I'm not at my home computer right now but I swear when I get home I will play this so hard.
This looks great, I'm really looking forward to it!
It has been too long since the last Madfox map.
Played a little, I'm not in a mood for Quake now, but I couldn't resist trying. It's indeed a very big map and wit a lot of different areas, I liked the cave and the church. But there are too many texture types and color - brown, blue, green... it looks weird, if the textures were a little more similar it would look much better.
I Like Your Broken English
...and your maps. Good to see the release, look forward to playing.
will check it out.
Lots of work and imagination in this map.
However, I agree that there's too much colors. Feel a bit like Quake on LSD.
Areas are a bit too small too.
The pumps were nice. Very wobbly, almost like they themselves were alive.
OK, I've finished it. It was fun to play, lots of monsters, but als lots of weapons and items. I got a bit confused in the end (after I picked the silver key). The shmabler fight was too easy, but what's worse that there was no end fight...
And I was dissapointed to see only 3 secrets and all of them so easy to find. In a large map like that you can place a LOT more secret areas.
That's all. If you had a theme (not so many textures and colors), a little more details in some areas and more secrets this map would have been almost perfect.
Will download soon and play when I get a chance (not very soon)!
Sky ? Env\ Not In PAK File
"_sun_mangle" "333 -57 0"
Mad Quake Machine !
...a strange combination of textures and colours (including light at times) but the layout was pleasing and the gameplay satisfying, except for the shambler fights where I was either too far from them for their attacks to be effective or above them with the same result. Some will bemoan the combination of base and non-base foe but the whole thing was bordering on the surreal (dali-esque in places) so it wasn't a problem for me. I just thought "this place has been f**ked up big time" and got on with the fight. Some of the models suffered from lighting issues (either very dark or black) but the pump was gorgeous, I'm pretty sure I spent five minutes inspecting every part of it. My jaw never dropped, but I left this level with a wry smile on my face.
Thanks For Map!
Map is really interesting. On the one hand, I've seen some simplicity. But on the other hand was a good detail. Despite some strange places on the map, I took her with interest: models, rather unusual style and a combination of textures and other elements. The first time I was killed, but not looking at it passed the second without losing interest.
Fly in the ointment:
1. Due to the fact that the water did not have transparency, I could through the wall would lead a secret with MH
2. A large circular platform. I do not understand how he manages. At one point I got up and got stuck under the platform of an ogre. He cried there as she was not killed. After that, she got up, not when I was on it, and when I went with her.
Thanks For The Yeast
@RaverX - original the map contained more metal textures, but I threw away a lot of them to reach some uniformity.
@Barnak - If you don't like the colours you could play in in Fitzmark.
@Mechtech - Indeed, I forgot the env directory.
I added it to the download. Thanks for the progref!
@distrans - The monster placement was my hard concern. The places you point at kept my question too. If I would place a shambler it wouldn't have hardly ways of attacking. But a vormit at the same place did well.
So I had no other choise than divide them on skill level.
@digs - I really had a struggle with the pipes. My first try with the screws went right. Then scampy mentioned something about trisouping and I relayed my mappings in QRadiant. But the further I tried fine tweaking, the harder the vis time grew.
I must admit this map really had a hold on me.
And although I have a double core computer, the vistime reached 23houres, which isn't really handy.
I had eleven attempts and this last one I needed three days penitation to withdraw the look of failure homs.
My greatest pleasure were the static entities.
Glad you enjoyed the level!
Maybe someone has time to shoot a demo.
I'll Record One
when I play.
Review Coming Soonish
Madfox, you should link all your maps together into one giant episode with respawning monsters and a crazy soundtrack and then it'd be the perfect thing to play in coop while really stoned lol. this looks like fun, adding all the weird stuff you do always makes for a good time. review on the weekend if no sooner.
good job with the texture alignment in shot 1 (I remember seeing earlier pictures of this and it's a big improvement)... but shot 2.. really? heh anyway.
A bit torn about the level. The layout seems fairly nice and the intended theme is okay, but there are several technical issues, and the map ultimately lacks polish in many fields.
All fairly tight and cramped, which isn't a problem in itself, but it sometimes makes movement and gameplay unnessarily awkward, especially in the cave sections and the pipes. Some weirdly-shaped and -dimensioned corridors (off grid or 'unsmooth'), and of course clipping in places. In one pipe early on, monsters attacked the through the wall - a brushwork/QBSP error, I presume?
I appreciate the idea behind the style, runic metal with machines and tech bits, though they look wonky with the mishmash of skin textures and wobbly animations (QME, I know). The level geometry would have greatly benefitted from some proper trimwork here and there, particularly on steps and the arches which have poor texture choices/application. Sometimes there's just too much metal4_4 overall. Texture alignment needs work, too - good thing you've switched from DMM to Radiant, this should make it easier in the future.
A few shortcuts to higher rooms would have been nice, so that you don't have to run all the way through the level if you fall down somewhere. I had some trouble in the final room, because I was low on ammo when I entered. A pity there are only so few rockets in the level.
FFS, please stop the weird naming next time: If the directory is called torro, call the level torro(.bsp) as well! There's no reason to give it a different (and, like in some of your other releases, completely unrelated) name, except maybe if you want to hassle the player.
Nice Map Madfox Just Hated To Get Suck :|
Although I enjoyed this map, I think I preferred your previous large open map a lot more. This felt too cramped in many places, and whilst I like some close quarters battles, there were points that seemed unfair because I was attacked in some cramped place where I literally couldn't move. A good example is the octagonal curve pipes where spawn appear later on - I got stuck on the pipe as a spawn came into view.
I liked not having SSG or NG near the start - having the GL as my main weapon was fun. Could have used a couple more small boxes of rockets near the end though, since there were zombies in there and I'd already used all my rockets. Had to let them go.
Fun, worth playing, but I preferred your other map.
Found no secrets and wasn't really looking :/
Another fine effort. The sewers / waterworks theme reminded me of earlier Quake II
levels. The progression through the overlapping sections is smooth but the scale is a tad small. It feels awkward and uncomfortable to get stuck in map geometry every two steps. I liked the rocky sections with the moody coloured lighting - however, the mix of various texture sets didn't do it for me (I'd prefer an overarching theme). Those custom map models look sweet though!
Demo skill: 2 - time: 23:55, secrets: 2/3, kills: 141/144
@tronyn - I thought I tried it with the abandon?
I hope you enjoyed track 7.
Or any other music cd theat was in use.
The second screeny.., it's the start where I jumped on at the first
screenshots & beta's:#7889 posted by MadFox on 2011/10/18 09:41:37
@neg!ke Demo was great, really enjoyed viewing.
First big failure is the first pipe in the big room that let go off bullits.
Clipping the thing wouldn't help nor explaining why, it still would alert the entities.
Reason is that it is the break in this level.
The lowest pipe is the original one. The others were recompiled in Radiant and were perfect.
But not on that place. It garbadged to one big HOM.
I took me eleven vis days to reach the end of my penetation.
Sometimes too much metal4_4. A year ago you complained about too many different textures.
I thought about a ladder in the church, but I punished myself for shooting in the church.
@Trinca - muchas gracias amigo, you're stucking with me mappy, hombre! Shall I serve you some Torrez with many7 kinky olives, bastardo!
I will creepy youre demo@
@Spy - You're thanx appreciated! I'm watching demo's right now.
@Than - I know the map is cramped. The corridors were broad but I had to clip them for the sloping walls.
In the original quake maps also are places where the player gets locked in.
I knew the pipes were only 64 x64 so the player would float in some way. Sorry, Im just too fat. Mapping for Quake for me is more an accident.
@eric - Yes, you mentioned earlier about the quake2 levels. I think mapping is like science fiction, sometimes you like it others are weird.
I had no intention making the map, the second screenshot was the start and I wanted to do something with underwater pipes. So it had to be generator with pipes. When I released the first screeny's people were enthousiast and I worked on. Then I reached my vistime limit of 67 houres and I began to realize it could become wishfull thinking.
Thanks for the demo's!
Had good fun, never to hard and good balance gameplay, just ad bad luck and got stuck :\
"muchas gracias amigo"
dawn i'm not spanish :p is "muito obrigado amigo" ;)
The readme file bugs says there were two corners you could get stuck.
I had to play it in darkplaces though.
Quiet another experience as it doesn't seem to have the first big failure.
damn, I didn't mean olives, I ment cactus.
A Mixed Bag.
The big rooms and some of the designs in those.
The pipe theme.
The generally tough and varied gameplay and some interesting combat situations.
Interconnectedness of layout was cool.
Texturing a bit scrappy.
Theme not very coherent in size and style of rooms.
Some areas not very interesting.
Coloured lighting meh.
Pipes too cramped and also too easy to get stuck on stuff.
Generally scenery gets in the way of combat....fighting vores in small tubes, getting shat on by deathknights while trying to swim.
Needed a few more rockets.
Basically Madfox there is some cool stuff here and some interesting gameplay, but I really wish you'd focus on something smaller and simpler and get the build quality, and freedom of player movement, all sorted, and then work up to something this ambitious.
intended to be my first map on grid.
then radiant came in and screwed my quarks.
I'm not a coherent person.
If I was I wouldn't map.
I sat on my boot to fill up unintresting area's.
I told you you were to fat to read the readme.
scenery/combat you're right.
Good you enjoyed the other parts.
My greatest concern is the lower pipe isn't bullitproof.
MH pointed me out to change things in func_wall.
In that way I'm able to bring vis back to normal standards,
but I'll have to use minlights to obtain my shadows back.
I update the level.
Sorry the review crossover.
I'll enjoy it, I'v been testvising 4 two weeks now to make it good.
I couldn't stand it had a leak.
Now it is what I was aiming at.
Sorry for the first file.
The first demo's showed me a leak in the first pipe.
This caused shooting through walls.
Just bricking it up with an old pipe was crying for trouble.
Mechtech helped me out by introducing func_walls which helped vis from 26 houres to 9.
Also added two lifts for comfortable backtracking.
Thanks for the demo's, they explained a lot to me.
erratum 1st screeny
lower pipe is the worst one.
Spirit, can you change the level on quaddickted with the updated one?
Scampy, thanks for trisouping!
This map was ~ok~ fun :). Bit of a madfox masterpiece, but a little kooky for me. And only fund 1 secret.
Thanks you enjoyed the map!
Secrets aren't that difficult, just take a close watch on the textures.
Can someone make a demo from the updated map?
... globally what others said. The pipe theme is well executed, while some texture alignment polishing could have been done here and there. Never been stucked by the way ;) The underground part is also one of my favourite.
But please, stop abusing coloured lights... it reminds me too much disco time :P
One more MadFox typically crazy map I had really lot of fun to play :)
Keep it up !
At least the allover texture alignment was enough to reveal some secrets.
Why are you complaining about the light as I took care to use without lit file in Fitzmark?
This map wasn't planned, it was by accident.
... no lit file ? Really ? hmmmm I though there were some colored light, maybe a "reflect" of the texture color... though.. I didn't open the pak file to verify there's not a lit file hidden in :P
Anyway, it is still a funny map to play ;)
I actually ment playing the map with Fitzmark5 or Qbizz.
These engines don't use HR texture, coloured light or fog,
but do have a skybox.
I just played with qbizz and it seems as if all those tex alignment aren't
so bad afterall. And the lightning was good. Player gets spoiled with all that super clarity
So it's not a case of liking or disliking the light.
It's just a matter of engine.
I know I have a tendecy to over colour them, something I have obtained with playing too long on 256.
If I look at some other levels I think it's not to disco,
otherwise.., where would the brew be good for?
Finally updated the quaddicted page, torro is gone, it is http://www.quaddicted.com/reviews/torment.html
Thanks for that.
I was so on the run for hom's I forgot the first pipe leaked.
I had to take more advice with beta testers. It's just my enthousiasm.
Good to read the interview, I'm always surprised when people can tell what's happening in the level in a commen way.
working on a custom palette for this, to make the rust rustier. Hope you don't mind. MadFox maps are so photogenic.
Good to use qbizz on high resolution.
Sometimes there are patches when distance is too far.
I used the following light thread:
TyrLite v0.94.1 light.exe -lit -dist 0.5 -range 0.4 -light 10 -extra
For giving the map more contrast you could light the map again
and change -dist 0.4
Working On It
Only the small palette will need to be loaded. The map won't need to be revised.
Waiting to see how it looks on a youtube vid, then will release palette.
why does it look so chunky? i've never seen your engine do that. or did you just resize a small screenshot?
('torment.lmp' and other custom palettes are included in the zip)
loadpalette "foo" - loads for duration of current map load
r_palette "foo" - sets default palette to always use
Please get the new build if you haven't updated in a while. Colored light, fog, transparent models, etc. added since the early releases.
The shot is vid_stretch_by_2 = 1, r_fisheye =1, ffov = 130 (fisheye fov) resolution 1280x720.
If the Ogre's brew hasn't fetch me yet, your demo did.
Where's the glow after capturing the ring?
Nice attitudes to the engine!
I hadn't noticed that so I checked it out... the glow works in-game, but when looking at the demo itself it is missing. I did notice other dynamic lighting bugs during demo rewind. Monsters and/or player would glow suddenly after rewind.
I used record anytime feature which may be a factor in the bug.
enjoyed this. the build quality & texture work wasn't the sharpest but i've come to expect that from madfox's stuff, and it doesn't really bother me as it is generally made up for with interesting layouts, novel ideas and fun gameplay. this is no exception
that said, the 'spawns in pipes' trick i didn't think much to given it was easy to get stuck in them
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