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New Q1 SP: "Jump"
In Gotshun's spectacularly informative own words:"

O.K. Guys New map is at Quaketastic. The zip file is "JUMP" Enjoy

UhHUH.

Alternatively, Jump is a new Q1 SP map in a gloomy medieval brick style featuring both a bit of jumping and a lot fighting toe-to-toe with 135 knights ogres scrags and shamblers. Watch out for solid combat and an interconnected layout.

Download: http://www.quaketastic.com/files/Jump%20with%20lit.zip
Alternate without coloured lighting: http://www.quaketastic.com/files/Jump.zip
Screenshots:
http://www.quaketastic.com/files/screen_shots/JUMP2.jpg
http://www.quaketastic.com/files/screen_shots/JUMP4.jpg
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UhHUH Sorry I Forgot HEHE 
Ilove it! I did forget to mention what it was HAHA!!

Thanks for the correction guys!

SOOOOOOoooo now you know!

Thanks again Pete(Gotshun)D. 
A Few More Screenshots 
Holy Mother 
Skill 2, 2/3 secrets

https://www.dropbox.com/s/m56ru50e7kq6qm8/mjb_golshan.zip?dl=0

Wow I am floored by this one. Your inspiration from Honey certainly shows. If Requiem gave some skepticism of your work, this map completely demolishes the notion!

Gorgeous brushwork, fantastic lighting, beautiful windows and a stellar interconnected layout. The visual language was on point...I never got lost even with the meandering pathways.

Monster encounters were superb with fantastic use of monster_jumps and scary ambushes. I think the death knight spawning was a bit excessive at times but that's a minor nitpick if anything.

Thanks for including your source, I will be taking a look and seeing how you did some things and I am probably going to use your window idea for my map! To use the texture lighting technique for window detail is genius.

5/5 
Fantastic 
Excellent brushwork, moody lighting, great interconnected layout with lots of elevation. That being said I think there might be a bit too much button pressing and the map needed better signposting (centerprints and arrows mostly, since the level is sprawling).

Really good use of monsterjumps. Enemy encounters were fine for the most part though Scrags had quite a hard time squeezing through these arches. Shambler backspawning is fine once but twice is a bit excessive, even if the corridor is long. The teleporter arena was a bit easy to cheese but the arena layout itself was great and unusual. Really good overall!

Skill 3 demo: https://www.dropbox.com/s/a1ocmdw5xh7q7vx/sk_petes1.zip?dl=0 
Very Nice Indeed. 
Can't remember when i last played such a beautiful map.
Great sense of place all over, lovely atmosphere and light. Wow!
Combat was mostly fine with me.
I do agree with skacky on the shambler thing.
Thank you!

Demo 1/3 secrets 
 
While I appreciate new* maps, this feels like sock's jam1 map cut up and pasted around.

It's late so I'll keep it short. A lot of areas/geometry seem to exist just for the sake of it and not because they add to the map or because the environments have been designed for a particular encounter. If you imagine the map without sock's brushwork & czg's style it's VERY clear that this is the case.

In my opinion the most important thing in Quake are the fights.. and the fights in this map are bland. Play czg03 if you haven't, it came out in 2001(?) and still has some of the best and most memorable fights in Quake (and great level design too).

Nevertheless, I look forward to new maps from you. Thanks 
 
Ehh, I didn't get the impression that this was a copy-paste of sock's map. At all. 
Holly Mad Fat Cow ! 
This map is awesome ! The atmosphere is very strong.

This is my kind of maps. And I agree with skacky : while I felt "socks" influence, I didn't had the impression of some cut-copy-paste.

And if sock's influence could be spreaded like this on all mappers, it would rise the general quality of the "quake experience" to a whole new level !

Thanks a lot for this gem, dude ! 
Re: #6 
I had a look. It has a superficial resemblance to sock's jam1 map. It uses the same arches, pillars, texturing, and some ceiling styles, but as far as I can tell the layout is original. 
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