Those screens looking fucking -sick-. I want to retract my stupid ass entry. I wish I had finished it now...
even from a pretentious, non-fun point of view, that looks great!
Ergo, I'll download straight away.
...but what the smegging fuckma have you done to those Ogres?!?!
I completely forgot the E2M5 layout and where the secrets should be.
There's some great architecture in this, really shows how much Quake mapping has come on in the last 12 years ;)
(Damn those ogres, took me a while to realise why I died so often, then it got easier.)
Some wonderful architecture, I especially like that room which you later revisit on a higher level. The lighting was a bit dark.
News from here spread around all by themselves. ;)
I really wish I had remembered to record a demo, as my 1st run through was very entertaining! :/
Had a few issues where I was sniping Ogre's with my shotgun for a fair amount, but apart from that the map was great in terms of design.
It looks fantastic! Love the texture combo and skybox, very nicely done. I didn't have any issues with brightness (or lack thereof).
I did at the very end run out of all ammo apart from rockets, and had to kill a Shambler with my axe (hence I wish I had recorded!) but I think I was silly with ammo pickups early in the level, collecting them when I only had few units deficit...
Overall a very creative outlook on the e2m5 map, loved every minute of it.
Oh, the moving platforms bit was very well done btw, I first saw it and sighed as I thought it would be a very crap puzzle, but it turned out very nice and the combat involved was good.
QUAKE LIVES !
Quake1 still alive and kickin' !
Thanks, mate !
pretty direct adaption of the original it seems, it was the original route, wasn't it. Just _much_ bigger scale.
Well done, textures aren't my cup of tea, neither is blood instead of water. It would have been a good opportunity to finally _show_ us the mysterious Wizard, or at least the lizard ;) but perhaps some things better reamain unseen...
I thought the room with 2 fiends (crescent shaped room) seemed a bit empty for the scale.
Moving platform thing was well done, it did look like a "no please" kind of puzzle, but it's in fact pretty clever (and simple.)
One problem for people with less than stellar FPS:
The jump out of the MH slime pit onto the walkway with fiends is FPS dependant. You won't make it with really low FPS (r_speeds contribute to that situation.)
Same situation as in Ijed's TPOF, the jump out of water towards the key area.
Otherwise, good map, congrats!
I just have to agree with what's already been said. Great architecture and balanced gameplay. Those ogres are more fun to fight with their precise aim.
I recorded my first playthrough on hard and about mid way it shows a bug with a hell knight stuck on one of the rising platforms.
Definitely a must play. Right now.
i always loved the q3gothic textures, and you got the nice reds in there and some awesome circular room designs on top of that.
That's a remake. Nm was actually a challenge thanks to the Ogres and everything was impressive and well built.
A couple of times the Shamblers had trouble hitting me for ledges . . . which was alot of help ;)
The ending was cool.
Solid construction with a proper theme. A bit dark, the brightness slider helped. The z-aware Ogres were ok but nothing special in the end - they didn't change gameplay considerably - and I barely noticed the new ambient sounds. So in my view, an id1 version would have done the job as well.
There're some possiblities for optimitazion, although r_speeds seemed to stay within reasonable limits most of the time. Five items dropped out - people, test your maps with developer 1!
Definitely a cool remix, really makes me look forward to the other ones.
So in my view, an id1 version would have done the job as well.
pretty much the sole reason for moving to a custom progs was preach's 'teleporting monster flag' code. i had loads of gameplay situations where i didn't want to spawn the monsters in straight away and i really hate setting up teleports up for all of them; it's incredibly tedious & time consuming as well as being prone to target errors and a strain on bmodels. once i put that code in, the rest of the alterations were pretty much a bonus.
the ogres suck in this map without the z-awareness, probably due to its scale. there were very view situations where they could actually hit you prior to the code being added, which resulted in lots of dull 'stand and shoot' action which isn't what quake is about for me...
thanks for all the comments, people :-)
I always was thought the wizard was the zombie nailed to the wall in the vertical section of the Dismal Oubliette - where the platform lowers as the player has traps and enemies thrown at them.
Reckon it was so that id could cheat a boss in, the same as they did for the two fiends on a lava bridge in e3 - an event more than a boss, as such.
A nice remake here. Very nice sense of scale, with the map seeming to dwarf the player.
New orges kicked my ass. Not used to them being able to aim.
Great map! I liked the q3 textures and blood water. The semicircular room with windows looking out on to the skybox had a great atmosphere.
absolutely great architecture, texturing and lighting. Some of the main rooms look brilliant (my favorite being the spiked dome one where you can also peer out into the skybox).
gameplay's nice too, interesting and refreshing from the recent horde maps.
oh, and I like the new ogres even if the new cde makes some of their long range shooting look funny animation wise.
Orl: i just played your demo. the hellknight bug was strange.. not sure what would have caused that. and damn you for spotting that misaligned texture, haha. the amount of times i've stood there picking off that hellknight on the far side.. yet your demo was the first time i spotted it (before you focused on it too). very entertaining though, i was kinda relieved you died at the end cos you seemed to manage most of the 2nd half without losing much health :-)
has anyone gotten all three secrets yet? i added one towards the end :-)
The Wizard's Pants
skill 3 / 39mins(+tea break) 134/145 / 1 of 3
No-one mentioned the secrets ? I was trying to think where the originals were, managed to find the first one, eventually :) missed the other 2.
Very good remake, impressive size, nice details, re-spawns and ogres. They definately added to the fun. Nice to see them throwing eggs all the way across the semi-circular room, although at the opposite door their aim just hit the wall above the door. Also in that room, I really loved the added 'shove you in the room' as you get blown forward. Great touch. Strange ending but the in-fighting helped me survive. Nice balance, just about enough ammo.
(I'll go back to the secrets. I rem the RA in the original, maybe there's one nearby ? :)
Got Them All.
109/111(but know where the 2 remaining ones are).
4th try. This map rocks all the way! I would've loved a secret area in the fashion of e1m1rmx(i.e. a completely new area), that would've made this perfect.
But, it's still awesome. Awesome architecture, good flow. Made me realize how good the original layout of this map was. Glad you took away the obligatory drowncage ride from the original.
I love this to death! Great!!!
P.s. Tried to record a coupla firstrun demos, but them ogres(love them!) raped my tender back savagely, so I decided not to post. If anyone's interested, drop me a mil...
First Run Demo
Successful but pretty slow due to initial aggression being tempered by Ogres and layout confusion. AGLQuake demo.
fun demo. frustrating though cos you were practically looking at the button to the quad secret when you exclaimed "where are the secrets!". funnily the one you didn't find is the one that's in the exact same place as the original :)
did my own nightmare 100% if anyone's interested: http://isoterra.co.uk/stuff/e2m5/e2m5rj.dz
Nothing more that have been said!!!
died on hard :\ fucking shamby with only rl = bored :( going to try again.
was a stupid death... me = noob
p.s-> good job the map got a great atmosphere
p.s2-> more please...
Yeah, they should have added proper bosses :) I always imagined the wizard to be another of Shub's (or Quake's) lieutenants. He's probably another leftover from the fantasy game they were making initially. ... Maybe we'll see him once :)
Fiends On A Lavabridge . . .
i guess it was cool back then :)
To Be Fair
It's not bad, the mechanic would be completely new to anyone who'd played the rest of the game - a fiend spawning both in front and behind on a bridge over a lavapit.
Everyone's seen that and all it's variations loads of times by now in all the custom maps.
Wow, very nice map, nice re-texturing, good texture selection, gameplay as food as the original, not to say better...
So really good job ! I want to see more ! Go map !
Looking Forwards To This Map!
Screenies look dead sexy, and by the sounds of the feedback you've nailed it! I'm gonna be too busy to try it till the weekend, but I will! :)
Fine remake of the original.
Love the grand scale of the architecture.
Good you dropped the cage ride so the player had to swim - Not much more to say that hasn't been said!
Good map - looking forward to your next!!
Good map - looking forward to your next!!
thanks.. that may not be for a while yet since i'm working on a pretty grandiose episode thing :-)
no idea when that'll be done by but i'm hoping it'll rival zer in terms of size & scope
Pretty Wicked Cool
nice choice of textures and color/tone range.
on nightmare. I used AGLquake.exe, and recorded a demo, but thanks to the lying bastards who told me it could record a demo across deaths, I thought it recorded my whole adventure. Alas, it failed me.
The ending parts were especially evil, especially floating in the blood with 10 health, killing a shambler at the GK door with only a shotgun (and then blowing myself up when fighting scrags). The scrags destroyed player, as well. Nice level!
scrags = spawn
Arriving at what I thought was the final horde with 40 rockets, 1 health, and nothing else, I was pretty happy when I'd managed to finish off the two shamblers that were there, the vore, four hell knights, and two scrags, while swimming.
I wasn't that happy to discover that after that there was a whole other room full of that shit. :( ANY items before that would have been nice.
the last room immediately springs you onto an RA & about 50 health and if you bomb it down to the sides quickly enough you can grab enough firepower to take down the shamblers while the HKs & fiends mostly infight it out.. it's certainly doable.
there wasn't really anywhere i could add last minute items in prior to that. the little area in front of the GKD opens up as soon as you trigger the water trap, so the extra nails i put in there could be grabbed prior to getting the GK.. but then there seemed enough ammo prior to that anyway. *shrugs* i dunno, guess it's just impossible to balance gameplay to everyone's tastes when everyone plays differently. glad you liked the architecture :P
OK - Had A First Look At This Last Night!
Very cool map! I haven't finished it yet, and I have done a first run demo, but I will post it up later:
Love the textures, ands the scale of this map! Also there is a nice variation of monsters used, and also a nice variation of gameplay. Some very nice touches to the architecture, as well as the overall theme of the architecture. As others have said, the round atrium area kicks ass! That's where I died... Also I like the rocks around the cieling "windows" - very nice touch :D
Very well done!
"it's Certainly Doable."
the fifty nails in that room and the seven rockets I came in with really weren't enough, actually, especially given how little room there was.
I turned around and began scouring the map for anything I hadn't picked up yet - no health at all, but I found the LG secret, which of course I couldn't actually get because you have to jump into the slime for it and I only had 1 health ...
When I got there the push threw me past the monsters - a quick circle strafe around the room left them tearing each other to pieces, just needing to finish off the last few survivors when the dust settled.
Sounds more like you had problems adapting to the ogre z-aiming - until you learn their new behavior they degrade your health + armour much more than normal ogres, since they can actually hit you.
Id1 ogres tend to need careful placement to pose a real threat to the player, which makes players automatically seek to break their placement when the appear, trying to hide underneath them.
First play, on skill 0 for no very good reason.
A fine remake.
Loved the architecture, as well as the good use of q3 textures.