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New Q1SP: "Finally"
Hey folks, so here's the zip:
https://www.dropbox.com/s/89827extvxyiy36/finally.zip?dl=1
and here's some screenshots:
http://imgur.com/a/D1FvF

Also: Hi! I'm new here. The last Q1 mapping I did was maybe 8 or 9 years ago. Lurked here a bit back then for tips and such, but never posted anything.

Anyway, I recently heard about Trenchbroom and thought I'd give that a go, and it just drew me right back in. I had a LOT of fun with this editor and remembered everything I'd ever loved about quake mapping. So I made 'Finally.'

Since it's been a while, I just stuck with the original textures. But I did use colored lights for the first time; maybe they're not a total eyesore?

Hope you enjoy it!
--Nadzia
 
This was an OK map for the most part. Though, there isn't really enough ammo or health to kill all the oncoming monsters, so I had to cheat a bit. Anyhow, keep at it, you'll get better if you make more maps and improve upon your skills. 
Finally 
Not a bad (re)start.

Just played this and I'd say I agree with some of the above comments.

Nice start, good job letting the atmosphere build up. When you do start the combat it's quite intense. Might have been nice to have a bit more of a lull.There were some nice fights and setpieces but a few issues too with monsters stuck in the floor, or some areas not feeling fully fleshed out (final area).
I'd agree with Breezeep that the map needs more ammo. I was fine for health on skill 2 but even with a good dose of infighting I ended up leaving with 20 nails, and that was without killing every monster.
Some issues with clipping too, on the staircase at the start and some other areas with the small riveted bits etc.

Re aesthetics, I really enjoyed the old skool look featured in this map. The start with the fire/logs was particularly nice in this regard. The upstairs area too had nice aesthetics. Most of the map actually, hit a certain sweet spot re oldskool style for me.
I wasn't particularly fond of the use of coloured lighting in this one. It as to be SO SO subtle for me to enjoy it though.
For future releases I'd recommend having someone like Negke and/or other experienced mappers/players run through your map as testers.
Anyways, nice re-entry into mapping, thanks for sharing and good luck with future projects! 
Finally 
Not a bad (re)start.

Just played this and I'd say I agree with some of the above comments.

Nice start, good job letting the atmosphere build up. When you do start the combat it's quite intense. Might have been nice to have a bit more of a lull.There were some nice fights and setpieces but a few issues too with monsters stuck in the floor, or some areas not feeling fully fleshed out (final area).
I'd agree with Breezeep that the map needs more ammo. I was fine for health on skill 2 but even with a good dose of infighting I ended up leaving with 20 nails, and that was without killing every monster.
Some issues with clipping too, on the staircase at the start and some other areas with the small riveted bits etc.

Re aesthetics, I really enjoyed the old skool look featured in this map. The start with the fire/logs was particularly nice in this regard. The upstairs area too had nice aesthetics. Most of the map actually, hit a certain sweet spot re oldskool style for me.
I wasn't particularly fond of the use of coloured lighting in this one. It as to be SO SO subtle for me to enjoy it though.
For future releases I'd recommend having someone like Negke and/or other experienced mappers/players run through your map as testers.
Anyways, nice re-entry into mapping, thanks for sharing and good luck with future projects! 
Hey Guys Thanks 
for the feedback!

Pretty sure I got carried away with layering monsters. My original idea was to allow a few lulls, but then I just couldn't be stopped. I also hadn't even considered the possibility of trying to take out every baddie, and really only made sure that it was very basically survivable. That's something I'll keep in mind in the future.

And thanks for taking the time to play my little map and tell me what you think. 
Hey 
Enjoyed this, here are some demos: http://www.quaketastic.com/files/demos/finally_ericw.zip

Liked the concept of going underground, and the tall ceilings as you descend. The first arena did feel a bit empty when you first enter and grab the powerups, then the map abruptly throws 4 vores at you!

Thanks for the map! 
Ericw 
Sweet thanks so much for demos! Super fun to watch and also very very helpful to me. When you ran out of ammo at the end there I was like, aw geez alright more ammo next time. 
Cool Map ! 
Hey, I think this map is fun. I liked the atmosphere. Feel very quacky ... 
Nice Little Map. 
I like the impossible windows, and some of the details in the start room are really nice. Also, those grates over the lava are sexy. I don't think coloured lighting was overdone, although you could have used another colour or some white lights in the very last room to get some more interesting contrast going.

Ammo was short as previously pointed out, but I reckon with careful use of voreballs (save the vore's until the very end), in-fighting and the quad secret (I didn't find the other one) it might be possible to take out all the monsters. It would be fiddly though! ;)

Here's a demo on skill 2:

http://www.text-fish.co.uk/mappingstuff/finally_tf.7z 
Keep The Demos Comin Pls 
Thanks for playing barnak! Atmosphere has always been my fave map element, glad you think I achieved quack.

thx for demo txtfish. Yeah I was trying to make that contrast happen! Those little floor lights in the final area are all bright and pure white, but as much as I fiddled with wait and light values I couldn't get the contrast to be what I wanted. Too much slime I guess :P Also thx for praising my sexy grates 
I've Beaten It "Forest Gump" Style 
It would have been nice to have an alternate way to kill the vores, by triggering traps or teleporting where they are. Specially when we have no ammo. 
I Know What Is Texas Style 
But Forrest Gump style? 
AKA "Running Away Like Crazy" 
 
Yeah It's Well Suited For Bookin It 
and I really like that idea, like a secret teleport chain where you gib them all or something. 
Liked The Map 
Only thing that bothered me is getting stuck on stairs.

Was too scared to stay and look for secrets.
Demo, if you are interested.
https://dl.dropboxusercontent.com/u/58150516/dwfinal.zip 
NarNar 
Thanks for the fun. I was never hunted by five voreballs at the same time before.

Trying to share good criticism:

1- I liked the storyline in the readme;

2- The map feels at the same time cramped and large. This would get better with proper clipping (using invisible "clip" textured brushes), so the player don't get stuck. Also, I think the stairs' steps are too tall, feeling cramped too;

3- The quad secret is not fair, there isn't any hint. I had to "noclip" to find it;

4- The colored lights do look a bit too much, if you didn't intended so. But you would;

5- I liked the emptiness and anticipation broken by crazy action. It would feel very episode 4 if the quad wasn't so hidden.

Here's a speedrun:

http://www.quaketastic.com/files/demos/finally_adib.zip 
 
I've found the quad by accident�

And I loved the stairs.

I also loved the top area with the shamblers, because it looks great with Retroquad's sky fading effect. The portal door in it is perfect for a hybrid sky, if there was a hybrid skybox texture set with a portal drawn in it.

It would be nice if the intermission camera was set in the starting room, to give an impression of "It was just a dream" or something like that. Specially if the passage to the stairs gets hidden as if it never existed when the player beats the level. 
Thanks For The Demos 
and the criticism. Especially the suggestion for clip textures to keep movement smooth, integrating that into the map I'm workin on now. All very useful tips. I personally feel the more voreballs the better, but that's just me. 
Mankrip 
Actually I got all artsy fartsy and scattered multiple info_intermissions around the level. There's one that's in the starting room, but I didn't think of hiding the passage, that's some clever shit. And the passage disappearing could also suggest that there's ... no going back. 
Ok 
I played this because I played your other map.
http://www.quaketastic.com/files/demos/5finally.zip

Theres definitely some problems in this map. I think you actually had the room sizes better in this map than your second map, but the way the encounters were set up and the lack of ammo made it almost impossible to complete. I had to god-mode through (and I consider myself a half-decent player). 
 
First and second runs plus a one-minute run here:
http://quaketastic.com/files/demos/finally_paru.zip

Coloured lighting was what drew my attention to
the door hiding the quad during later replays.

I got used to be able to kill most or all monsters
without any secrets, so ammo ran out very fast.
A run-for-your-life type of map can be nice for
a change. Only thing is the first time around there
was no telling that this was the case. 
Thanks For More Demos! 
fifthelephant- yeah seriously, after watching all these demos and even just paying more attention to the way i play the map myself, it would have made sense to indicate in some way that this is a map to run through. thx for your feedback!

parubaru- geez thx for spending so much time with my map holy hell. that long demo was incredibly informative and really helped me understand where i failed/succeeded. also 6/66 kills in the speedrun
Ψ( `▽� )Ψ 
 
liked the huge rooms 
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