Looks pretty, but man releasing on a Monday =/
I hope I can get to this tomorrow, otherwise I'll probably have to wait until Friday to play :(
Holy Shit !!!
The left screenshot looks awesome....
And I concur with Zwiffle: shame on you !! Releasing a Monday is a bad idea. I have to desperately wait till Saturday evening to play the pack.. (as I am on business trip in the US for the complete week)... damn !
Sorry And Have Fun
So many stupid texture errors and stuff, but i wish you lots of fun with it.
Just seen your map on DaZ's stream and I loved the way it started by falling through the whole level. Really awesome!
Watched Daz play. Nice work, Fifth! Your map looked sick.
Fifth's was very cool. Quite bonkers that it is essentially a map within a box but still has a classy style. The layout confused me a bit but that's fine. A longer map in this style would be great.
Rapowke, could have done with more/any testing and maybe a less ambitious scale. I did like the style of the underground bit tho, but god-moded through it.
Both Nicely Done
Rapowke, congrats on your first Quake map release. While there were HOM issues throughout, the gameplay was just fine, as was some of the details, such as the jutted blocky walls. I'd say you are starting out with a good reputation with that map.
First run demos, hard skill, recorded in Quakespasm.
I Love The Rapowke Map. It's Pure Essence Of 1997.
I Tried Wearing That On A Date Once
just a little on the neck and wrists
she said cu l8r boi
I'm Not A Fan Of Low Grav Gameplay
but still liked fifth's map for its non-linearity. Looks nice too.
Rapowke's map, ambitious, especially for a first map, but overall definitely felt like a first map and not my cup of tea.
Have No Time To Play Quake
But I look forward to these maps!
I'm Just A Lazy Fuck
But will download, play, piss and moan sometime soon.
Don't wait for noone though - keep mapping.
both pretty straightforward, `
on fifth's getting the the skriewk on the ogre saved 2 secs
on rapowke's there might be some room for awesome mid air boosting stuff you make a fulltime study of it
I knew about the air control at the beginning but I did try to add spikes and stuff to stop people circling to the exit early at the end, but you still managed it. I could have added a clip brush but I thought that might have been overkill :P
This Thread Needs More Feedback!
fifth: Solid! Loved the plates popping up though that might have been a bug.
krabummsel: Pretty broken geometry in requiem, lots of HOMs? I missed the GK lift or something, noclipped up then.
Clips are a mappers cheat! I never regarded a map having shortcuts as a mappers mistake. A map is somethign wich provide a challenge, preferably multiple challenges for many different plays. A good shortcut should ofcourse not be overobvious or very easy and in balance with how much it would actualy shortcut. Preferably the hardest route is the most beautifull and quickest then again you don't realy want to plan these routes imo. Figuring out the routes is for me the most fun i regard every new map as a little puzzle, sometimes when "solved" i'm like aargh now i got to pull this off aswell :P
Quite enjoyed your map Fifth, even though I wasn't overly keen on it after I first played it, I really appreciated it on my second playthrough. Were a few suprising gameplay elements on my first go as I think e1m8 is the only other low-grav map I've played before this (as far as I can recall), and the voreballs really caught me off guard as I couldn't easily jump around corners to avoid them as I'd usually do. Would love to see more low-grav maps to see how they can further mix up standard Quake gameplay elements like this. Also loved the openness of the map, made for some interesting approaches to both the layout and combat encounters, much helped by the low gravity of course. Visuals were nice too, especially the skybox and floating lava. No demo unfortunately, but I played on skill 3 and got all kills/secrets.
Rapowke: didn't finish it, was a bit put off from the get-go by the rendering errors and the huge, empty, box-like architecture. Played for a bit but felt like a typical first map, sorry. Don't let me discourage you though, it's great to see new people entering the Q1SP mapping scene and I'm looking forward to see more from you.
Rapowke should definitely keep making maps.
I plan to revisit the map and add more gameplay and encounters to it. Wasn't 100% satisfied with it really.
Finally Played It
What others said.
fifth map is so far the best of two: solid architecture and good bloody fog ambience
Rapowke: shame on you: there are to much HOMs in the map. The map shouldhave deserved much more polishing... anyway: nice try, and don't give up please ;)
that didn't get inrony of the post :P