elvis
Elvis writes:
I've resently finnished my second quake SP map called quakeshift and also this time the map dosn't have dm in it. skills: easy 124, normal 139 and on hard 155 monsters. Hope you all will like it :)

screens:
http://www.geocities.com/elvstrom/quakemap/qshift1.jpg
http://www.geocities.com/elvstrom/quakemap/qshift2.jpg
http://www.geocities.com/elvstrom/quakemap/qshift3.jpg

download:
http://www.multi.fi/~elvis/quakemap/qshift.zip
Based On Screens Alone... 
Looks like high quality texturing and geometry. Unfortunate use of minlight, but maybe it looks better in-game. 
Yeah 
It looks pretty good, except for the flat lighting.

Unfortunately these days I don't play Quake--I just look at screenshots. 
Elvis 
The shots look interesting: I'll fly through the map ASAP... It's promising ! 
Plop 
I tried to speedrun it, without success. I got stuck to everything imaginable. :P Sometimes I have this bug in quake that makes everything look green (wtf). So I can't say anything about lightning/textures and stuff. :) 
'pon The Download 
Looks pretty nice yo. 
Good To See Lots Of New Maps 
And this looks like a nice one.

downloading . . . 
Played It 
Liked it. A good choice of theme with fine brushwork. I did'nt mind the sometimes cramped rooms, as I like tight combat. But really dark areas is kind of a turn off for me. I got lost a few times because I couldn't find the path to take because it was hidden by darkness.

The first portion of the map seemed much harder than the last. I died only a few times, but nothing to overly difficult.

Overall, this is a great effort. I recommend to anyone who enjoys Quake single player. Nice work Elvis, keep mapping. 
Pretty Good. 
Quite a "full" map with a good theme and some nice details. It is fairly cramped in places, moving around some scenery is awkward.

I found it fairly tough, the start was a bit annoying with the knights and health supplies right next to ammo, in fact health was fairly sparse. The balance was good though, maintained interest and the sewers had interesting battles. 
 
Unfortunate use of minlight

I got lost a few times because I couldn't find the path to take because it was hidden by darkness


are we all playing the same map? 
Groovy 
Great detailing, layout and combat. The lighting is too flat and more contrast would have helped.

The other thing was I felt like I should have had some sort of close combat weapon, the Zer chainsaw or Qouth hammer, just to deal with the hordes of knights when the SSG felt slow.

Very nice work. 
Mishmash. 
Good and bad. Definitely good combat and flow, offering a good challenge, maybe, as stated by Orl, the ending was a little bit of a lackluster, being able to get rid of the shambler without even exiting the underground, from a safe spot. The initial building being really too tight and with way too cramped architecture, giving a very unrealistic feeling. On the other hand, very nice architecture in the underground section, maybe with a couple of boxy rooms that could be avoided. Ammo wise, I found it adequate, a bit on the scarce side, but adequate. Lighting is really to be worked on. 
Quake With XP 
I wish I could get Quake to work with XP good? 
Quake On Xp 
Elvis... 
Good work! You might try going back and lighting this one differently, though. AguirRe will no doubt be able to give you a few good suggestions ;-)

As far as the crampedness is concerned, I think it is a result of trying to map "to scale." I didn't really have any problems negotiating most of the architecture except for a few spots underground. 
Nice Map 
good build, solid texturing, tough gameplay.

But my god the lighting, this would be so much better if it wasnt lit so bad. The other issue is crampedness liek peopl mentioned but I to used to that. 
Hard Ass Hell. 
Close combat with blasted sword wielding monsters. Not much ammo, and not much lighting.

It's hard, but a good map. 
 
i don't get it why all are so obsest with the lighting, i just use lights to show the way more or less and besides it's supposed to be abit dark anyway 
Elvis 
I think a lot of mappers like to think of lighting how a photographer might think of it. In other words, using lighting to "set up a scene," instead of just using it to allow a player to see the environment.

I'm no photografer tho' so maybe I'm talking out of my arse. 
 
i suppose i could have edit the lighting abit beter but as i saw it it looked ok, eather you like it or you don't, i consentrated abit more on the map itself
i used some light things atleast to try and make the map look abit different but i mostly used tourches as it's a medieval type map so it fits but in general this is how i map... 
Elvis 
for a very simple explanation, it lacks contrast 
 
that dosn't say much to me, to me they are just light
i had one say that the place where there where so many monsters where to dark so i added some extra light but apparently they became to strong, not on my screen tho 
Lighting 
Everybody plays with a different gamma. You Elvis, must play with a high gamma so it looks as though everything is even with the lighting and bright. Me on the other hand, I like my Quake dark, so I have to rely on the lighting of the map to see, not the gamma. The very small staircase inside the house in the tight hallway I could not see because it was so dark. I found it by luck... 
Well 
I have problems with light as well - I make it far too dark. Basicly on your screen how you set up light it probably looks great to you, but you have to allow for how it will look on everyone else�s.

For me alot of maps have very bleached lighting. But for most people they�re lit perfectly. I reckon the idea is to find the balence. 
Lighting 
I suggested some things on that for the beta already: http://quakeworld.nu/forum/viewtopic.php?id=1313

It would have been quite easy:
http://spirit.enjoys.it/fitz0001.jpg - original
http://spirit.enjoys.it/fitz0002.jpg - -range 1.05 -dist 0.7 -fast -soft
http://spirit.enjoys.it/fitz0003.jpg - -range 1.05 -dist 0.7 -fast -soft plus some sunlight

Bland lighting can kill the best map.

I had the same problem like Orl with the staircase. The texturing was not too lucky. 
Q1 Still Alive ! 
Keep on mapping, guys !

I'm still playing Q1, after all these years. It's fun to see the game isn't dead. I played that new map and found it to be pretty cool. Thanks ! 
Spirit, Orl 
to me thouse pics looks horrid but true i have it the gamma bar above half in quake 
Staircase 
Here's a shot from me looking at the staircase.

http://orl.fvfonline.com/misc/staircase.jpg

If you didn't know it was there, you would simply think its part of the wall thats just unlit. Even playing through the map twice, I had a hard time finding the staircase. 
 
ok i give up, do whatever you want with the map guys, i doubt i can do anything more with this darn map as i've had to much problems with it to continue putting even more on it, it just keeps erroring out when i try something new 
 
I think a lot of mappers like to think of lighting how a photographer might think of it. In other words, using lighting to "set up a scene," instead of just using it to allow a player to see the environment.

Actually, most people have the opposite problem. Mappers will tend to light to make sure every surface has light on it, because they just built all this stuff and now you have to be able to see it, right? Lighting for effect/realism is only learned in time, after you start to think of the lighting's role in the map as a whole, and not just 'that thing you do after you build the map.' 
Nice But Tough Map 
More health and armor would've helped, especially in the beginning. Good-looking map, but cramped in places. If you want to try a slightly different lighting, run this:

light -fast -soft -extra4 -gate 1 -norev -addmin -sunlight 100 -sunmangle 45,-75 -sunlight3 80 -range 0.35 -dist 0.9 qshift

It'll reduce the flat minlight effect and overlay with other ambient lighting. If you want more contrast, you can lower minlight and increase range accordingly. 
Elvis 
You can do one thing with this map - you can learn from the feedback. People have issues with the lighting and some crampedness....a bit more beta-testing would help that in future. It's a genuinely good map and I think everyone appreciates that....it would be good to see more maps from you and I'm sure you will improve their quality. 
Lighting And Graphics Cards 
I played through the map and the lighting was fine for me - not too dark.

I'm using an ATI Radeon 9600Pro. Lighting has been an issue in the maps I am working on. What looks fine to me, is too dark for others.

I think that if Elvis keeps mapping, he can make a fine contribution to the SPQ1 scene. I like where he was heading in the underground sewer system. Also, some simple puzzles like the tome and dragon help break up the typical key hunt.

I did find it very cramped. With mapping practice comes a better sense of scale. I've leaned that first hand as I have made areas too tight in my maps. I'm better now. 
I'm With Elvis 
on those two alternate shots that spirit showed, I really dont think that's an improvement at all.

Sorry spirit, dont mean to sound high and mighty, but I cant see how thats good ighting.

aguire, do you have shots with the lighting you suggested ?


elvis, what shambler said, just take ote of what'sbeing said for future maps because this one was still pretty good even with these issues. 
Oh 
I didn't mean it as good lighting. I just wanted to show the difference between totally bland and contrasty. It was not meant as "do it this way" at all! 
 
heh, i have the same card (and problems) like scragbait.
didn't found it to look too dark either. in fact, the dismal lighting fits well to the outside areas, as the maps is obviously set at night time. however, the high minlight level dimnishes the contrast the flames and torches would otherwise have created. local lights with different fade distances might have been better probably.

no problems with ammo/health on skill 2. the only tight situation i had was at the gk door.
the sewer part reminded me of a doom map for some reason. :) 
Nitin 
Shots are always difficult to represent how it looks in-game. You just need the bsp and the Light tool from my site and then run the above line, on my rig it takes about five minutes.

If you want to experiment, just omit the -extra4 option, then it's just a few seconds for each try. 
 
Great looking map with a definite Hexen touch; nice textures and believable architecture, actually I thought the hectic beginning was the best part (the ogre can be used to kill a lot of the knights).
I didn�t like the cramped indoor parts though (not only the player, but also the monsters have difficulties to move here), and also: three secrets, all unmarked.
There are better ways to make the player replay a map, i.e. with good gameplay. Honestly, what�s the point of forcing the player to run around the map and shoot every pixel ?/ the armor in the church deserves a golden gay award...gameplay in the mines was predictable, you could have spiced it up by hiding the GL near the end, so the player has to dodge the zombies at first.

All in all a nice map Elvis! (and just for fun, here�s a demo :) http://download.jupiter.come2store.com/sielwolf/qshift_sw913.dz 
Nice, Fun Map 
Gave me a good fifteen minutes of enjoyment. Didn't find any secrets, which is rather rare for me. I liked the odd touches, such as the vertical sticks with the liquid texture. No clue what it did, what it was, but it looked cool. A little cramped in places, could have used a bit more room to move around. Decent map overall. 
Only Found 2 Secrets... 
... tried to find the 3rd by cheating but couldn't. Is it there? 
Secrets Were Weird. :-) 
I found all 3, had to noclip to find the YA. Was there any clues as to either of the armour secrets? They just seemed to be regular sections of wall. :-)

I enjoyed this map. The first house was indeed too cramped, it annoyed the crap out of me. The rest seemed okay, spacewise.

The main courtyard area was fun to ruck with a posse of knights, particularly on nightmare.

The highlight for me was the sewers. Great stuff, but the shaft was maybe extraneous and made the last kill really easy. 
Sielwolf 
Nice demo! Hehe, down on your last 15 health near the end ... ;) 
Good Job! 
I liked this map a lot. The textures and the architecture are very good (except for the crampedness mentioned by others already). I didn't have any problems with the lightning, it felt just right to me (I used Joequake gl with gamma 0.75). I also think that light contrast was present enough.
The ammo was just right on hard skill and the health supply also. Maybe the map was a bit too easy (the beginning was too hard though). Found one secret by accident (the RA) and it really helped. I thought there were too many knights and the LG wasn't really needed to be there. Also the fights were too static in most cases, only the GK battle forced me to move faster. But those are just minor points.
All in all an enjoyable map with nice atmosphere. Here is a demo:
http://www.mediafire.com/?8ttgfdmmmjm 
Ankh 
Nice first run, I loled when you thought that grey armor was a secret :)

@AguirRe: totally forgot about the 2 ogre/vore spawn...hehe 
Hurray 
I'm going to download this now that the required minimum of 43 posts has been fulfilled! 
Nice Map 
I enjoyed playing it a lot, especially the gameplay (but the crampness!!). Though I would have used a little different textures in places, less classic - more custom (more Knave for example). Keep on mapping. 
As I Said In Beta Testing 
Great level :p

bicth were is my nick in beta?

:p 
Very Beautiful 
nice architecture, very nice textures, funny monsters

thanks 
Oops Wrong Thread 
this should be in the thread of mike woodham s new map !
I will post it again 
 
THANKS FOR THIS IMPORTANT UPDATE 
 
<3 
 
You're Just Jealous Negke 
Cause you're not the *real* slim shady 
Elvis Lives 
 
 
the hell? this looks good, but i don't think i've played it!

so, a serious thanks to you, zwiffle. :) 
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