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Q1SP: Binding Tower
Binding Tower

Description:
Ominous silence surrounds a forgotten tower in a forest glade. Death Squads quietly patrol its surroundings, ready to unleash hell upon any visitor. You have just arrived in yet another distant world ravaged by Quake. This is my second published map and my first attempt at making a map with some outside forest areas. Enjoy!

Map download:
http://www.quaketastic.com/files/single_player/maps/bindingtower2.zip

Screenshots:
http://www.quaketastic.com/files/bindingtower_a.png
http://www.quaketastic.com/files/bindingtower_b.png
http://www.quaketastic.com/files/bindingtower_c.png
http://www.quaketastic.com/files/bindingtower_d.png

Map Information:

Game: Quake (id1)
Single Player: Yes
Co-op: No
Deathmatch: No
Difficulty: Yes
Editor: Trenchbroom 2.1.0
Textures: quake101.wad
Tools: ericw-tools 0.18.1
Engines tested: Quakespasm 0.93.1


--- moderator's note ---

link to new map and screenshots have changed 10th june.
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Late To The Party! 
I really enjoyed this map. First run demo is here:

http://www.quaketastic.com/files/demos/bindingtower_iw.zip

(Hard skill, 125/125 kills, 4/5 secrets)

I played a bit wonky at the start, and got got stuck for a while in the middle, but managed to scrape through.

The things I enjoyed most were (I'm going to echo everyone else here):

* The visual theme was strong and unique (tilting trees, curling archways) and yet it still worked very well with the existing Quake assets.

* In general, the attention to detail was subtle and clever: e.g. the thin layer of mist covering the ground in the forest, the old books piled on the tables (and QuakeGuy's comments about them), the way the diamond-things released by the altars gently bob up and down, etc.

* The layout was non-linear enough to be interesting and to give a sense of exploration and discovery without being overly complicated/confusing. Good job!

* It's heartwarming that all this was achieved using only the stock Quake textures and gameplay (plus some modern engine features, obv.).

I thought the following things had room for improvement:

* The clue to "Burn and light their voice and sight" was too vague for me. =( As you'll see in the demo, I ended up wandering around stuck for several minutes because I thought I must have missed something in one of the other areas. I guessed the right thing to do eventually.

* Health and ammo seemed a bit too tight at the start, and a bit too plentiful by the end.

* This is a minor pet peeve, but the buttons in front of the altars have the red "Q" texture which the id maps always reserved for shootable buttons: this gives the player the wrong cue because the buttons need to be pushed rather than shot. The red "Q" is why, in the demo, I tried to axe the first one I came across. =P

Overall, a great map! I would happily play a whole episode of this. Keep up the good work! 
Great Stuff! 
I really loved this one. Gonna echo everybody else's praise here. Great visuals, ambience, gemeplay. I completed it on skill 1, found all 5 secrets (which is not that typical for me). Had lots of fun.

But I'm dumb and hadn't thought that I HAD to pick up the Quad to open that big gate. So I was certain I'd missed something and run through the empty map like a maniac trying to find a missed switch or something. Finally I picked the Quad just out of desperation and voila! The damn gate opened :D

Here's my playthrough with Polish commentary (in two parts, I'm slow):
https://youtu.be/s9s4v-_D9sg
https://youtu.be/22Re3z7ERa0 
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