Cool Little Map
Just the right amount of challenge for my skills.
Found all secrets, killed all monsters except for 5 fish on hard.
Didn't record a demo because I am scum.
Congrats on the release. You(r) rock(s)!
Id1 Fish Fix
Had fun, died my first run, but beat it the second. Only found one secret.
The rocks and architecture and how all the machinery and such looked like it might work were fucking awesome. than rocks!
My first run, it continues after I die. (quakespasm)
when I said 'died my first run' I should clarify that to be 'died like a little bitch running and screaming'
congrats Than a thanks a lot
Nice One Than.
Good use out of one room ;).
Played nice and steady on Nightmare apart from the ending which was unsurvivable first go if you'd wasted any RA, but easy once you'd got the knack. Good use of vores and scrags in this.
Finding the way into the MH took me longer than playing the map!
Really enjoyed this! Good fun!
Demo of first run below. 14 minutes, no secrets(:[):
My Shitty Skill3 Demo
A very nice little map. In spite of the small size and large number of monsters, this was not a simple mash. Play was interesting.
The architecture also liked.
Very nice job! Thanks.
ps.Why you did not clear the water?
You Used My Name!
Will play tonight. Hope your obsession remains thoroughly unstated and you produce a few more of these soon!
just played through part of it this morning, love the sense of proportion and geometric details so far.
I also was very happy to use two ogres to kill a vore, was this what you had in mind when you set up that first vore spawn?
Found 4/4... "Easy" my ass.
since I am a good person. Found the megahealth - by accident. I feel how every other person who plays this will: It is an exceptionally classy and well organized piece of work. Looking forward to whatever you find time to finish next!
Demo in Quakespasm
found all 4 secrets!
Also realized I was being a dumbass in the previous demo, trying to figure out how the grate I came out of opened for 100 hours.
I did a DM version for one of our demos, and got heavily stuck on the 'big room' thing - did you hit the same problem?
Play was fun, if sometimes harsh - nails before belltower would have helped.
A lot nicer on the eyes than my version.
Neat and compact.
My secret-fu was well off, didn't get any on first run.
Guys, try playing this -nice- map on nightmare skill, using the DMSP mod (the DMSP mod adds an ivasion of about 100 random monsters on any map. This is a must-have mod !). Simply hilarious and twisted. Turn ON the God mode, though !
I've found that secret reversed american mc'gee head room. Funny, but wtf !?
Thanks for the comments. Glad you guys like the map.
metl: I thought players would generally kill one or two of the ogres before the vore appears, but I don't have any problems with using them in that way :) By the way, the ogres can throw a grenade across the bridge, and often it will bounce of the bridge directly through the window of the opposite tower. That was an awesome fluke.
ijed: I never really thought of it as a big room, more a space with sub-spaces inside (the building, the small corner towers, the pipes) and tried to think of a layout that would fit inside and make sense. I had a basic plan of the layout before I started it, and this was refined as I went in order to get more gameplay time out of the map without any large expansions. I find these dm conversions much easier than working from scratch, since you have a basic layout and can fly around it in noclip mode and imagine a layout.
..surely A Nice Map But
it's too reminiscent of that "GloomKeep" from
original id maps.. really not my cup of tea
howewer any new quake map is a welcome one feeding my videogamer hunger
it's too reminiscent of that "GloomKeep" from
original id maps.. really not my cup of tea
I assumed that was Than's intention.....
nice little map! little maps are the future because they're getting finished! ;>
first soem casual playdied 2x, then dida run in 0:57 basic trick is the endporter is only protected from below didnt browse for secrets only found rl so might be better routes
I really enjoy modern takes on the original textures. This one is done extremely well.
the trigger that teleports you to the bottom is not actually active until you press the gold key switch, so there might be some other tricks that can be done if you can get up there quick enough. However, there isn't much armour, so I guess getting up alive without taking the wind tunnel is probably impossible.
I Tend To
Puddle map, which is why the box got me stuck.
As in mine art flat and spread out in every direction until I'm out of goo to pour.
Even the remakes have tended to stretch and crack to fit all the extras in.
e3m2 was one of the best, since it seems the second half was basically missing many areas, so it was fun including those.
Subdividing a single space to make a level needs more discipline than I'm used to working with. Will have to give the style another go.
I just watched the demos with the exception of Drew's, since it wouldn't play in FitzQuake or Quakespasm.
1. Sorry to everybody who got smashed at the end. Negke told me to tone that down and make the armour easier to grab... I just thought maybe people would grab the armour first. I should have done what Negke suggested and made that trigger smaller.
2.The only secret anybody found was the rocket launcher, and even that some people looked right at before moving on. I have a suspicion that my monitor/Quake is much brighter than everybody else's, because I can easily spot the switch to the MH secret (I think spy stood on it twice by accident but didn't notice.) I was also surprised that nobody spotted the yellow armour secret, since all the other metal huts outside had shit in them. I really thought the secrets were all fairly easy to spot :/
3. Many players were just using all their nails on weaker enemies instead of keeping a few spare for when a bigger enemy comes along, which forced them down to sg. Maybe I should have put the ssg in a bit earlier? I only did it because there was a discussion about weapon progression :)
4. voodoochopsticks did some weird shit at the end. He got the gold key but then tried to rocket jump through the roof slipgate. However, he didn't quite reach the changelevel trigger but did trigger the final encounter without actually getting teleported to it. This meant that when he did get teleported, he was surrounded by Shamblers. Somehow he was one of the few that made it. Well done!
Thanks very much for the demos!
I found it interesting that you got it nearer the end of the map. It reminded me of when Barney gave you a crowbar near the end of Episode 1 :D
I didn't dislike it, it's just that there were a few situations where I was forced to "shotgun snipe" which I hate doing.
On my first playthrough I got 0/4 secrets heh, and the MH secret was in fact the hardest to find for me. I noticed that
when you kill the vore that tele's in to the highest point on the map (above the windpipe) that it activates one of buttons required to access the nightmare secret. Was this intentional? it was probably splash damage from the rockets hitting the button but it felt a bit weird.
**********ENDING of spoilers**********
Hard was fairly hard, which I liked, had a few butt-clenching moments :) Perhaps a few too many Shamblers for my liking.
I found the penis, and the lava logo, win! :D
I just tried to record a 100% nightmare demo but died at the end.
I haven't had any deathmatch experience on dm7 (in fact I don't even know what it looks like) so I can't comment on how this one compares to the original, but as a stand-alone map, I think it feels highly moody and plays well in singleplayer. I love the maps that revolve around conquering a single structure as this concept strengtens the feel of progression. Your eye for detailing and ingenious weapon / monster placement makes Geophobia a winner even though its a tad on the shorter side.
Congratulations. Looking forward to your upcoming remixes.
skill 2 : 16 minutes
88 / 88 kills : 2 / 4 secrets
makes Geophobia a winner even though its a tad on the shorter side
Your wording suggests the map is good despite being shorter, rather than said shortness simply being a quality of the map :/
I Would Have Loved If The Map Were Twice As Long
Though not 3x etc
I like it for what it is, but still.
my demo is in quakespasm... I don't know why it doesn't work.
Great map great style. Can't be a critcism surely.
Well, F**k Me...
...Here's my offering:
skill 1, 2/4 secrets, 27-some minutes.
Boring as hell(the video, I mean). Having not played seriously Quake for some 6 months took its toll.
Plus, the video quality is uber crappy, bear with me, first attempt to post something on the Tube. First attempt at using Screenflow, too.
I'm trying to re upload the same with better quality.
"First run through THAN's dm7rmx. Skill 1. Took a lot longer to complete than expected. My Quake chops definitely need revamping... To think that I chose skill 1 to make quick work of the thingie...
All in all, a really nice offering from Than. Great Quakeness going on here. Architecture is spot on. Nothing is overdone, good scale and detailing. I loved the bulkiness...
Gamelay wise, RL is a bit of overkill, would have preferred a little more nails and maybe an earlier DS, but that's just me... Next to final fight easier than expected, lots of cover and very easy infighting. A vore spawning in after the second shambler would have fit right in: limited space and not so easy use of RL may have resulted in some nice DS dancing. Keep them coming Than, maybe next time I'll even finish the map in a reasonable time..."
found the rl and the ya :/
There are a few things to keep in mind if you want to make your maps compatible to DMSP:
correct positioning of deathmatch starts and teleporter destinations to make sure monsters with big bounding boxes don't spawn partially inside a wall or end up in an infinite teleporter loop. Most importantly, however, is proper spawnflagging. DMSP was originally meant for deathmatch-only maps, and in order to use it with SP maps (that have DM setttings), all non-SP entities, the monsters in particular, have to be set not to appear, so the mod can be played as intended on DM mode. Otherwise they will spawn normally beside the DMSP monsters, including those inside teleporter closets, which makes it impossible to finish the match.
Sadly, this is something that even negke didn't do in most maps...
Played the map on normal: very funny, very good layout, very nice architecture and detail skill, and awesome lightning effect. Interconnection in between the different level is IMHO the real strength on this map. Also, the fact this texture set is particularly under-used makes this map really interesting ..
Gameplay is really cool, despite I hate vores !
As already said, the selected sky texture is not my cup of tea, I would have prefered to see something else... afterall only my humble opinion....
Anyway, this is very good: thanks for this :)
You're Right Negke
That guy is a stain on the history of Quake.
Just posted it as a little FYI since someone mentioned DMSP in this thread. Though than is probably the only other person who adds DM settings to his maps.
Fun Little Map
top notch brushwork and texturing too.
More please Than.
amazing map! thats all i can think of. really liked it though :)
btw, does anyone have a link to the original dm7? i looked and found nothing :( - looked on quaddicted, and did google search and nothing :(
There seems to be a compatibility issue with the latest versions of Dorkplaces. It's possible that monsters don't teleport in correctly but telefrag instead, apparently due to the fact that their destinations are placed several units inside the floor. For me, it most notably affected the hell knights after the RL and the shamblers on top as well as below (all of them telefragged).
The latest stable build (28-Jun-2011) doesn't seem to have this "feature".
Not really sure why so many people are using DP to play Quake since it seems to have long ago stopped being a Quake engine and become more of a general game engine. There seem to be a lot of bugs for people playing Quake with it, so I didn't even bother to test.
As far as Worldcraft is showing me, the tele destinations are all above the floor, but maybe the bounding box size is wrong. Perhaps I should make them higher for the next map.
Anyway, thanks to those who commented and also 'ello and thanks to Daz for the video you put on youtube.
Horsemen of the Apocalypse.... in a shitty shots from Darkplace :P
because you can make it look like this: http://img823.imageshack.us/img823...
yeah , that looks disgusting
still haven't figured out how to watch mine? Maybe I'll just record in fitz from now on.
Drew's demo was recorded with RMQ's protocol 999.
Actually the bug in some 2012 DP betas with trigger size (teleporters chaining in dm6, items being too easy to pick up, telefragging monsters, etc) was fixed a while ago, it was a side effect of a failed attempt to fix the hip1m1 gold key door (a bug I still haven't figured out unfortunately).
On another topic however - I've heard of multiple map packs being released with either fitzquake or rmq demo protocols, which breaks stock quake compatibility... so yeah, not much respect for "other engines" going around lately it seems. :)
can I enter a command to make this not a pain in the ass for people later on?
Is this not the standard?
If not, what is the standard?
15 Is The Standard
LordHavoc: Ah. I thought it might have been some feature to prevent 'lost' monsters stuck or falling out if teleported inside solids. It does still happen with the 17-May-2012 build.
Most of the time, when people say a map "requires Fitzquake", it's a lazy way of saying "source port with increased limits". Only testing in a single port is not good obviously. But then, more often than not, I found having to do all the bug-fixing and optimizing twice: once for the regular engines, and again for DP. So people may well lose patience with it or tend to go the easy way and ignore it altogether.
Drew: sv_protocol 15. Forcing it to 15 automatically will let run into problems in maps that require increased limits (if you forget to change it then, which is likely).
Compatibility And Standards
There are clearly two standards being talked about here: standard technology and standard gameplay.
It's OK to diverge into non-standard technology sometimes, so long as you're upfront about what you're doing and the reasons why. Providing a backdoor for supporting the original standard helps a lot too.
Gameplay changes are trickier. Quake is positively riddled with gameplay bugs, but it's unfortunately the case that trying to fix those bugs can cause more problems than it solves, because so many maps and mods have come to rely on them.
awesome map! just as always
Yay, Big Fun!
Super job! I did like the super hard secret! I couldn't chat to my upside down fellow. :(
i didn't like the start of this (the bit with two fiends and a shotgun) - when i failed to kill them on dry land (and died.. i'm not very good) i instead resorted to running round like a headless chicken until they'd both jumped into the water.. then upon realising i needed to swim down there i had to awkwardly shoot through the liquid until i heard the death sounds; transparent water would have helped there!
i am however nitpicking as the rest was awesome. found the YA & MH secrets. got lucky with the shambush at the top as i immediately jumped to one side and telefragged one of them :)
iirc, the first time I played, I got torn to pieces by those two fiends when they flanked me. :P
Sorry About That ;)
The fiends at the start can be tough to deal with, and if they jump into the water it's pretty annoying. I don't like transparent water because it breaks gameplay a bit because monsters can't see through it even though the player can. Ideally the fiends wouldn't jump in the water, but they aren't that smart.
Glad you enjoyed the rest of the map anyway :)
Bumping To Add
The thancity textures from this map fucking own.