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New Q1 SP: Clean Cut By Mfx
Here it is, a small base map made for the fun of it.

Screenshots: 1 2

Download: http://www.quaketastic.com/upload/files/single_player/maps/mfxsp8.zip

Have fun, and comments are welcome!
Oh, I Forgot To Mention 
its only tested in FitzQuake 0.85 and MarkV.
Be aware, see readme for Details. 
Something Is Not Right 
QuakeSpasm 0.85.8 
 
Interesting 
I haven't reviewed any maps on my site since the last weekend so I will probably review yours today (or tomorrow. I will inform you when the review is ready :) 
Yes! 
As SleepwalkR said something is wrong!

I guess you want the grey texture to be glass with a alpha value.
Check the map file for wrong syntax.

Otherwise a nice map and a good blast! 
Texture Problem 
I was about to post a weird texture problem. I've noticed that in fitzquake (I thought it was an RMQ problem) that it waves around like a water texture. I took a screenshot -

http://postimg.org/image/exv31wkt3/ 
Ok.. 
now I've completed the map, yeah I love it's a good map. Only 2 of 6 secrets found though :(

Definitely needs to be quoth'd up! :) 
Ah I Forgot 
r_waterwarp 0
r_wateralpha 0.3

that should fix it.
Sorry, my fault. 
Yeah... 
That works!

Pretty neat implementation of glass, but of course it's not without its issues. Wasn't there another way of doing it? I'm sure I played another base map which had glass in it which wasn't water... 
Than Did That In His "Plumbers Don�t Wear Ties" 
It�s a Quoth feature i think.
Setting these worldspawn values in vanilla progs
won�t work.
Correct me if i�m wrong. 
Good Map! 
Demo! I think most of it is me searching for secrets in vain.
https://dl.dropbox.com/u/103186490/mfxsp8_scamp.zip

Enjoyed the map, not going to set the world on fire, but it was fun :D

You had a lot of nice texture alignment... but those cop1_1 pipes bugged me with how much you could see the texture repeat!

There was a part with a vore stuck in a wall that was weird too.

The layout was nice, but there were 2 things I think were poorly planned out...

When you first get the Silver key by that Vore, you haven't nessicarily been shown the door it goes to, and there's a exit from that silver key area leads you away from the silver door to earlier parts of the map, which confused me because I thought I was meant to backtrack to a silver key door I hadn't seen.

The second is more minor, but I think you could've done more with the multiple silver keys. There are 2 to pick up in 1 place, but the doors are encountered in a linear fashion, and the second door even has a shortcut back to them. I think it would've been done better to have something a little more nonlinear with them.

Still, a fun little map! 
Nice Map. 
Straightforward, to the point, well done base map. I liked it, the slightly cramped style played fine, and the use of tougher monsters definitely spiced it up. I had one issue with the slime bit - I got the secret and then struggled to find my way out of that narrow pod, so the biosuit ran out and then I only got through the slime because I had the RA and then I lost a lot of health and didn't get through the fight afterwards the first time. Second biosuit somewhere would have helped. 
Also. 
Is your nickname from this:

http://www.mfxmedia.com/shop/

?? 
 
Playing track 3 is super annoying :P

Very nice map! As for recent base maps, I liked it more than scampsp1 (no hard feelings, scamperoni!)

Some beta testing might have fixed some minor gameplay issues I felt it had but nothing major really.

Loved the setting and brushwork.

I added the water options to the commandline in the Quake Injector so that will work out of the box. 
Did A Quick Run Through 
with demo, which I'll upload later
I liked it a lot but I don't think it was as polished as Scamp's map. I was continually low on health and low on ammo. Maybe a bit too low on ammo - there were several instances necessitating I switch to axe, which should never happen. Maybe I'm just getting sloppy but I don't think thats the case.
THe architecture varies from very well done to not-quite-as-very-well done. The final shambler zone was a bit meh, I felt. One thing I really did like was the use of mosnter closets! I only found 2 secrets, which might explain my lame ammo issues, but again - still shouldn't be an issue... You can judge for self though when I upload the demo 
Well 
its my first finished map, please consider.
Focus was more on eye-candy than on gameplay.
Had no beta-testers, but have a bunch of more maps to be released, so anyone volunteesrs..?

Spirit: Thanks for the tweak! 
Two Bugs 
I was wondering why I was getting like 24k epoly in the starting room, so I looked around and found this little bugger: http://www.quaketastic.com/upload/files/screen_shots/mfx_leak.png

Also, I could shoot through glass with the shotgun, which made that one Shambler much easier.

Otherwise a good little map. 
Great Map For Debut 
OTP 
yes that glass implementation is more a workaround..
Skipping texture found + 1 secret!!

Prost!! 
Very Nice! 
Good style and construction, consistent and well pulled off for the most part. Pipes! The layout seems nice, too.
Gameplay was fun on skill 2 with two or three slightly hairy situations for me - the five secrets I found helped get through without problems. I thought the crampedness was a refreshing change, didn't get annoying as one would expect.

Shame about the obviously repeating texture on the pipes. And damn that lift towards the GK door - the button would have needed a delay badly! The windows were a nice touch visually. The implementation is dodgy, though. Skiptextured func_walls around the water volumes or a skip/water combo like in apsp2 (btw similar vibe to your map) or even detail brushes, they would've been solid and not do the splash sound if grenades pass through.
If your map needs any special settings or the like, it should always be mentioned in the readme and news thread!

GG, looking forward to seeing more levels from you!
Demo 
Negke 
just watched your demo, and that elevator button
with no delay is just for guys who tend to jump from that 2nd floor instead of taking the elevator downwards again.
Elevator is activated by those arrow keys:
up for up
down for down.

repeating texture won�t happen again
EHRENWORT! 
Forgot My Standard Line 
The map has a monster spawning too close to a wall and an item falling out. When testing your levels, make sure to set developer 1 before loading it so you can see such warning messages in the console.

Also, one of the ogres teleports in incorrectly and ends up stuck in midair between a wall and the ceiling. 
Elevator 
Hehe, oops. My bad. 
Negke 
I know, but i couldnt get rid of it.
Evil powers are at work.

Oh my i�m drunk. 
As You Should Be. 
 
Hey 
Sorry if I came off overly critical. I did enjoy the map very much. Just trying to be constructive there. I'd beta test for you if you wanted, though I'm not a map-wizard like other potential testers (necros negke et al). Demo soon, once I get back home. 
Ho 
No problem there Drew, critics are welcome, and
yeah you changed that color! 
Thanks Drew! 
 
 
Why don't people post screenshots anymore?

:( 
Text_fish... 
A valid point, but if you like tight base maps with good gameplay then just grab it ;) 
Text_Fish 
Sorry man, didn�t know the rules, but there are some in that screenshots thread :(
Next time... 
 
This should be posted on the quakeone.com forum too really, surprised it hasn't been already. 
There Aren't Any 'rules' 
it's just a nice thing to do 
Great 1st Map! 
I can't wait for the 2nd!

I loved the cramped spaces and pipe details. The textures looked good with Starbuck's redux. The glass could have been implemented better but helped give the map some uniqueness. I played on normal and the difficulty was just fine :)

Sehr sch�n! 
No Worries! 
It won't stop me trying the map, I just find screenshots ramp up the excitement a lot. :) 
 
Screenshots are great for people browsing on their phone or at work. As Scampie said, not a rule, just nice. 
 
good first map, indeed quite detailed and balanced gameplay. though rather cramped, i'd like it to be a bit more spacey.
most annoying thing was amount of doors (too many useless doors), the fact that they slide down and not obvious door texture, so it was not always clear where to go cuz of door texture looking just like wall detail. waiting longer than needed for the door to finish its way down so u can finally go through.
but overall, good first map, keep em coming. 
Screenshots 
I Haven't Played It Yet, But... 
it looks really nice for a first map. I'll probably give it a whirl and let you know what I think later.

Thanks for this release. Not very many in 2013 yet. 
Err That Looks Pretty Good 
underselling it mfx :) 
Looks Great 
Screens look very nice. Will try soon! 
Demo 
Recorded in the RMQ engine.

http://www.quaketastic.com/upload/files/demos/mfxsp8_drew.zip

Looking forward to more in the future! 
Sorry Drew 
running on old hardware, no RMQ for me. 
Drew 
Stop using that already, it's not meant to be a general purpose engine... 
I Also Use RMQ... 
most of the time... it runs faster than fitz for me. 
 
yeah I mean, I know it'll run whatever map I want without slowdown. Like "Something Wicked," for example.

I get your frustration, but meh. 
But... 
It haz teh waterwarp! It haz teh waterwarp! 
Rmqe 
it's not meant to be a general purpose engine

pff. It is a fitzquake SDL fork (ok, via quakespasm), and it will run pretty much whatever you throw at it. It's not custom made for rmq or anything, despite iqm/csqc/bsp2 support and being omfg-optimized for huge maps.

No doubt Quakespasm is more of an up-to-date engine, but it's not like Fitzquake 0.85 was bad in any way... 
RMQ Engine 
Is the dogs bollocks. 
By The Way 
FTEQW "unstable" (stupid name btw, it just means SVN version) also has a very fast renderer, IMO it's up there with RMQe.

You can make FTEQW mimic Netquake physics by setting

sv_nomsec

to 1 or 2.

You can also try

cl_nopred 1

to undo the qw prediction stuff.

FTE's a nice engine nowadays, a lot has been done and fixed in the last couple years. And it has presets for various amounts of eyecandy (or lack thereof, if that's what you like). I prefer it to RMQe by now. 
Nope 
FTE won�t run either, it�s some rare old machine i�m running... 
#49 
that means you think it is good, right? 
The Review Is Ready 
Drew 
 
gb: It works, sure. I meant it in the sense that it's an inconvenience for the demo recipients due to just another foreign protocol (and thus required engine to watch it with). But then, considering how many different protocols there already are, it's not really a different deal in this particular case.

hakkarin: The map is not broken, but there's one important bit of information missing from the readme and the news post: you need to set r_wateralpha 0.3 (water transparency) for this map - the grey surfaces are not missing textures, but fake windows. I agree it looks very wrong if they are opaque. 
Mfx 
you might want to update the wordfile and reupload for Spirit, and someone should probably mod the news post. Just to minimize issues for new quakers etc 
Thanks Hakkarin 
Nice review, haven�t been expecting this!
And thanks Negke for pointing that out, still I�m confused
how Than did those windows in APSP2.
Any idea? 
RMQ Engine 
Sorry for off topic!

I dig the RMQ engine for all the great stuff MH et al. have added to it, but it has one major flaw: It's no longer cross-platform. I have tried several times to re-replace the OpenGL function pointers and whatnot with SDL and portable code, but it never worked out (I forget what exactly the problem was though - possibly also my own stupidity).

If I had the time, I would love to merge RMQ's improvements back into QuakeSpasm. Well, Oz would probably kill me, so it would be a fork ;-). 
Same Way As You 
than only used Quoth to automatically set r_wateralpha to 0.25. 
Ah Yes, Thanks OTP!! 
And #56, i just uploaded a more accurate zip to Quaketastic,
Now called mfxsp8 01.zip.
What a mess! 
Small "review" 
Just finished the map, I tried it fast on easy skill, so no secret hunting or too much looking at the details.

For a start map it's very good, but for 2013 it's only a "decent" map, there's no way to compete with other top maps.

I liked the combination between base textures and rusty metal used for pipes and machines plus the small cavern areas, I am curently working on exactly that type of map.

Most of the areas were too small and the lack of texturing on some places is a huge problem, what's with that "grey texture"??

Silver key abuse didn't helped, I got lost for 3-4 minutes, but it was ok overall, finished in under 13 minutes, found on secret.

Keep on working on other maps, if you learn from your mistakes the next map might be a good Quake map. 
Screens Are Nice 
Look forward to shooting stuff in it. 
Replayed. 
Still good. Really like all the details in this. I like the cramped style too, it works in this case.

Really good start to your mappage career mxf. 
#63 
Thanks a lot Shambler!

And btw, no i�m not associated with this website in any way. 
 
Nothing much to say!

Nice map, had lots of fun.

Thank you very much for your hard work...

First demo...

http://www.quaketastic.com/upload/files/demos/tr_mfxsp8.rar 
Great Map 
Interconnections are good. I like the way you open up routes as you progress. If I had a complaint it's monster placement was predictable. A monster closet or teleport from behind the player not directly behind but close would have added some danger.

A wonderful base map.

Thanks for making it. 
Fun Map 
Next time put a little info about it in the news post though. Please. :) 
Nice Little Map 
Looks great! I liked the secrets (though perhaps they were a bit easy?) and the layout was pretty cool and interconnected.

I think you need to do a bit more testing though. It starts off pretty hard, but then about halfway through gets very easy. There was way too much ammo for the lightning gun and as a result, the end (quad damage too ffs) was insanely easy.

Also, I know I used the same textures in apsp2, so I can't really moan, but sometimes it was hard to tell where there was a door. I didn't really get lost at all though, except the first two silver key doors could have been a bit better marked.

The large room with the slime and crane in it was nice. You could have used that for a more interesting combat though. The vores seemed to go to waste where they were placed, so a vore or shambler in there might have livened things up a bit. 
About The Glass 
It seemed that you used the same technique to make glass as I used in apsp2. However, there was one point I heard a grenade splash in water, so perhaps you missed something?

I did it with water + func_wall covered in skip texture for collision, which doesn't anything past, but I just checked again and found that everything passes in mfxsp8.

You needn't use any special Quoth entities... just water and func_wall with skip. I did use a Quoth entity to set wateralpha on map load though.

You can also use waterskip and skip in combination to have glass that is underwater. I should make a tutorial for the wiki or something. 
 
Good map. Fun to play.
Low on ammo in the final part.
Skill 2 demo below:
http://www.quaketastic.com/upload/files/demos/mfx8_ankh.zip 
Fun Little Map 
I wish there were more maps made to utilize close quarters combat for q1sp. This one was fun and enjoyed it! I hope you are considering making more. 
Than 
Thank you for your feedback, glad you liked it for the most parts.
Have to admit, no beta-testing took place, it�s always bad for a mapper to play his/her stuff and let nobody else confirm it.

Won�t happen next time.

And yeah, that glass feature, i was only cliptexturing them for the player to get blocked, now i�m smarter, thanks for your advice.

And btw all of your maps are the shit, you really rock, and yes they inspired me a lot ;) 
Argh 
Visit the screenshot forum, expect to see more! 
Nice Map 
its title says it all really, clean cut quake at its best. Some nifty designs too, although I got noticeable slowdown in the big open area with the moving crate thing. 
Got Round To It 
Played on nightmare (just because i refuse to ever accept that it's too hard for me).

Fought hard. Ultimately failed. Was a fun challenge. :) Nice map - shame about the missing walls. Other than that it really was rather pretty ;)

Some demos (a 1st run, a 3rd run a 8643898th run ;)

http://www.quaketastic.com/upload/files/demos/rickymfxsp8.zip 
Missing Walls? 
 
RickyT23 
Nice demos! Hard is hard, hahaha.. 
Great Map 
Reminds me of Quake 2 style. 
A Series Of Slightly Different Images That When Combined Create Film 
Nice One 
Pretty good start. As much as I like base maps, cramped ones can get a little irritating to move through. Even though the brushwork was very appealing (loved the pipes), I felt like I was constantly hampered by those narrow corridors. Some of the fights seemed a little bit forced and out of place. Also, by moving a step backwards when I heard two shamblers approaching, I was locked out of their room - had to noclip through.

Thanks for the effort. Demo might be a little boring.

1stRunDemo
QuakeSpasm 0.85.9
skill 2; 14:15, 5/6 secrets, 64/64 kills
 
 
Thank you. Nice map. Maybe corridors are bit tight to my taste (: 
AAS 
Glad you liked it, is this was rather brush experiments glued together...(looking at sock) hehe.. 
 
<a href="http://www.quaketastic.com/files/demos/otp_ivory.zip>Two demos</a> because quicksaving and reloading is technology beyond my brain capability. 
Also, Func Markup... 
 
Oh. 
Luckily this wasn't even the right thread. 
Hmm.. 
standard html anchor tags are supported on func, but my pattern matching is much stricter than a real html parser.. maybe there was an extra space or something in that post. 
Testing. 
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