So I haven't beaten your level yet because it's getting super late here and I'm a shitty Quake player when I'm tired, but I wanted to give a few thoughts I had on it before I forget.
* In general, the level flows nicely. I did get lost once (I didn't see the room with the button that opens the underwater bars at first), but the player always has some sense of direction and objective. The bridge leading to the shrine lends itself to players getting curious and peeking down into the water, seeing where they have to go next.
* There's a few bits here and there where the construction seems pretty rickety. I have no clue what happened with the slipgates, for instance, or the weird mutilated crates. Aside from that, the detailing is nice and the texture usage is appropriate. I especially like how the computers relay information to the player. Cute idea and one I'm gonna take for my own maps, I think.
* Monster selection is questionable in spots. I would've rather seen more ogres than death knights that early on, especially in that upper window, and an underwater spawn in such a tight place is hell without the grenade launcher at the start (which I had trouble hopping on top of the computer to get to). The vores at the bottom of the runekey shaft always get me on my way back up. Vaguely annoying.
* No map name. Always remember to name your maps with the message keyvalue in worldspawn. It just looks unfinished if you don't.
* Off-topic, but anonfiles gave me an onclick popup ad when I went to download your map. uBlock Origin didn't do much to catch it. Blegh. I'd suggest Dropbox, Quaddicted, or Quaketastic next time.
Good ideas and I enjoyed what I saw so far, but there seems to a relative lack of polish or playtesting that'd really make it feel complete. I'll record a demo and post it in the morning.
Thank you for your feedback!
First,here's a link to dropbox https://www.dropbox.com/s/qomn2uoizr4uxu9/the%20metal%20shrine.zip?dl=0
Won't use anonfiles anymore.
-There's a few bits here and there where the construction seems pretty rickety. I have no clue what happened with the slipgates, for instance, or the weird mutilated crates.
Yes, indeed. I didn't have much of a standard while using the brush tool at first, you may notice that some walls are also very thin.
-Monster selection is questionable in spots
True, I was trying to populate the map and some areas with specific types of monsters, but it turns out that the monster variety is not that big in vanilla quake. That Spawn can be killed with the ssg before it moves if you don't panic, but I know the in reality it can be scary. Also, the vores: there used to be a megahealth there, but I ended up switching to two health packs because I would always kill one vore, grab the key and leave the room with 150 HP or so
-No map name. Always remember to name your maps with the message keyvalue in worldspawn. It just looks unfinished if you don't.
Right, now I won't forget!
The screenshot shows some nice brushwork and lighting, Will play this ASAP. Congrats on the first map!
Tried it out again. Here's a demo of this morning's run, done in Mark V.
Still got absolutely fucked, this time by the shamblers in the rune room. I'm not normally a cautious player, which is probably my issue, but I was pretty reliant on the Ring of Shadows to skip any confrontation in the area with the runekey. I think a lot of the map is balanced on requiring the secrets, which just seems off to me. Either that or I'm just bad at this, but I beat id1 and hipnotic on nightmare, so maybe, maybe not.
Also, I did not see that little lava pit with the spawns before. Nice nod to the Pain Maze, but it definitely caught me off-guard.
Whoops, Double Post
I definitely don't wanna make it sound like I didn't like the map, because for a first map, it's pretty good. Secret placement is good, detailing is good for the most part, and it flows well. For a first map, not bad at all. Just needs some tweaking.
Thanks, have fun!
Now that you mentioned, I noticed that the last room is pretty difficult if you can't find the silver rune key secret. I should have done that differently, specially because the map is not very generous on ammo. Thanks for your insight.
Good First Map
Skill 1 played. Pretty hard, but not frustratingly so. Well balanced.
I wouldn't rely on secrets to progress, personally (re: the bars near the beginning). And the door out of the watery room didn't really need to be shootable, that wasn't obvious and had me scratching my head a bit. But otherwise decent enough to navigate around. Although I missed a few areas judging by the intermission & a brief noclip round outside afterwards.. this is good, makes me want to replay it!
There were some cool angled brushes in a few rooms, would have been nice to see them more throughout the map as a few rooms/areas felt a bit boxy.
Also the light looked a bit jagged-edged in parts especially the last room, I'd recommend running your final light compile with -extra4 to smooth things out.
I liked the underwater staircase (even though I nearly died on it) - cool idea, felt different.
I made a shitty demo here: http://x901.net/quake/misc/shrine_rj.zip
Keep mapping! 8)
Hey I suck at SP maps. I do. This is why I rarely post demos. You have some game play issues with this map. Not enough ammo. It's pretty tough for avergae players like myself. That being said, the world itself is very good for a first time map and you should keep mapping! Play through some highly rated maps on Quaddicted and take notes. you have skills... just need to work on game play and balancing your levels.
Haven't had a chance to play the level but saw that it's hosted at some random filehost - anonfile. Somewhere like Quaketastic or submitting it to Quaddicted would be better...
@rj & @dumptruck_ds
Thank you all for playing! It wasn't my intention to make a hard level, specially because I've played through some hard maps (A roman wilderness of pain, the elder reality) and got frustrated with them. But I did want a careful gameplay and some exploration (thus the map relies a bit on secrets, which now I see that is not a good thing unless you can show the secret through some window or crack on the wall).
In terms of archtecture, I had some performance issues on my laptop and ended up removing several brushes. Later I found out that the issue was caused by a few small leaks. That's why some areas are less detailed and also the reason behind that shootable door (I thought that blocking the player's vision would have helped).
Thanks for the demos.
Yes, indeed. Here's a dropbox link https://www.dropbox.com/s/qomn2uoizr4uxu9/the%20metal%20shrine.zip?dl=0
Secrets necessary to progress = generally bad, unless advertised as a puzzle map.
I loved the teleport at the beginning!
That teleport is pretty cool. To be honest, I stole the idea from some of Kell's maps, but I used the teleport texture instead of the knave mold texture :P
Thanks for your video! You found all the secrets, but the first one did not trigger. I should have made the trigger a bit bigger.
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