News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP Mission - Travail
Let us start you on a journey...a Quake Journey. Share the Travail!

* 1 new Quake mission
* 2 new episodes and a triple barrel finale
* A 2 level secret mini mission
* 15 single player levels and 3 multiplayer levels
* 2 new bosses, stock and modified after market enemies, one beloved weapon mod, and some new physics
* 4 Easter Eggs, 30+ secrets, countless references to the game and the community

Info, screens and download links at http://www.quakeone.com/travail
First | Previous | Next | Last
Shambler... 
Are you playing the Travail preview instead of the full release? The demo map returns the player to the demo start map.

I hope you make it to at least qte1m4 in Episode 1. IMHO, it's my best map in Travail. Sorry for all the others, folks. 
Hmmm... 
...what size is the .zip file you extracted from? 
Scragbait 
You shouldn't be sorry for your map contributions in Travail. I feel that they're very imaginative, with great textures and brushwork and a nice mix of oldskool atmosphere and newer styles.

And your dedication to push through, while fighting horrendous tool processing times, is nothing but remarkable.

Keep up the good work and let's see more maps! 
 
yeee, episode two is more good looking becouse of the textures... but episode 1 give us lots of exploracion and old school gameplay

:) hope to see more from you Scragbait... you maps are much much better then mines! 
Scragbait; 
why do i get the feeling that was a 'fish for compliments' type apology? ;)

for what it's worth, i thought the outdoor areas in those maps were excellent & quite inspiring. i'd actually be interested in seeing a collaborative map between you & distrans, since his maps felt more solid & neat, but yours had more creative & spectacular environments. i feel that combination could go somewhere! 
Sure GoldMines, Scragbite! 
you maps are much much better then mines!
My Mines Are Better Than Your Explodes! 
Eh. 
Yeah I exited out of the tunnel.

The zip I've got is travail.zip, 39.4 meg.

The only save-game I've got is from much earlier in the map (pre-outdoor area I think).

Lemme check to see if I can load the second map individually...

Oh okay I see.

I am playing Travail Preview....though I did download Travail itself. Ummm that might explain things.

Victory For Shambler!!!

(Have now installed full Travail and second map loads by itself at least etc etc) 
I Just Found Out 
that qte2m6 cannot be loaded in DM mode, due to missing precached models. Then again, I guess it wasn't really meant for serious DM anyway ...

It's interesting because if you force it to load in DM, there'll still be some monsters, along with respawning items for the player, very handy ... 
Yeah 
It's caused by the modelindex hack, the info_notnull entities are not spawnflagged to be removed in DM mode. None of the maps are meant for it, there no DM settings in any of them. 
Respawning Items In SP 
Can this be hacked in?

Could be useful for in a boss fight, or even a respawning arena battle. 
Yes 
See the Progs.dat Tricks thread.
Qte2m5 has a respawning Pentagram for instance. 
Groovy 
I'd forgotten it was there - I combed most of that thread during warp.

cheers. 
Bit More. 
Played QTE1M2 and a bit of QTE1M3....

So, tell me Scraggy, on a scale of, say, 8 up to 10, how much were you inspired by Unreal and Half-Life mapping??

It's good stuff. The combat is good now too, tough and good. 
E1 Influences 
Travail E1 Influence Factor

Unreal: 5/10
Half-Life: 0/10
Tronyn: 7.5/10

I always liked Unreal - it was as immersive as Quake but in a spacious world. BTW, it even had a more open musical score then Quake's dark, almost claustrophobic selection.

I really liked Half-Life but it never entered my mind while producing E1.

If there was one stand out influence, it would be another Quake mapper rather then another game. I have always enjoyed Tronyn's sprawling, journey-like and id textured maps. Like Tronyn, I also used less repetitive geometry in QTe1m1 to QTe1m3 and QTe1m5. I tried to make a variety of structures to motivate the more curious player to continue without knowing what they might see next. This type of mapping dragged production of these maps over 4 years (crazy slow mapper Scraggy.)

My earlier maps - QTe1m1 to QTe1m3 are not well scaled and this has been made clear through feedback. With more experience, my other maps: QTe1m4 and 5 and QTFin2 and 3 are better. I still felt that the first three E1 maps had something to offer visually and that they did progress the Travail story through setpieces and were playable for players like myself, who progress in a more cautious and defensive manner and who like to sightsee along the way. Quake for me has always been about stopping amongst the corpses to take in the ambience. I knew that these maps wouldn't have universal appeal but I still like my ugly first-born children even with their zits and low foreheads. I agree that the first three E1 maps will frustrate a more aggressive and highly mobile player.

Thanks for all the feedback, func types. I do listen and for sure I learn. It is appreciated. This is the place to come to for the straight dope on map quality. 
Likes Cramped Maps 
I played through Travail twice and although the map I liked the most was the final map (*), the e2 maps were just too easy for me.

I really struggled and struggled on the e1 maps and was forced to explore the environment and manage ammo well.

Had the e1 maps not been so difficult, I probably would have just blown through all of the Travail without dying or having to get immersed in the environment.

(*) I really liked the mausoleum theme and the crack in the ceiling was just too great, plus I liked how the skybox changed to night at the end.) 
Well 
I vote the start of e1m1 as a temporary blip on the gameplay. Since then it has been interesting and fun and challenging in a good way. I'm a more cautious player so maybe it suits me, but I've found some pretty smart tactical challenges. The lower cave in the lava map being particularly interesting.

It's all good stuff. 
This 
pack shines in the tactical/slow stuff. 
And... 
...speaking of influence. Did Painkiller enter the equation with respect to qtfin3, at least subconsciously? 
Doobly Woobly. 
Well ever since the first cavern near the end of E1m1, this has been a blast. Just finished the spider secret level. Really liking a lot of the gameplay and general vibe to it....can't quite put my finger on it, it's just fun, a lot happens to keep the player on their toes but there's always a chance.

Some nice designs too. The outdoor bits in the previous E2 map and the mini-underground waterfall to name but a couple. 
QTFin3 
I had just wrapped up Painkiller when I started that map. The influence was more then subconscious.

As a team member, I knew that E2 was going to be a big hit as it kept impressing me with the size, artful construction, imagination and intense but not unfair gameplay. That and good secrets too. Throughout, level-to-level transitions were made to create a continuous journey feel whether or not you found the secret mini-episode (and you owe it to yourself to find it). 
I Travailed Far And Wide Through Many Different Times... 
- generaly I liked the music (except some glitchy hissy stuff in map 2/3), but the monster sounds in it were annoying, i.e. e1m4 had lots of Vores, and there was the Vore wakeup sound in the music, same goes for other maps...

- Monsters: the new Deathknight is great, but I hated the cheating spiders, reminded me a lot in behaviour of the Stalkers in one of the Q2 missionpacks, they dodge grenades right when you fire etc.
Azoth seemed a bit rough in behaviour, too slow, and for a boss monster his attacks were too weak (same goes for the �berScrag). But I liked how the final fight stretched across two maps, that was new and different.

- Maps: E1M2/3 reminded me a lot of Unreal (as someone already mentioned) in their epic appearance, Episode II maps are just awesome, what more can be said :D
Negike�s secret levels were fun to play, but the Spider map seemed too repetitive in style; very confusing to navigate, everything looked the same.

- Gameplay: the difficulty could have been higher, as I was able to finish a good number of maps on the first try on nightmare, with cautious play.
Given the linearity of most maps, harder gameplay (skill settings ftw) would have increased the replay value; i.e. more daring stuff like in E1M4 with Vores in open spaces (hard but not as unfair as it seemed at first). Also, it was nice to include the Riot controller from Zerst�rer, but it seemed overpowered.
Overall an instant classic with good gameplay, fun secrets and easter-eggs ;)

- Demos:
E1M2: http://shub-hub.com/files/demos_singleplayer/qte1m2_sw1535.dz
E1M4: http://shub-hub.com/files/demos_singleplayer/qte1m4_sw1853.dz
E2M1: http://shub-hub.com/files/demos_singleplayer/qte2m1_sw1915.dz
E2M2: http://shub-hub.com/files/demos_singleplayer/qte2m2_sw1708.dz
E2M4: http://shub-hub.com/files/demos_singleplayer/qte2m4_sw559.dz
E2M5: http://shub-hub.com/files/demos_singleplayer/qte2m5_sw1342.dz
FIN1: http://shub-hub.com/files/demos_singleplayer/qtfin1_sw841.dz
FIN3: http://shub-hub.com/files/demos_singleplayer/qtfin3_sw528.dz 
Sielwolf... 
... is THE demo maker ;) 
 
hehe i always forget to record at first try :p, i�m always more interresed on waste all the bad guys 
JPL 
THE demo maker

nah, some SDA guys like Stubgaard et al are THE demo makers, thanks though, hope you all enjoy them :-) 
You Make 
it seem so easy, although you were dangerously low on health in many areas ...

Btw, if some zombies get stuck on ground, you can still kill them in a one-second "window" every five seconds when they try to get up. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.