 Hmm
#20 posted by nitin [203.214.73.32] on 2007/07/17 16:26:21
cant say I like any although lurker's is easily the best. Full blown map please :)
trinca's, you have to be joking, I couldnt get past the second room.
spirit's was ok as a test map, nothing more.
rudl's was too repetitive.
Sorry for the negative comments guys but that's how I saw them.
#21 posted by Trinca [89.180.89.144] on 2007/07/17 20:06:19
 I'm Content
#22 posted by rudl [193.171.131.245] on 2007/07/17 20:14:29
Spirit - On the whole i like the map: very experimental and creative.
The arrows on the wall were somehow irritating. I thought they are hints to find the button :)
Lurker - Good map a lot of new ideas, but the outdoor area could have been a bit more detailed.
Trinca - Well it is almost impossible not to create a good map with knave-textures. -> the map is good, but nothing special.
on my map:
Sorry. Is it really that unenjoyable, ridicculusly hard? -> set skill to 0. A map with two themes is always problematic. i should have sticked to one theme. The change to base is odd, but teleporters were not allowed.
So I'm happy if someone enjoyed my map to some extent.
 Don't Worry Rudl
#23 posted by Orl [70.18.184.56] on 2007/07/17 20:37:59
Your map is not ridiculously hard. Its only hard for people who have no Quake skills. For the rest, it provides a good challenge.
I thought the change to base theme was good, because it kept the map interesting, and not repetitive.
Keep doing what your doing. You'll realize the more you map, the better your maps will become from experience. And besides this is what, your second map? For a second map its pretty damn good.
So no pressure.
 Where Is The EBay Item 21153?
#24 posted by LadiesMan217 [193.38.82.36] on 2007/07/17 20:47:35
* lurker : The bridges reminded me of Duke3d. The more weird it got - the more I liked it.
* Trinca : Nice looking, and plays well.
* Spirit : That little jump puzzle at the start foxed me for ages lol. I gave up looking for the switch (sorry). Not your best, but still cool.
* rudl : I didn't find it too hard. I actually liked the change in theme. Perhaps you could have even done more with that. Like 4 levels, 4 themes or something. Kind of basic overall, but no bad.
-Megazoid
#25 posted by rudl [193.171.131.245] on 2007/07/17 20:49:05
It is the second. for quake.
Apart from that I started a HexenII map bevor quake.(last year)
But making the second map is not an excuse ;)
Well as I already said I'm content with the result.
 The Rune
#26 posted by Spirit [213.39.186.65] on 2007/07/17 23:09:47
It's not been forgotten that I offered one of my Quake runes in the contest thread. metlslime did forget about it though, heh. From the comments here it seems quite obvious to me that lurker's map got the most lovers. If it is not ok to anyone if I'd declare lurker the winner please shout. :)
I recorded firstrun demos too, on rudl's and Trinca's maps only until I died (twice) though.
http://www.quaddicted.com/stuff/768_spiritdemos.zip
Also included is a humble speedrun on my map in 0:50 (0:45 should be possible).
That jump-train thing at the start was pretty neat by me (dumdidum) as there are various methods to pass it. I actually thought I had the trigger wait lower and was pleasently surprised when I saw lurker's demo.
#27 posted by rj [86.1.160.132] on 2007/07/17 23:12:22
Its only hard for people who have no Quake skills.
i feared as much :(
 ..and On That Note,
#28 posted by rj [86.1.160.132] on 2007/07/17 23:31:54
if anyone can complete it (on skill 1 or higher) getting all kills then i wouldn't mind seeing a demo...
#29 posted by Trinca [89.180.89.144] on 2007/07/17 23:33:01
 The Definitive 15 Second Micro-review And Ordering.
#30 posted by Shambler [82.38.196.180] on 2007/07/17 23:54:55
1. Lurker. Cool map novel ideas, quite Neg!ke like. First area was great style but underused.
2. Trinca. Good solid map, easy gameplay with tactics, nicely made.
3. Spirit. Quite a nice map, a bit short but some fun gameplay mechanics.
4. Rudl. Seemed quite well made and packed in two styles, but I got bored with Droles and just God-ran through.
The end. Cool pack, well done everyone.
#31 posted by Trinca [89.180.89.144] on 2007/07/18 00:06:22
for noobs nightmare demo :)
http://trinca.planetaclix.pt/trinca.dz
was first run i made in nightmare... so i made lots of crap like fall a lot :)
 Rudl
#32 posted by inertia [24.164.73.173] on 2007/07/18 02:17:19
i didnt record it but i played through on hard no cheats... it was intense as hell :D
 Enjoyable Pack
#33 posted by ericw [198.166.251.117] on 2007/07/18 06:37:43
It was the first time I'd fired up Quake in a few months, and it was a lot of fun to play this pack. I played Lurker's first; it was very impressive in all respects. I wasn't expecting the void ending part, and also those statues had me on edge (worried they would burst open to become hell knights.. ;)
I didnt enjoy the others quite as much, but overall it was a refreshing experience.
 Spirit
#34 posted by rudl [193.171.131.241] on 2007/07/18 09:00:00
You probably died because you didn't find the granade launcher
 Mildly Amuzing
#35 posted by Mike Woodham [81.158.239.232] on 2007/07/19 23:55:12
http://img527.imageshack.us/img527/9868/fitz0000ii2.jpg
The fiend is holding one ogre on its shoulders, whilst another ogre balances on top of that.
They stayed like that until I killed the fiend.
 Isn't My Map Awesome?
#36 posted by Spirit [213.39.196.61] on 2007/07/20 10:15:01
 Sure.
#37 posted by generic [76.3.11.49] on 2007/07/21 14:37:40
Nice little pack. Here is how I would rank them (no surprises):
1. Lurker
2. Trinca
3. Spirit
4. Rudl
Comments:
Lurker's was well crafted despite some seriously steep hills in the beginning. The knight statues toward the end were entertaining enough but the overall build quality and gameplay put this one to the top. Great job!
Trinca's was Trinca's ;-) I fully expected to be circle-strafing hoard after hoard of bad guys, and was not disappointed. His build quality just gets better and better!
Spirit's was nice although I thought some of the architecture looked out of place -- including the shameless self-promotion ;-) The healing thingy was cool, though. I loved the sound effect it made!
Rudl's textures were tough to look at sometimes and the drole after drole gameplay in the beginning was a little tough. I nicer transition to the base portion would have been nice. Keep it up!
A round of beers for you all!!!
 Just Want To Get A Bit More Experience
#38 posted by rudl [193.171.131.241] on 2007/07/21 16:18:30
So which textures really did not match:
was it: the red ceiling and red windows?
Was the base part textured Ok?
I have to ask that, because I'm working on a map with a similar base theme.
 Some Stuff Rudl
#39 posted by Trinca [89.180.220.66] on 2007/07/21 16:33:43
 Trinca
#40 posted by rudl [193.171.131.241] on 2007/07/21 17:43:56
I agree about all points, but I'm not shure about joequake007 and 010
007 you mean that the computer thing in the middle in geral or the texture, the crosshair is pointing at, that has been cutted strangely.
010 Is it the computer in general or the missaligned computer texture
I'm more asking for mistakes in the Themes like: "The red ceiling doesn't match to the floor" or "The ogro walls don't match to the ik_base lights"
Thanks: To see my mistakes is very important, otherwise I would not get better ;)
 Theme Wise
#41 posted by ijed [201.222.204.39] on 2007/07/21 21:25:59
I couldn't see anything wrong - the medieval / base jump was unusual but mapping would have no fun if new ideas couldn't be done.
Although I reckon it would have made more sense to have the Drole tower after the base section, not before.
The only thing about the theme that threw me (as Trinca points out) is bright textures next to dark ones. It doesn't mean you have to change which textures you're using, but if you've got a bright texture (red window) next to a dark one (ogromet wall) then put a few low intensity point lights there so that it looks like the bright window is bleeding into the scene, and not just a texture on a brush.
Other than those texture niggles (misalignments in pics 7 + 10) there was nothing wrong themetically with the map - nice and grim ;)
 Nice One Mike
#42 posted by Shambler [82.38.196.180] on 2007/07/23 11:54:09
Haven't seen many triple stacks before.
#43 posted by nakasuhito [206.81.149.52] on 2007/07/27 02:51:52
i forgot all about this! damn, and i had half of a map finish. :-)
#44 posted by golden_boy [89.27.252.187] on 2007/07/29 20:37:24
Trinca ftw, solid chunky feeling, nice tables etc but the gameplay was too predictable (although fun.) When I reached the end I thought "uh-oh, I know what's coming now." I'd have preferred a Gug or something. I liked the switches in the ceiling thing, although it was a bit predictable.
The others were too weird for my taste, but apart from that Lurker's void section was nice. A bit buggy though.
 Those Of You
#45 posted by aguirRe [213.101.74.75] on 2007/08/06 12:09:12
who experienced a crash (I assume QC abort to console) in 768_spirit, what engine and progs were you using? Is it reproducable and if so, what are the steps?
The only problem I've seen in the pack was in 768_lurker when the statues got killed, which is an old progs error and doesn't seem to cause any side-effects.
 Bumping For Lurker's Map
#46 posted by onetruepurple [93.105.236.28] on 2014/05/25 12:09:10
What a delightful, atmospheric mindfuck.
#47 posted by Lunaran [70.124.85.229] on 2014/05/26 04:49:15
you went back and replayed these too, huh? :)
lurker's was great. in most games the designer stand-in is an ally of your character's guiding you over a radio, but in Quake, it's a fucking evil deity centerprinting that it will kill you if you displease it :)
 I Wish Quake Had Dark Souls Player Messages
#48 posted by Scampie [72.12.65.92] on 2014/05/26 07:33:08
"Try jumping" written in front of every deathpit.
"illusionary wall ahead therefore Try attacking" to try people into shooting walls that aren't secrets.
"Hurrah for Crate!" and "Praise the Crate!!" near all the crates you place in the map.
 Propose That
#49 posted by Cocerello [193.144.61.242] on 2014/05/26 09:28:23
for a new speedmap theme
#50 posted by Lunaran [70.124.85.229] on 2014/05/26 18:38:28
this sounds like an ideal premise for scampsp2.
seriously, start right now.
 Combine It With QTWMFD Plz
#51 posted by Spiney [91.176.188.73] on 2014/05/27 23:36:15
plz.
 Time For A Repackage?
#52 posted by Preach [77.98.165.95] on 2014/05/28 00:04:40
Hey, if I put together a little start map for these four, would it be ok to add this to the map packs section for Quoth? I know trinca and spirit have posted on func_ in the recent past - are rudl and lurker out there as well?
 Start Map Has To Be 768...
#53 posted by FifthElephant [82.24.73.240] on 2014/05/28 02:06:49
ofc...
I started tinkering with a 768 map today. I think it will be quite nice. :)
 I Finally Finished The Bloody Thing...
#54 posted by FifthElephant [82.24.73.240] on 2014/06/01 23:26:19
#55 posted by FifthElephant [82.24.73.240] on 2014/06/01 23:35:27
 Reminds Me Of Q2 Somehow
#56 posted by Spiney [91.179.142.216] on 2014/06/01 23:40:54
Looks nice!
 That Was Good!
#57 posted by onetruepurple [93.105.236.67] on 2014/06/02 00:15:35
I have a demo but I won't share it until you post this as proper news.
 Random Thought...
#58 posted by onetruepurple [93.105.236.67] on 2014/06/02 00:30:04
Without this contest, and negke's typically belated "entry", ne_tower would never have been made.
 Another Bump For Ionous
#59 posted by onetruepurple [95.160.159.80] on 2016/04/17 13:09:13
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