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New Q1 Map "VeniVidiFuzzi".
To make the Q-Annivers2010 a little present here my support to the unbreakable Quake One game!
A fine Greece medieval map, shaped up with the hexen wad, some new flavoured monsters, and an ache in my head. Grab it if you can, catch me on the less spiking wits of a few homs and quicksand, that punched me untill I gave up.

Rather large level, I only testedit in Fitzquake, but as I succeeded to stay below the 32672 clipnodes this baby is free to go!

download:
http://members.home.nl/gimli/veni05a.zip

screenies:
http://members.home.nl/gimli/veni0.jpg
http://members.home.nl/gimli/gimli00.html

demo:
http://members.home.nl/gimli/vevifu_demo.7z

- QUAKE ONE FOR EVER -
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A Demo On Hard Skill 
One of my favourite maps now. Really sweet :-)

There's how I explored the map on Hard skill:
http://www.primefan.ru/stuff/quake/andrey.zip 
Good Demo! 
You have a good way to turn the monsters up against eachother. In that way it provides a lot of ammu. More the way like running through a place to consilate a lot of rumor, and then hide and watch them kill eachother.

Alright with me as everyone has its own way of playing. I must say there were a lot of items on the end to help you through.

When you end upon the grid above the second room it is plausible to jump on the roof top on the right.
If you take the ledge on the left you'll end up better.

The same goes for the corner at the canal/bridge side when you enter the sidehouse.
If you go to the outer edge you can walk to the lightened window.

I saw you were rocketjumping in the last round.
In the ceiling is shootable panel I better had changed with a switch.
I thought I lightend them well, but the whole level has come a bit overlightened so they were diminished.

Also the crosbow knight has a bad death pose, ending up in the middle frame. One of my breaking qc harms.

Glad you enjoyed the level! 
 
I kept finding myself constantly surprised by the interconnectivity of this map as I played through. Several times, I was pleasantly surprised to find that I had looped back to an earlier area. This worked to the map's advantage because a lot of ammo and health was concentrated in an earlier area of the map, so it made the map flow really well.

The theme was unique and I liked the custom monsters. The map had a special charm to it. The combat was generally very good with a few hiccups - some of the long range combat didn't add much and the section with the slope that leads to a pit with 4 monsters that must be killed behind the wall took some time since the monsters kept running to an inaccessible area behind the wall. Still, the rest of the combat was excellent and I especially enjoyed the custom boss fight since we hardly see enough of this in usermaps.

First madfox map that I've played and it was a terrific experience. I'm looking forward to going through your other releases. 
Cheerz! 
rofl,
you'really welcome! 
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