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Vertical Map Pack Released
The Vertical Map Contest is over, here are the results. Maps were required to fit inside a 768x768 footprint, with unlimited vertical size, and were not allowed to teleport the player. All four maps can be played in the "Quoth" mod.

Screenshots of the entries:
768_trinca :
768_lurker :
768_rudl :
768_spirit :


Download Mirrors: (3.2mb) : :
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Could you mirror this on quaddicted when you get a chance? 
...first Travail 
..and now another quake release, it's a good July :) 

lurker's is my favorite. Extremly diverse, well built (crampy but not crampy thanks to trigger_illusionary, thanks!). And I love all the little tricks.

rudl's I haven't finished yet, died on the second room with enforcers because of ammo shortage. :(
Loved the start though with the beautiful rooms. Some textures did look too cartoony for my taste, Quake's palette is quite limiting here.

Trinca's has some great brush/texture-work and space fillers. Lighting was kinda bland. The vorelings are GAH evil!

My map, uhm, I lost my mapping spirit about two weeks before the deadline. I spent a lot of time into texturing and adding "decoration" on the wall. 
My rating:
1. lurker
2. Trinca
3. Spirit
4. rudl

All maps are good. Nice work guys.

rudl: I don't see the point of the external textures - they look exactly (poorly converted) as the ones in the bsp. Yay for the sliding carpet. The base part looks somewhat odd, could have used stronger detailing.

Spirit: Neat use of particles. The push triggers are too fast. The arrow battlements look bad because of lacking depth (space is filled with sky), and there is z-fighting at the GK ledge. Some glowing effect for the final ogre would have fit well. Nice Spirit sign and Spirfish.

Trinca: More details, especially for the ceilings (also applies to Spirit)! But it is still ok - I guess one can't go wrong with knave.wad. Next time, turn detail bits like the mugs and the shield/weapons on the wall into func_walls for slight optimization of r_speeds.

lurker: 'n' isn't a field! My favorite map of the pack. Not only is it the largest, there are also many cool objects and gameplay twists, like the 'puzzle piece' stairs, the lift (not so cool though: it has wait -1, I had to noclip upward), zombies/shambler/vore carnage, and particularly the space area. 
Nice Maps 
Especially Lurker's - the "hmm, wasn't this bit waaaay below?" feeling I got at the end was weird, as was the ability to gib zombies with the lg. Nearly shat my pants when I saw those Shamblers =) Some neat tricks there. Enjoyed it alot.

Trinca's map was decent but not amazingly creative. The ending felt a bit too seen it before, but there were a couple of reasonably good combats and shock moments earlier on that made up for it.

Rudl's was rather short and weirdly textured. Can't say I enjoyed it that much to be honest. I couldn't tell and haven't bothered to check the .map, but the final area felt like it was outside the 768 area too. A bit dissapointing, but a good effort.

Spirit, your map started off promising, but then I got to the room with the water tube and couldn't find the well hidden button. I couldn't be bothered to spend all day looking, so I just moved onto the next map. Up until that point it was fun though. Am I just stupid or did anyone else have trouble finding the button? 
No, you're not stupid. 
Hidden Button 
It's not that hard to find really. You guys are just bad (impatient) searchers.

The base area in rudl's map is still within the 768 area. 
Still No 
I ran through the func_illusionary a few times, thought it was a button that wasn't working, then noclipped through the barrier. 
My Vote: 

Lurker - very nice, the void section was a bit off, killing the sleeping knights or fallign onto an invisible floor. Could have used some tweaking.

Trinca - Nasty. Constantly very low on everything and had to cheat on the final spawn battle since I kept frying myself with reflected lightning.

Rudl - Imaginative and the vertically was more apparent than the other maps, especially the Drole staircase battle. The change to base was a bit odd, more like a chainmap than a single cohesive section. Also didn't have enough ammo to finish off all the monsters and had to exit early.

Spirit - Felt more like an experimental map, although I did find the button for the bar I couldn't get there in time since the trigger push always through me over the platform, which then activated and the bar closed before the platform had properly returned. So then I tried to noclip through it and quake crashed with a missing model func_togglewall. Will try again. 
Though / Threw 
My Thoughts 
are much the same as Ijed's. However, I liked the void section in Lurker's map -- it was well executed, and the novelty of it impressed me.

Making the secret-activating buttons look the same as the decorative-rune-things was evil, though (read: annoying).

Nice work everyone! 
Yeah, experimental as my maps always are. :D

Here's where the button is: Near the teleportwaterthing in the shadows, look from above.

And a trick how to get the lift without any problems (you can also just +moveback when pushed by the second trigger_push :) ): swim back up inside the "teleport"-water

Question: Did the trigger_push -> dog -> trigger_push flight work as I hoped? :D 
All Around Good 
Interesting maps. Not fond of the 768 limit though, but its good to see something different.

My favorite was Lurkers. It was large, well balanced, and good to look at.

Second comes Rudl, third Trinca, and fourth Spirit.

Of course don't take my word for it, they are all great maps in their own way.

I found the hidden button in Spirits map almost immediately. Its not that hard to find, really. 
on maps:
I think I liked the combat in Trinca's map the most, followed then by Spirit's. Both had some spaces that allowed almost the full 768 square to be used for fighting which was a wonderful break from a week of only playing my map.
End of Trinca's map seemed a bit cliche, but I have a room of Shamblers, so I can't complain :)

I liked the visuals of all the maps, so maybe I have no taste in such matters? I think we each made some strange choices, but I don't think any map was especially hindered by its visual choices. Room for improvement, but no abominations.

rudl/Spirit/Trinca: I have recorded first play demos. If you want them, you can grab them from

Spirit: I didn't crash into the dog, if that's what you're asking. My experience was trigger_push -> bark! -> trigger_push .

Comments on comments:
"n" is used by Tyrlite for inverse square falloff. :(
I tried converting these to "wait"s and using aguirRe's lighting tool partway through the project to fix this. To my surprise, the lighting ended up quite different so I reverted.

Wait -1: I thought about making the abyss train's button be pushed instead of shot, but that still might not have fixed the problem. I took the "no teleports" rule very strictly, though, so I apologize if the abyss elevator leaves you behind. I thought it was a risk I could take in this kind of map, but I don't expect to chance it in the future.

inertia: It's too small of a detail, probably, but I was employing a vocabulary with my runes. There is one that is used as a light, one that is used as a directional marker, one that is used on trains/lifts, and one for the secret. The rune textures I selected as "light" and "secret" did look too similar in the end.

Thanks for the kind words. I'm happy my map could entertain you for a few minutes.
Try the map on easy with aguirRe's glquake if you want more entertainment. :) 
The light key "n" should probably be "delay" to get what you want, like in "delay" "2" (here: inverse square falloff).

Neither TyrLite nor my Light uses any "n" key. When you get wsrnings from the engine, it's usually because you're using an invalid key. 
Holy Crap 
I re-read the TyrLite readme.


I read the block about attenuation however long ago, saw that n=2 is for inverse square and forgot to re-check which key ("delay") to set. So when I was 'converting' to use your utility, I was actually finally making the inverse square attenuation apply.

Thanks for pointing me in the right direction :) 
It would be pretty easy to open up your .map file and replace all instances of "n" with "delay," if you want to release a fixed version :) 
but the pack is already out. I'm not sure how that would be looked upon.

( "n"-free version :
No other errors fixed because that would be cheating.) 
your map was excellent! very atmospheric & fun, with a few original twists. would be interested in checking out some fullsized maps from you :)

trinca's was probably my second favourite, looked alrightish & played alrightish

the other two i had problems with.. spirit's crashed with the error ijed mentioned, and i found rudl's ridiculously hard.. maybe i just suck alot? i beat it eventually but finished with about 5 health, no ammo & a bunch of monsters still alive.. had to take down one of the shamblers with an axe, yikes. 
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