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W A R P S P A S M
Is ready. Its a Quoth map pack with some added features, only playable in its own engines.

Download:
http://shub-hub.quaddicted.com/files/mods_singleplayer/warpspasm.7z

Screens:
http://img299.imageshack.us/img299/2757/warp0yy4.jpg
http://img179.imageshack.us/img179/945/warp1vq7.jpg
http://img523.imageshack.us/img523/9906/warp2el3.jpg
http://img187.imageshack.us/img187/8344/warp3wy3.jpg
http://img180.imageshack.us/img180/2144/warp4xx8.jpg
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Yeah... 
i remember that being slightly confusing too... 
Warpc (and D) 
The Sealed City - another great map but too big for me. The architecture was very good and interesting again. There were so many places that looked amazing and atmospheric also. The combat was nice and good balanced on skill 1. Unfortunatelly I died in the dark section with many doors that opened after buttons were pressed (the part after the platform ride near beginning). Nice floor trap in that section also :).
I could find secret by luck only but I didn't watch after them. The level takes too much time without exploring already. After watching the 100% demos on warpb and warpc I have to admit that the secrets are pretty clever and the naming is also realy nice (better in warpb I think). The demos are very enjoyable by the way.
Comparing warpb and warpc I liked the first one better. The atmosphere, skill setup and size appealed better to me.
warpd - played it a bit but the huge monster count just repels me from playing it further. You just kill 100 and there are still over 400 waiting for you - too much! Maybe I will just watch a demo. 
Don't Be Put Off 
Warpd has 666 monsters on hard, but takes (slightly) less time to play than warpc because its alot more blasty - you end up using the PG alot more, alongside the RL as well.

The big fights tend to shorten a bit as well, you're either dead, or victorious, quick. So quicksave first ;) 
Btw 
these maps made me realize for the first time how useful the rocket launcher can be in single player... 
Review 
underworldfan or someone should review this pack... 
Inertia 
just play it already for heaven's sake. 
 
i finish playing last night but need to replay again ;) for 100% :) try on hard died lots of times going to run on normal... 
Another Small Demo 
Here's a quickie run on warpd, easy skill, 17 seconds. I know running like this isn't the point of this episode and I also want to say thanks to Sielwolf for some excellently entertaining demos out of which I've watched the warpc and warpd ones so far.

http://mandelmassa.net/quake/div/warpd_017.dz 
Map The Third. 
Sealed City / Warpc / whatever homie.

Having learnt my lesson from Warpb, I didn't try to complete this without dying and I didn't try to play it continuously. Took a few sessions and several deaths. I did put the effort into surviving and fighting well though.

Great map, prefered it to Warpb. More interesting designs and stronger atmosphere. The style seemed to work better with the large scale. More great designs in this one, and some more funky little details I thought, like the random flesh strips and little lava pots. The Kell-whatever texture worked well. This had a vibe to it that kept dragging me back.

Gameplay, I generally liked. Getting used to the style of gameplay and always checking my six. I got a bit bored of the Death Guard knights, and sometimes a bit bored of Droles. The other monsters were used well. The combat generally felt well balanced, and there was usually plenty of space to move around which was good and appreciated. The spike room trap I couldn't make sense of it, I got past it by jumping. Generally the lava wasn't much of a problem, which was a relief. I'm sure there were a few silly "impossible first time" combats but cos I was quicksaving a lot I can't remember them. Oh, I didn't like the maze bit. I liked the areas having seperate names, that was a cool touch.

This was a very good map overall. Even with the vast size. 
More General Comments: 
1. I meant what I said by this being an important release. A really important one. Behind Nehahra and Quoth itself of course, maybe parallel with that thing Tronyn did (the medieval one, sorry I forgot the name!). The combination of mapping quality, the sheer amount of Quake, and more specifically the huge mapping style - whether it's a good thing or not, it is making an impact.

I predict the next trend will be ultra-small, ultra-detailed maps. 20 monster maps that pack in thousands of brushes and surprisingly long gameplay. Maybe ;).

2. There is a wind sound noticable in Warpc, specifically the outside area with the spiral path leading to a spikey tower - that is taken from Unreal, right?? It reminded me a lot of some of the more "exposed" levels in Unreal. Which is a very good memory.

3. Secrets. I got 14/20 in Warpc. I can't remember how many in Warpb, a similar proportion. I thought that was actually quite good. I think the thing is, you start the maps and see 20 secrets, and think "Fuck they must be like, every single room has them in". But you don't realise the sheer size of the maps and actually the secrets are well spaced. They do take some hunting though. Generally good, but one thing slightly bugs me is that there are many details/fittings/trims etc that could be secrets but aren't. As someone above said, the maps are long enough already without hunting hard for secrets.

4. Slime / lava / void. I've noticed, having a quick peek at Warpe, that with the exception of Warpa, all these maps are consistently full of enviromental hazards! I felt the lava in WarpC was less of an issue than the slime in WarpB (and indeed lent itself to some nice visual styles), but it's still an omnipresent hazard. Is this a concious decision in the episode?

5. Quoth monsters revisited:

Vorelings - I like a lot. They always seem to damage me, but they fit in very well.

Death Guard - They're okay but I get bored of them. I wish they actually had to make contact with the sword to hit you, grrr.

Other Knight - I like his style a lot. The methodical pacing and sprite shield is a nice touch. I've worked out his role - easy to kill, but a world of pain if you get caught out by his attacks.

Polyp - I like them, weird and unusual, a good gameplay tool for "panic mode".

Flying thing - Okay, I like their sound effects and it's good to have a flying monster, but not quite Quakey enough and their attacks are a pain in the arse in some situations.

Droles - Okay, again I've got a bit bored of them. Their style is quite amusing. I like them in general but again wish they actually made contact to damage you.

Gugs - I like them because they excude power. Not that hard to face in most situations BUT they've got a good dramatic presence. Could be a bit more Quakey and less simian in style.

6. I forgot 6. 
Shambler 
Thanks for the comments, it's nice to know it's being disected by more people.

The wind noise is from Quake3, (demonwind3, I think) nut I've heard it in other games (Eternal Darkness, cutscene atop the pillar of flesh) and maybe others, so I think its some kind of stock videogame evil wind snfx.

The secrets there aren't actually alot of - if I'd placed them in, say, every other room, then there'd be some stupid number. Instead I just placed them where they seemed appropriate or special, there could have been alot more.

I remember something . . . someone said on the traps thread - it basicly boiled down to 'this environment is not your friend'. It's to create a hostile atmosphere as well as a asthetic backdrop, I like all my maps to feature a liquid. The slime in warpb is a little bit harder to get out of (or sometimes instant death) the lava in warpc is always instant death, apart from one secret - or unless you're really fucking fast. The void in d + e is instant death, making a progression. 
A Progression... 
LOL.

What about standard water?? 
Mandel 
Hehe, nice shortcut! 
 
I forgot to add snowmelt to warpa . . . 
 
And as a progression of environmental hazards it starts weak and becomes more dangerous - what's the dictionary definition again? 
Water 
you start the pack in a puddle of water, isn�t that enough ?

@Mandel: nice demo / thanks 
Progression... 
No, you're right, it is progression.

Although, progression usually implies a positive step, i.e. progression towards something better. Which made me LOL.

Surely you could progress further....have some enviromental thing that's even worse than the void....like that occasionally reaches out and tries to drag the player into it or randomly fires shit at the player ;) 
:) 
Tried it in Lazarus Q2 - think Sarlac pit from starwars, but with tenticles that grab the player (func_gravities + medic cable fx, and another spinning gibber like in warpb) didn't work too well. Basicly if a tenticle got the player from a certain range they could struggle but not actually escape, so I made each tenticle killable by shooting its origin. Was a bit random and instant death if you didn't know about it.

Snowmelt would have been good in warpa though - originally the GL secret was going to be an underground cave system inside the cliff face, leading to the rune instead, before I just included it in the start map.

Ran out of patience / time. 
Shambler 

Although, progression usually implies a positive step, i.e. progression towards something better.


I think that's only the case when the goal to be achieved is considered as "something better." 
Errrmmm 
P.S. Would be cool to see someone doing warpe or the secret map, those are not that large.

Done. Took me several goes, including to get a success I was happy with. I've emailed the Dzip to Spirit, hopefully he will put it in the directory at Quaddicted. 
Edit: 
That's the secret map done, I mean. 
Murder Mandala 
Is very difficult, usually takes around ten tries to survive it.

And then all I did was write a message :P 
Aye 
Cheers Spirit. 
It probably took me more than 10 tries. But less than 20.

That demo is Skill 2, 61/61 1/1 (doh), 2:12-ish.

I managed to refine my tactics thus:

1. Run out of the centre (duh).
2. Keep running around the edge, but stay close to the blocks initially - this keeps the Fiends milling in the centre more.
3. Passing each gap, dodge Fiends and fire a couple of rockets in.
4. Keep doing this for a while - the main aim is to ignore the Vores and let them start in-fighting, and keep the Droles on the upper levels (too many Droles and Fiends are a pain in the arse), but take down as many Fiends as possible - to avoid getting swamped with them.
5. When the Fiend numbers thin, start bringing Droles down.
6. Avoid the centre if possible, keep ignoring any remaining Vores, and kill stuff. 
Warpd "pseudo First Attempt" 
444/666, died on some Fiend / laser / knight / dog / enforcer combination. It had been somewhat overdue, this was quite hard.

I'd had a few half-arsed attempts at the first room before, the rest was first attempt.

I've got a demo if wanted, about 2 hours, 17 meg zipped. Just say if you want me to send it or have a space to upload it.

Comments when I've finished it. 
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