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SM179: Wizard Theme
It's a relatively simple theme here, but we got a bunch of cool wizard themed maps made within a 24 hour time span. This pack features maps by:
Danzadan
Dumptruck_ds
Mukor
Naitelveni
Onetruepurple

Screenshot
Download

Feel free to post your demos and feedback.
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Well, I Made A Livestream Of The Maps. 
https://www.youtube.com/watch?v=vmaRHlVcX28

Pardon in advance the french and my awful english. Played in Skill 3. 
Naitelveni Crashes Again 
Naitelveni's map crashes out of FQ085 with a 'version 29' type error.

I expect that someone will say, "Ah, you should be using engine xxx." But should an SM pack really need a specific engine; shouldn't the maps play on almost any engine? There is nothing in the readme about specific engines, so what am I missing?

It brings to mind the 'futreproofing' thread, whereby I would say that it is far too late to futureproof Quake as evolution has already happened, and continues to do so.

Never mind; I could play the rest and they were good fun. 
 
Seems like Nait made his map BSP2 while it didn't need to be BSP2... 
It Seems Like 
the telvani's map hasn't been properly vised

i'm literally puked while playing onetruepupils map, disgusting

otherwise a very nice pack 
Compile Defaults 
If you have been working on your next sock-size map, then switch to working on a quick jam, it's easy to leave the compile settings on -bsp2.

And why not? People only ever use Quakespasm nowadays anyways unless they've been hiding under a rock or are....gasp!...DarkPlaces people! EGAD! Texture filtering and nontwisty water. Oh the horror. 
@Mike W 
I'm just curious so no rant at me please, but why do you prefer to use an engine from "February 12, 2009"? What is the advantage?

I downloaded it to check it out and just don't see the reason. Aside from having a lone executable, which was very nice.

Also, to me there seemed to be quite a few disadvantages simply from UI viewing and usability. No menu scaling, that console speed AND... I forgot how to "+mlook", it's been so long haha 
I'm Using Mark_v 
and never experienced any issues while using this engine, a huge props to baker 
Damage_inc 
Don't worry, I don't know how to rant.

It's not necessarily that I 'prefer' to use FQ085, it is just that is what is in my Quake folder as that is what I used when I created my own maps. I don't remember now why I switched to it but yes, I have been using it for years.

In terms of use; it is what am used to, the config file is set to my preferences (hasn't changed for years), and in current map release terms it plays everything (apart from Naitelveni's, that is!). I therefore don't go looking for change for the sake of it.

I have downloaded other engines where the readme says explicitly that engine xxx is a requirement, but I treat those as exceptions and always revert to FQ for stand alone releases. Most SM releases play perfectly well in FQ.

So, it is not that there is any particular advantage (except familiarity), it is probably just that there are too many engines out there for me to decide which other one to move to. Just look at the two posts above this: "People only ever use Quakespasm", and "I'm using Mark_v". There is no standard or definitive solution, hence my other comment about futureproofing and evolution.

As an aside, I travel to the US quite a lot and every trip I suffer from the 'too many choices' syndrome:-
"Hi, what can I get you..."
"Oh, I'll have a cheese roll and a cup of coffee please."
"Sure, do you want...", and there follows a list of cheeses half as long as the famous Monty Python cheese sketch, at the end of which, I have quite gone off the idea of a cheese roll. And then we come to what type of coffee do I want...

Don't give me a choice, just give me. 
Quakespasm 
Plays AD and is identical to Fitz (mostly). It's the new standard. MarkV is fine too but does'nt support AD so.... Those are the ONLY 2 choices. 
 
Don't give me a choice, just give me.
Pray for never living in a world where that is true. Seriously.

If you're used to FQ, I would suggest at least try Mark V. In terms of modern engines it's the most faithful to FQ. It's just one .exe file, ready to play out-of-the-box. You might even not need to create a new config file and just copy/paste your current one, not sure but Baker could weigh in on that. I'm suggesting this because if you like to watch demos, even only occasionally, Mark V has an awesome ffwd/pause/rewind feature that I wish was adopted by other engines. 
Mugwump 
"Pray for never living in a world where that is true. Seriously."

Seriously, you've got to be joking? 
Nope. Just Think About It. 
 
 
While I like QS myself, I agree there's no need to switch engines if not absolutely necessary. Put pointedly, one might ask why the players should adapt to accommodate poor mapping practices instead of map authors looking into optimizing their releases to be most widely compatible.


Also, why are you debating timezones when the one and only point of reference is Func Time! 
Whooah There, Sunny Jim. 
Get off your high horse!

I asked for cheese. I am fully aware that there is more to cheese than Danish Blue. By definition I was saying that I didn't give toss about which cheese it was just so long as it was cheese. If I had wanted a specific cheese I would have named it up front. My choice, my decision; I have yet to find a cheese sold in a fast food outlet that I did not like. It was food, I wanted it in my mouth, and quickly. I am not after hearing how many weird and wonderful varieties of cheeses they stock. Grab a roll; grab a slice of the nearest cheese and whack it in the roll; pass it over the counter and let me tuck in. Don't give me a choice, just give me.

Quake engines: I just want to play the game, not argue about why x is better than y. If a specific engine is required, tell me, then it is my choice about whether or not I download it to play the level.

But please do not break into a pseudo-intellectual point scoring exercise over this, we're talking Quake.

If you think I don't understand the concept of freedom of choice, which I think your comment was implying, just stand in earshot of me when the cop asks me for my ID and I tell him with great eloquence I do not carry ID because I am a free man; I have choices. 
 
I love how this thread went from timezones, to demos, to source ports alongside some mentions about timezones again.

Cheers lads. 
Func_ In A Nutshell 
 
Truly Sad... 
OTP didn't find the best secret in my sm179 map! In fact no one has found it that I know of...

My map was about 90% completed. Still playable and very happy it's getting a good reception. Can't wait to play everyone's releases later.

I'm going to add a few new things based on some of the playthroughs and finish some of the game logic and re-release this map eventually. I really wanted to make add DM and proper skill levels but man 24 hours is tough. 
 
DM starts aren't necessary for a sp map nowadays, so I wouldn't worry about deathmatch compatability for your maps, especially when it's a speedmap 
@breezeep 
It was designed on paper to be a DM and SP map. I know no one here plays DM but I do with my kids and with bots. If you play my map you'll get it. Very dm4-ish - teleporters everywhere. 
 
Here are my demos. I liked all the maps and this has been my favorite "jam" yet.

Danzadan I'll echo Skacky. Short but sweet and plenty of fun. I'd love to do a map in that Wizard's Manse theme. You nailed that look on this one.

mukor I liked the simple gauntlet type of feel. Maze-like and intense combat. Nice.

naitelveni Impressive and beautiful. The fatal flaw is that it was too dark but I enjoyed playing it a lot. loved the verticality too. This was one of the more fun maps. But I gotta say the lighting needed a lot of work. (my maps had the opposite problem - way too bright for my taste but ran outta time.)

Newhouse Cool map. Very striking but too dark in a few areas. This one reminded me of the Wizard's Manse crossed with some crazy E4 map. The combat was fun. Slime got a bit tricky here and there. Overall a very solid map.

OneTruePurple You should be proud of how unique this map is. I've never played anything like it. Talk about hacks! It tells a story and a believable one at that. I died a lot at the end. Lighting and textures were cool. The last monster (no spoilers) seemed out of place color wise.

P.S. You really need to replay my map and find the super secret! Do not noclip... it's not hard to find. All secrets are in the rooms that you teleport to. 
Yeah Maybe. 
Glad you liked my map btw. If I had enough time I'd have, amongst other things, built a nice lava pit for the monster at the end but this was not meant to be. 
Good Pack. 
Pretty high quality for a speed pack, good variety and interesting interpretations of the theme. Well done all!

Danza - nice and simple, good SM execution of the theme.

Dumptruck - a bit bonkers and confusing and rather interesting for that. I liked slowly getting to grips with it.

Muk - could be half of an Id map, great lighting as always, nice rockwork and layout.

Nait - good designs and some good chaotic gameplay. Was this the one with the zombies? Realy quite cool.

OTP - outh4x0ring negke?? Pretty funny despite the ending. 
OTP 
Can you explain for us newbs what those hacks were in general terms? The knight at the open I assume is similar to the upside down fire hack but what about the intoxication effect? When I loaded another level it was still going and I had to restart the engine. 
Sure Thing 
I don't know about the upside down fire. The knight's state is achieved simply by giving it an angles key wherein he gets rotated by 45 degrees around the axis. It's the same thing as in that one negke speedmap from QExpo 2008. (I can definitely relate to Shambler's OP now)

The drunk effect is me using the trigger_changelevel hack to set the cvar v_idlescale to 36. This is why the effect persists from map to map. It's a rather shitty thing to do but again, anything goes for speedmaps. (Would be really shitty if Romero made a surprise map for this one and it would come right after mine on the map list.)

There's also two hacks that I ran out of time to use:

The goal of the map would have been a rotating purple bottle, but setting up all the entities in id1 correctly, then either finding a good brush based bottle design or making my own, and then recoloring it and making external textures to go with it, is a 24 hour project on its own.

The health given was supposed to be a lot bigger. This is apparently achieved by giving a trigger_hurt negative damage. This comes from another negke speedmap from QExpo 2008, but the source .map was confusing and I was already running out of time so I settled for less HP and minimal monsters. I think this made the map more interesting than it would have otherwise been. 
@otp 
Great info! Thanks. I wanted to look at your map source and know where to look for the hacks.

The question mark was a good substitute for the bottle.

After many tries I was able to figure out how to aim properly with very good accuracy. So that last demo was attempt 6 or 7. Ironically I played the map at work on a Mac build of QS before heading home and recording that demo. For whatever reason I was able to do it in one try. But at home I kept dying.

Thanks for the pro-tips and links. 
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