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New Q1SP: The Bonehoard
So here it is, my first map.

You begin in a small outdoor area with a cave nearby, soon descending into a hellish stone/metal structure filled with rivers of blood and bone, and decorated with the mangled bodies of previous intruders. Will your corpse be added to the collection? Play and find out....

This map requires Quoth.

Enjoy! Hopefully...

Comments and demos would be greatly appreciated!

https://drive.google.com/open?id=0B5ubevjSCiEYUEJCNlFzaV84WXM
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In the early days of Quake editing, while I was working on Polygon Base, I had one room suddenly become very bright.

It took me a while to figure out what was going on, because it was a small monster closet trap room with only one very dim light entity. Eventually I noticed I'd somehow given one of the enforcers in there a light value of 500 /facepalm 
SleepwalkR 
I don't know how other editors work (why am I so turned off by 2D Views???) but in TB the issue pops up a lot because of how the key editing interface is designed. The only difference as far as a user can tell between a key with " " in it and a nom-existant one is whether or not it is italicised, and the fact that it will appear above all other keys which are nom-existant. I figured this out eventually, and so now I take special care to press the little minus button instead of clearing the text field like I used to, but even now my editor issues view is full of blank key warnings from months of not understanding this.

I don't really see this as a bug, more as an education issue, but perhaps the editor could automatically remove keys with blank values... Risking, I suppose, the support for weird map hacks. 
 
JFC my phone turned non-existant into "Nom-existant" TWICE 
Pritchard/Sleep 
I have made the same mistake (clearing the text field intending it to delete the key). I put some ideas on github here:
https://github.com/kduske/TrenchBroom/issues/1444 
WC/JACK/Hammer Behavior 
is to remove any blank keys that are defined in the fgd but have the input as "". 
A Great First Map 
A very nice map for your first release, you clearly know the basics of what makes a good single player experience. Basic, but clean brushwork and interconnectivity, coupled with challenging but fair gameplay. Lighting of course, being the weakest aspect here. With regular updates to tyrlight and a page full of lighting options to choose from, it can be a bit overwhelming to newcomers. But as anyone will tell you, the more you use it and experiment, the better you will be in the future.

First run demo, hard skill. I technically died at one point, because I fell off into the void. http://www.quaketastic.com/files/demos/orl_lpqsp1.rar

With an admirable first map, you have the potential to only improve your mapping skills in every aspect from here on out. 
 
Thanks a lot ORL! I'll get to your demo (and Jaromir83's, which I missed earlier) tomorrow.

The zip file in the drive has been replaced with an updated version. Only two changes affect gameplay, one being the infamous rocket box, the other being a pair of health packs in the final arena (skill 0/1 only) that fell out of the map. The others are purely cosmetic, including the odd sliding button negke pointed out, and the lighting in the initial cave area that gave a lovely view of the rocks connecting with the void.

The archive should be good to go for Quaddicted. 
Demo 
Great to see a new debut, even more so because it is for one of my favourite mods. And thank you for your trouble with the update.

http://quaketastic.com/files/demos/lpqsp1_paru.zip

First playtrhough in five parts (skill 2).
Twice stuck, twice dead in the final arena.

There is a screenshot in the zip. Loading the map in 'developer 1' it shows 4 items falling out on skill 2. (QS-0.90.0 32-bit). There are 4 'walkmonster in wall' reports too. There is a drole with teleport flag but no targetname.

Update: the latest version has the drole and the pair of health fixed. 'Item_spikes' and 'item_armor1' still fall out though. And the walkmonster reports persisted. 
 
Ill check it out later. Probably will delete those items as it plays how I want it to. Hold it for qyaddicted, negke... 
 
Ok, last update. The console actually still reports that error for two of the monsters, but they don't actually appear to be stuck, and behave as I would expect normally. Actually that was the case to begin with, so whatever I guess.

Get that shit to Quaddicted. ;) 
 
I can't get the demos to work. I put them in the \quoth folder and tried both with DP (20140430 build) and QS 0.92 but to no avail. QS console only returns an "error: couldn't open [filename]" message and DP displays a wall of hexadecimal code apparently pertaining to sounds (a bunch of .wav files is listed in the rightmost column).

Ideas, anyone? 
 
They probably don't work with the updated version of the map. 
 
I can reupload the original if you want 
 
Nah, don't bother. It was only to see how the others were faring, because I find skill 2 tougher than usual. 
 
Gotcha. I designed skill 2 to be pretty tough for me--not that I'm the best Quake player in the world, but I'm pretty decent and I enjoy a bit of horde-style combat--and given the amount of saves I used while making sure I left enough ammo and health around, I think I succeeded. There's more ammo supplies than I initially envisioned, but health it pretty sparing, I think. The final battle is chaotic.

Skill 1 should also be a decent challenge, I think. My friend (who is a Quake noob) played it as soon as I uploaded it and found it tough. 
 
Has this map been submitted to Quaddicted? Infernal Ascent's already been there since a couple days. 
I'll Get To It Soon 
 
 
Couldn't load sound/water6.wav

Anyway, played it. Liked the end battle especially. 
Mike 
 
It gives that error in the console for me but the sounds play anyway--not sure why.

Thanks for playing! 
 
I have the latest Quoth version installed but I get this error too. 
Ah, Right 
The reason is that one of the ambient_generalpurpose entity links to water6.wav instead of necros/water6.wav like the others. 
 
Lane, maybe a little fix before submitting to Quaddicted? 
Nope 
I reopened the map file and checked the ambient_generalpurpose entities and they're linked correctly. Every sound plays where it should in the map. I definitely linked them incorrectly when I was first placing them but quickly realized my mistake on rereading the Quoth documentation, so it's possible there's a stray entity floating around somewhere that I forgot to delete. Not too worried about it. 
As long as the map plays fine, it's no biggie I guess. 
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