Downloading now, demo in a bit :D
First And Second Playthough...
managed to complete on my second go (on hard).
Good map... I find it strange how you decided not to use the new quoth launcher thingy. Also, please get all this stuff into one folder or .pak somehow. My quake directory is a right mess!
Onto the map, great visuals, love the skybox, a really interesting mix of base and met I haven't seen before (but it does work well).
Gameplay-wise it's pretty good, though I really don't think Quake is suited to such skinny platforms (people have given me grief for skinny ledges but none of mine are usually less than 64 units!)
I can't wait to see Daz derp the hell out of this.
Thanks for the props sock!
Nice visuals, pretty hard encounters for my taste.
And i think it�s a bit narrow sometimes, if not to say cramped, hard to not fall into the void.
7/10 secrets, all kills. 9 deaths :)
Uploaded to the root of Quaketastic because I felt dumb today, this link will break later: http://www.quaketastic.com/files/metmon1d-nightmare-spirit.7z
There is a great read about this map in the readme (and on the web page).
Will play it for sure.
@ijed, its hard to find sympathy for your plight when you insist on playing the map on nightmare skill first time through! :P
@fifth, the pak is ready for the Quoth launcher, check the readme file for further details. You certainly don't need to un-pack the files into the Quoth directory or even have an extra folder.
@mfx, glad you liked it!
The floor space is by design, narrow, tricky to navigate and treacherous when under pressure. A skybox map is about the fear of the void, if there is plenty of room to move about then the void is just eye candy.
Also everyone, don't worry about demo's, just enjoy the sublime feeling of falling to your death! :P
Proper execution of the coagula type o map, with proper usage of ledges and nice q2ish designs, cool bridges as well!
Kinda hard due to lack of ammo in the end, but overall challenging and i liked that there were no fat mobs just soldiers and flyers. Though those fucking flyers suck! :)
Thanks for the map, sir sock!
Cannot Play Demos
missing s_vp_pll.spr? wtf?
missing s_vp_pll.spr? wtf?
This means the demo was recorded with Quoth v2.2. The file cache has been changed between versions, just upgrade and use the quoth launcher, it works really well.
i dont get it. using -quoth switch and your mod dir on cmdline. how can this be done with the launcher.bat?
i dont get it. using -quoth switch and your mod dir on cmdline. how can this be done with the launcher.bat?
Use the command line setup if you are comfortable with batch file setups or use the quoth launcher if you want something easier. Check the readme file for full details on either installation setup.
Very Cool, Very Nice!
Love The Name :)
I found the narrow walkways were a fun challenge, because the map is small so it's not too annoying to die.
here's a skill 1 demo that starts part way through the map; messed up recording the start. I died twice earlier attempting jumps to get secrets.
time to try it on hard, and find all the secrets..
only complaint: what happened to the moon? :D
I can play the map fine. thats not the problem, quoth 2.2 is installed. I just cant watch the demos, no matter what i try..
Hey, First Map Of The New Season!
Lots of demos on hard where I fall to my death attempting stupid jumps to secrets.
The first few minutes are missing because I forgot to record. Eventually I learnt that all the secrets I saw can be reached in a safe way, and beat the map. Think I found 6 out of 10, maybe 7?
Architecture and theme is really cool here, I loved the floating antennae which were so inviting to climb around. The hard light bridges looked even cooler in action, and the little training segment in the first two encounters was well done (it's missed off the demo but I did kill the grunt with it). It's a bit of a shame that they didn't tie into the final arena at all, but perhaps they would have been too effective as a trap to use against the horde.
Combat-wise, I liked the initial climb where monsters gradually noticed you as you ascend. It felt very organic, like it could probably play out differently in subsequent plays, and denying the nailgun in the early portion made sure you couldn't just snipe everything from safety. The gold key marked a change into more wave-style brawls, but that fight was a transition as the monsters did filter in slowly from all around.
The final arena was neat with the lightning to avoid - I guess it was kind of like the final arena traps in earlier maps but I couldn't exploit it as easily, perhaps because it triggered at random. The waves had a good ramp of difficulty, I think that the last one would have been harder had I not found the plasma gun, but with it the Gug went down quickly enough.
Cool stuff, now I'm off to update the Quoth page with a link to this map!
Can't Open Any Of Socks Maps In GTKRadiant
Maybe I'm just an idiot? I would like to know what's up if anyone knows...
@digs, RickyT23, glad you liked the map.
@ericw, looks like you had plenty of fun, good luck with the next skill level its tough.
@Preach, I love the way you deal with quoth monsters, it is like you know their weakness and how to defeat them quickly! If you want include my map on the Quoth page in the correct launcher format (metmon.pak), that is fine with me! :D
@KillPixel, I assume you enjoyed the map and curious to see how it was built? What version of GTK are using? Is it configured for Quake 1? What errors are you getting?
Ah, yes, I did enjoy the map very much (like a majority of your maps). I've only played it once so far. Played on normal without issue, felt very balanced at that difficulty. The open look with constrained paths of movement offered an interesting feel. I was impressed by the lighting, you were able to have interesting shadows and dark areas without looking ridiculous against a bright skybox.
I've attempted to look at all your maps simply to see if there is anything to learn from your brushwork. Unfortunately, or bizarrely, they open but nothing appears in the editor. No errors, nothing. I've never had this issue with any other map, and I look at map sources when they're available. I'm using GTKRadiant 1.5. It's odd...
Unfortunately, or bizarrely, they open but nothing appears in the editor. No errors, nothing. I've never had this issue with any other map, and I look at map sources when they're available.
I create maps differently, I always func_group stuff so I can select/hide large chunks of the map quickly (like using layers) and recently I have started using func_detail to reduce compiler times.
entity def file. Either put the file in the same directory as your other entity files (depends on how you setup gtk) or merge it into your existing quake 1 entity def file.
Source Doesn't Work In Trenchbroom
I wanted to see how you made those light bridges.
thank you sock for new quake gem. generally, i'm not a big fan of base maps. the original set of quake monsters doesn't work well for base themed maps. quoth changed it all.
i played on hard without much problems. i died a couple of times usually by my fault. my search for secret areas led me several times off the edge. that's fine. important is that gameplay wasn't unfair, even on hard. it was always manageable including the final fight.
played on latest darkplaces and everything worked fine. in one older post you mentioned that your level would be really hardware demanding. my phenom X4 + hd6950 was enough for 1920*1200. it's a big difference in comparison with zendar. that map runs slooooowly on my rig no matter what resolution i use, but that's probably some strange darkplaces thingy.
yellow walkways are beautiful. luring enemies on them, turning them off and watching the poor grunts falling was satisfying. i wish they scream in horror :-)
skybox is truly piece of art.
I wanted to see how you made those light bridges.
Download this FILE
file. (sadly missing all texture information)
@jakub, thanks, I am glad you enjoyed it. :)
What's particularly nice about this map is that despite its small size and cramped layout it offers a surprising amount of possibilities for exploration with all the ledges to jump over or drop down to, usually rewarded by being secrets. It comes at the price of them being predictable, but the benefit is that every bit of the level is made or left accessible.
Gameplay is more challenging than in the previous socks, but I found it to be quite managable if one keeps their cool and examines the environment carefully. I played it on hard with both Quoth 2.0 and 2.2, and the rebalancing of the latest patch, however subtle, was noticable in a couple of situations. So this map is the perfect opportunity to update one's Quoth installation if it hasn't already been done.
Thanks for the source. Those light bridges are really complex set ups. Worth it though, one of the coolest effects I have seen for a while.
You know what really would have made this map tense (since tarbabies are out of the question)? Polyps!
Played thru it on hard just now. Good times!
One of the things I enjoyed was that sometimes I was really motivated to stay out of the open, and then the situation would flip and make me desperate to get out into the open.
P.S. Quake Injector will incorrectly try to start map metmon1d, instead of metmon.
one of the best thing about metal monstrosity is that there are no polyps. these little bastards would make gameplay unfair. what would you fight polyps on narrow bridges?
it's good they are absent this time..
i know :-)
but i couldn't help myself. hate those green little f**ers.
This is a great map. Cheers man :)
7/10 secrets on normal skill. Fights were fun, and only died from ledge/adventure mishaps. Loved the whole setup, and portal sphere was an ace touch.
My granny nag is - having the bfg where it is, i didnt find it mainly cause i lost track of which i'd visited and couldnt be arsed. But probably made the finale fairer that way.
Played It Quickly
quakespasm, quoth 2.2, skill2, no deaths, 5 secrets, most of the monsters.
I'm supposed to be doing something else so this was a break, and as such I didn't get too crazy with the secret hunting. I did play carefully and methodically doing lots of sniping etc, mainly due to everyones comments regarding difficulty. Actually I think my playing style is well suited to this map, and also I'm super familiar with the Quoth bestiary due to my own mapping predilections. As such I didn't find it overly difficult. It was pretty spot on.
That's an understatement of course. This map is so good, glad you finally got around to doing a quoth/ base-ish map/ coagula map. Makes me want to do a shitty rip off! Of course, I'm going to stick with a black skybox and more darkness all around if I do so... as is my way.
Just reading thread now... maybe I played in normal? I never saw a Gug. That would explain why it was so 'easy'...
@negke, I wanted to keep the monster theme consist and avoid any medieval creatures, Polyps falls into that category for me. I can see players getting really frustrated with that mob after being knocked off bridges and ledges!
@Fifth, the bridges can be costly on entities, remember to stagger the setup state of them at the beginning otherwise you might get packet over errors with the state of too many entities changing at once. The func_togglewalls have a relay delay so that the monster drops into the void and not slide with the func_door entity.
@JohnnyLaw, glad you enjoyed it, the bobs always make me run for the inside areas of the towers.
@stevenaaus, The Plasma Gun is difficult to find because it makes the map far too easy. Every time a tester found the gun I kept moving it to someone more difficult to find!
@Drew, indeed you played on normal skill level, the next skill up is crazy hard, even for Quoth veterans.
I wouldn't call it crazy hard. There were no tarbabies!!
Gugs are totally medieval.
Anyway, will try a hard run soon!
Gugs are totally medieval
Yep, very true, there is nothing else to end a tech based map with? Gug, Drole, Shambler, Shalrath, Fiends (all mid to high level monsters, all medieval) Only option I could think of was a couple of Edie's, but that is not much fun to fight and I had those throughout the map already.
The tech theme/style has always been at odds with the Quake universe because it was always a starting theme. Quoth certainly adds some extra units (mostly re-skins) but a tech style boss monster is really needed.
It seems my news post
got put on the front page of the site! :)
Gugs are perfectly fine in tech maps, they work wonders with the theme in warpb for example.
As Do Polyps
Cool stuff there Sock. Great to see Quake still getting first page news, it's kind of weird to see you get first page for this map though since Zendar is clearly your magnum opus and ITS is also well worthy of first page news.
That Was Fun
A really beautiful map with a nice layout. Quite challenging due to the constant threat of falling down. Good use of flamethrower enforcers. I found the Gug a bit out of place, but apart from that the final fight was nice! I also find the limited weapon selection a plus.
Sorry, I don't have any constructive criticism... but I recorded a demo on skill 2. Two demos, actually, because I dropped to my death in the first one...
@OTP, I see you want to join the #evilgameplay club with Negke! :P
@Fifth, I am totally surprised by the news, it is indeed a shame that Zendar did not get noticed the same way, but Zendar does look traditional brown Quake, Metal Monstrosity is bright and purple!
@SleepwalkR, nice first run, funny to see the bob at the end fighting the Gug! Hard skill is a frugal ammo situation, you need to explore.
really this is easily one of the best coagula/void maps ever made. The gameplay was an absolute blast IMHO, the layout and forcefield pathways allow so many variations in both route and attack choice.
Looks wise, I loved some of the cubic type detailing, very nice touch. The skybox is of course every fitting, especially with that fog.
Can I Ask How Long Something Like This To Make Sock?
took to make
Most of the level was built over a long weekend (4 day) holiday.
The first part was to create the central tower and dish as this was the primary landmark which would determine the scale of the structure. I always build the landmark first because it sets the tone and style of the rest of the map.
The second day was to create a second tower with platforms that spirals upwards towards the dish tower. This was rough blocks, ramps and simple monster placement. I generally place AI as I go because I want them to suit the architecture for paths, line of sight etc.
The third day was creating the power cube idea of what makes the structures float. This was about the detail that went downwards and across to other platforms. I originally had solid walkways connecting the lower stuff but it looked too chunky so I went back to my test map and played with some entities and textures until I had something that was fun to play with and looked good.
The fourth day was to create the rest of the central platforms and AI placement using new Quoth units as accents to the encounters. I spent a while creating more textures, expanding the theme of runic metal and removing the brown metal as much as possible.
The next week was about getting the skybox sorted, it took me several attempts (over night renders) to get the right light source orientation and lower cloud setup. The latest version of Terragen has a lot of options which affect how fast or slow the render can be and the resolution was really high, so it took a lot longer than normal.
The second week was creating the final arena battle, playing with lightning and expanding the texture set with more trims and details which worked their way into the structure.
The third week was testing, testing and more testing. Trying to find bugs, balance the AI and build the skill selection area. I always build the first part of the map last so it looks the best with the textures. After a while of using a texture set you get into a certain rhyme of how they lock together and this usually leads to the best architecture / texture combinations.
Total time to build the map was about 3 weeks, but the majority of the time was spent in the first couple of days and there was a lot of overnight skybox rendering.
Thanks For That Insight
I'm no mapper but that sounds like very very efficient mapping timewise.
I must be crazy... I quite often will make my maps room by room (pretty much fleshing each one with bsp detail, then cutting up bsp to make trims and texturing, then lighting it... once the whole map is made only then do I generally add monsters).
Perhaps that's a distinction between you and sock: architecture first vs gameplay first.
That's how I made maps back in the day ... just string a bunch of interesting looks areas together and add monsters at the end. Sock definitely takes a more purposeful approach.
Oh definitely. I will design areas with gameplay ideas in mind but I don't add the monsters until the end (in most cases)
Romero once mentioned that he made maps in this way...
like 15 times trying to make a freakin' demo, GRRRRRRRRRR :(
I keep dying in a DIFFERENT way! I know that's a "good" thing but trying to supply a demo is pizzin' me off.
QS only let's me start recording before I enter the map? So loading a save and then recording from there won't seem to work...
Awesome map SOCK, jus' can't get it right to show me playing it.
Got It Figured Out, Yay :)
It's in two demo's though.
THANKS for the map sock, totally ROCKS.
In The Beginning ...
I must be crazy... I quite often will make my maps room by room
That's how I made maps back in the day
Romero once mentioned that he made maps in this way
This is how most level designers start, the joy of building, exploring and playing with virtual space. Eventually you have to move beyond that and start thinking of architecture and spaces as gameplay.
The initial building part is perfect for working out scale and distance so that the AI have the best possible position. It is also good to try sketches or block-outs, but ultimately you should know where the AI is going to be in each area before the detail phase.
This is not to say I don't make architecture for the fun of it, I sometimes specially design some architectural to look a certain way, but that is usually landmark scale stuff. It really depends on how far the player is into the map.
@damage_inc, yeah this map can be unforgiving if you are not careful with ledges and where you jump. There is always two ways to get somewhere, early with tricky jumps or later with easier drop downs. Thanks for the demo, it was cool to watch.
I Know That You Aren't Making Any More Vanilla Maps
but if you change your mind, but if you make another small map, I'd love to see a kind of step by step development log from you!
This just looks incredible.
my favorite part of this map is the entire first half. The main player path through the level seemed linear but there are so many side areas, secret ledges, and so on that I spent most of my time jumping around, looking at different platforms and figuring out how to get there. In your readme you say the secrets aren't satisfying (due to the items they contain) but I think the satisfaction of finding them is good enough.
Your maps have all had good secrets, but I think what i especially like about these ledge-hunting secrets is that the player understands the rules of the game physics, so when looking around, you are using that understanding to judge the geometry you're looking at for it's climbability/jumpability. Other classes of quake secrets are commonly "shoot the unmarked button" type secrets where it is less about players applying their knowledge and more about random experimentation and luck.
One small negative I think is that for a first-time player, the different ledges and vertical "trunks" of the level all looked pretty similar. This alone would have been okay but then whenever i used a teleporter to get back up from a secret I completely lost my sense of orientation. There was a particular secret (blue armor i think) where every time i saw it from below, i could see how to get there, but after teleporting up i had no idea which direction that ledge was.
The final arena battle is very well done, good combat pacing and visual spectacle. Giving the players buttons to start each wave was a nice touch, it allows the player to control the pacing but not in a way that makes it too easy (since each wave was a pretty strong combat.) I am not a huge fan of these arena battles since so many maps seem to have them and the gameplay is always pretty similar, but like i said, it was still done.
Visually the level was very distinctive, the brushwork plus the overall structural shape of the level. It seemed that it might be inspured by Lun3DM5
, but also didn't seem in any way to be a clone of that, just the general feeling of clusters of cubes with "ambient occlusion"-type lighting.
The translucent energy bridges were a nice addition as well. Good technique of training the player in the start map (though the first bridge in the main map is right in front of the player so that could have served the same purpose.) Also in the start map it took me about a minute to see the button. All the red runes looked much more noticable! Anyway, I managed to kill an NPC by turning off the bridge he was on, that was another nice emergent moment that didn't feel contrived.
Bobs were used well, the wide open sky was a good place to put them on big patrol paths and randomize how the player encountered them. I think what I have disliked about bobs in the past is how they were placed -- in super tight hallways where I can't dodge, in groups when I am underpowered, and sometimes at a distance where their small bounding box makes my SSG useless! In this case when i have a nailgun and they are usually solo, they felt pretty good.
Someone else said, sometimes they were in a tight place and wanted to be out in the open, other times they were in the open and they rushed for cover. That was a good feature of this map's combat. The small ledge with a Pyro on it was an example of this.
I Really Liked It
And recorded a first run demo, hard skill. I technically died once from falling, but I guess a magic fairy grabbed me and floated me back onto the tower.
Lots of fast action, no time to let your guard down. No complaints from me. :)
By the way, this map for whatever reason doesn't work in enhanced glquake. It exits with an error:
PR_LoadProgs9: statement 50737: bad opcode 80
Recorded in Fitzquake.
Fun map. I probably wasn't really giving it the concentration it deserved (was more in the mood for a mindless blast) and died a few times for a variety of silly reasons. None of them felt unfair though, and I loved the fact that exploration was generally rewarded. I had the problem that metlslime mentioned about being very disoriented when teleporting back from secrets. Oh and I forgot to record a demo. Need to go back and play on hard and find all the secrets...
@Drew, now if only all mappers would write down their thoughts and post them with their maps, it would be a wonderful world! :P
I have thought about creating a screen capture of the editor and compiling it into a video. That might be interesting to see, but it is a crazy amount of extra work just for a couple of people to watch. Plus I use GTKradiant and the Quake community is mostly WC/TB nowadays.
I am surprised to see you comment, I had given up hoping that any of the original community mappers would play Quake anymore or even want to post feedback! Thanks for taking the time.
In your readme you say the secrets aren't satisfying
I think the problem with the secrets in this map is that they are all roughly the same type, either you are finding button or the route to a certain ledge. Often Quake maps have a much richer variety of types and the structure in this map is so open it was difficult to find good locations to hide stuff.
whenever i used a teleporter to get back up from a secret I completely lost my sense of orientation
Teleporters are like resetting the player and are always difficult to setup correctly. I tried to help with this by including arrows on corners and architecture for the player to see after teleporting but the arrows are too subtle. My other plan was to have the outer platforms explode after teleporting but I ran out time and will power.
I am not a huge fan of these arena battles since so many maps seem to have them
This is a problem with Quake, there is nothing to do for final battles besides wave spawning. The only two bosses in the game have been done to death and not really rewarding to fight. I am probably partly to blame because the wave spawning is an easy system to setup instead of trying to find more creative ways to finish.
So far I have tried nail shooters traps, giant crushers, classic DM style wave spawning and even staggered button pressing with lightning attacks for end battles. Each new map is certainly getting harder to find more tricks to include in the final arena without resorting to creating new boss models.
though the first bridge in the main map is right in front of the player so that could have served the same purpose
I really wanted the player to hit the bridge button first and drop the AI to their death and due to QPB (Quake Player Baggage) everyone just shoots first and then maybe explores later. So I thought it would be better to show the mechanic first without any distractions (enemies) so that the player might be tempted to push the button a second time. Funnily enough there was plenty of players who still ignored the buttons!
Oh well I tried ...
Your maps have all had good secrets
Now I am curious, have you played my other maps? Do you have any comments/feedback on those? :)
@Orl, thanks the demo, you really dealt with the bob's well and you still had plenty of ammo left for the gug at the end! I suspect that GLQuake error you are getting is something related to Quoth, which version of Quoth are you using?
@mwh, I really try to create maps for players to explore and less about room clearing, but this map is tricky because of the limited floor space which does force greater awareness of surroundings. Hope you have fun with the higher skill level.
End Arena Battle
Interesting. I did feel the Gug didn't work so well in this one, and that the lightning mechanic was underused.
It is a pain in the arse setting up puzzles in Quake but it could have been cool to have the balance of the final arena 70% puzzle 30% fight rather than the other way around.
So the player has to activate electrodes func_doors to block the lightning shafts in a timed secret or something. Then each time they do it a mini-horde spawns in, until the final one where the portal opens.
Setting up the logic for this kind of thing is extremely difficult though. I've lost count of the number of times I've tried and tried only to finally give in and drop in the big monster instead.
The lightning theme could also have been continued throughout the map as a signposting method, activating them in places where the player needs to go after teleporting in roder to orient them...
Don't take this too seriously, just thinking aloud.
timed secret = timed sequence
@ijed, sounds like an awesome idea! If I had the extra time for this project I would have done more interaction and consistent detail but this map was really just a quickie.
Creating wave spawning final encounters is far easier than trying to create entity logic and there is also the expectation of QPB (Quake Player Baggage) that players expect the game to work a certain way and anything different will need to be introduced gradually or beforehand. There is also the problem that even with introduction / training you might still get some players ignoring all the examples and still wander around aimless wondering what to do.
The best way to address final arena setups is to create something new and different with the aid of Quake C. One of my favourite Quake final battles is the boss at the end of The Altar of Storms
. A classic example of good QC, models, sound and interesting boss arena design.
The various new entities in Quoth do give you some additional control for game logic though.
But I admit for the electrodes idea I was thinking of using a NOT logic gate set up.
You fire a lightning bolt at a button that receives damage.
If it's receiving damage during a certain duration then you don't pass to the next phase.
To block it you activate an 'electrode' which is just a func_door that gets in the way of the bolt.
I should probably implement this in my map now :D
I did play some of your previous levels, but not all. It's been a busy year for me, and I have found myself playing fewer new quake releases than in the old days. I played all of Zendar, and at least loaded up some of the other ones.
Regarding the teleporter problem, i don't have a great solution for them (other than putting in lifts or ladders instead.) but your subtle arrows were actually well done for helping players find the alpha path, it's just that they do no good helping them find that secret ledge they previously spotted and are trying to get back to. I guess the other solution, that i alluded to earlier, is to make each "trunk" distinctive so you could find it again after teleporting. Like if one was red brick, one blue brick, etc (i realize this doesn't match your asethetic, it's just an example.) So you see the secret armor, you say "okay, it's on the side of the red brick pillar" and then after teleporting, you look around and find that same pillar.
Regarding the boss battle, one idea that would have fit with this map is to build the battle around the yellow bridges. Imagine a multi-tiered area with the exit at the top, and the player is successively activating yellow forcefields to ascend. This collection of forcefields and other platforms creates an open combat area that is a stage for waves of monsters, but becuase the stage is interesting (instead of a big plain arena) it would probably be more memorable.
Or, maybe you could invert the mechanic by having the playfield be divided up by a bunch of vertical forcefields, so that as the player disabled each wall it would release more enemies -- players could see the enemies in advance and maybe plan the order of forcefields to open, but they would have to open them all eventually (to get to the exit.)
Or imagine a vertical room with player at the top, looking down through 3-4 transparent floors, each one a forcefield. You would have to disable each floor 1 by 1 to drop down to the next room, and each room would contain guys. So if you rush from button to button you'll have all the guys still alive on the bottom floor with you. Or you can clear each floor before dropping down.
In all cases, the idea is to use your level's unique gimmick which players already understand, to create a playfield that is changing over time and those changes are relevant to combat, and maybe introduce player choice into how they change the playfield.
...got around to playing it. The usual, on easy with a couple of vodka martinis under the belt.
I will replay this level again, and on different skill levels. The language of the level was crystal clear this time, which meant I felt comfortable exploring and never felt lost. It feels like there could be heaps of different routes to complete this one, and I want to test that feeling.
Also had some peace at home to play the map :)
Another pearl from Sock, thank you very much for this fantastic map.
the routes possibilities were fantastic. loved the end fight :) was especting hard core final but was easyer that I tought ;)
Sock you ROCK!
Very nice map Sock. I had been avoiding Quake since last year after suffering a bit of mapping burnout, but I ran across this on Daz's youtube channel, so I downloaded it today and gave it a play.
Lot's of fun and I actually managed to fall off and kill myself a few times. Sorry, but I forgot to check how many secrets I found (I played on "normal"). Very enjoyable and awesome looking too.
I don't like final arena battles or "boss mobs" as a rule, for me the fun is in the journey, but I did actually make to the final wave before turning on god mode. A little more health and nails and I probably would have made it to the end. Overall an excellent map, as usual. Thanks for the fun, I really liked poking around in all the odd corners and climbing on the ledges. I'll definitely have to play this one again.
@distrans, thanks for the demo. I would recommend trying different skill levels, there are plenty of different routes to try out and lots of weapons you can get early. (Including the PG)
@Trinca, Thanks for the demo, I though skill 2 was hard but it seems you need a Tronyn skill level! :P
@Rick, Glad to hear you are back into Quake, I know that feeling, I took a break for a while myself. The final battle is certainly a lot easier with more weapons and the skill level on this map is a lot harder than my usual setup.
Sock to many years playing Quake and Quakeworld!
But map is very well balanced, I just play good I think :p
Had a few scares :)
Map is fantastic, thank you again!
Very enjoyable puzzle map. ++
This map was incredible. Didn't really feel like a puzzle map, as Baker says, but (on skill 2 at least) it's an amazing action map. From about half way through the map, the number of enemies attacking from above seems to increase, and the BOBs increase in number and really start to pile on the pressure.
I didn't have much trouble with Mr void, although I did accidentally turn off a force field bridge once as I was walking onto it; There seemed to be plenty of room to move around all the time I needed it.
The finale, although an arena battle, which some people seem to complain about a bit, was a fittingly climactic end to such an action packed map. The gug at the end was a bit evil though, because I was low on health, ammo and needed space to move around. The gug's stomp attack and horrible acid bombs were easily enough to chip away my last bit of health.
After I died to the gug once, I tried to keep the cross of protection until he appeared, but it wasn't until my third try that I managed to keep moving around in the earlier waves with enough care that I didn't accidentally grab it.
Awesome work. Looking forward to seeing more! ;)
My demo's really short, because I died about 5 minutes in the first time I played, so I won't bore you with it. Maybe I should go check the Quake wiki to see if there is some information on correct demo recording.
than: what engine are you running? In Quakespasm, demos just keep recording until you go into console and type stop, disconnect, or change maps via console. I think older Fitzquake engines did that too?
<negke> Scampie: older fitz engine did not record continuously
<negke> at least not in a way that would be playable
<Scampie> rekt :_(
<negke> and only new versions of qs do
I'm using some uber secret alpha version of QS only released on this forum. Pretty sure it stops when you die and quickload though. I could check...
Quickloading always disconnects while you're on a server. Certain newer engines only support recording across level changes and restarts after deaths.
So You Need To Record A Separate Demo?
I'm not sure I even know how to record a demo after a quickload. I'm not going to start the map again from the beginning just for a demo :)
disconnect; record demo; load quick
Nice map, took me 13 minutes, played on hard and managed not to die even if aiming & moving felt a bit awkward at first (hadn't played Quake in months). I found only 3 secrets but I was a bit hesitant to explore the dangerous ledges, especially since I was feeling a bit rusty. But I wasn't really needing any extra ammo anyway until the very end.
Wonderful map. Love the detailing and the new additions. The "end bosses" were really cool as well.
Solid map; really cool architecture, very good ambience and gameplay. This reconciliates myself with Quoth if I ever hated it (but that was not the case).
Great map !