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New Q1 SP Quoth: "Mainframe Mayhem"
Another base map, this time polished till my fingers bled! Be sure to have Quoth installed!

See the textfile for further information about setting it up correctly, and who contributed to this release.

Screenshot 1 Screenshot 2

Download (updated version 2)

And your demos are always very appreciated!
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Looks Great, Plays Ok 
Demo : https://dl.dropboxusercontent.com/u/33279452/daz_mfxsp17.rar
Skill 2. 4/9 secrets. 25 minutes.

Visually fantastic! Love the attention to detail with stuff like the hazard tape, wires, pipes and nice use of coloured light.

Game play was for the most part fine but theres a few things I disliked a lot. Number 1 was the constant back spawning of stuff behind the player. It's cheap! Especially when you telelport stuff in *directly* behind the player, multiple times! nonononono!

Another thing I didn't like was the final fight (Spoilers!!) there are 4 shamblers but hardly any cover to break LOS from where you push the button to activate. I got taken from 100hp + armour to 80hp before I even really found any cover.

I did get a bit lost in places as well, mainly while trying to find the way into the gold key room. I don't think the way the route opens from above in communicated to the player well enough. 
Very Nice Map 
Just finished the map, so here is a short "review".

The design is very nice, the progression is great, I never got lost, but it's not very linear either.

The textures are mixed perfectly, underground rocks combined with base and industrial textures create a great environment. A little more metal and less classic base textures wouldn't hurt, but then the map would become industrial and not base map :)

I played on easy and it was indeeed quite easy, enough amo and health, I only died just before the exit, that's because I rushed too fast and I was unprepared to face two shamblers. The second time I found the trinity artefact and I stayed on "high grounds", it was too easy :)

I found a huge bug, just before the "ride" to the exit almost everything turned gray, nothing was rendered, I had to go blindly further and slowly everything came back to normal, but loooking back I saw the same bug, like that area was not properly vised.

Another thing that I didn't like: the elevators, I always check underneath them for secrets, so I didn't like that I had to call them back and the button was almost always too high when I was unedr the elevator that went up without me.

That's all for now, great map, but try to fix that bug at the end - I played in fitxquake 0.85, parameters: -heapsize 128000 +gl_clear 1 -width 1920 -height 1080 -bpp 32 -game quoth 
Getting Bugs 
Mh's engines lock up. Fitz works but textures are all out of wack. Does it need some special treatment? 
This Is Weird 
In Fitz, the texture issue goes away after you die once... 
Oh That Reminds Me ^^ 
There was a room where vis got totally messed up and half the area was missing, parts would appear and disappear as I moved around the room. Really weird! 
Nice Map Tho, Once It Runs :) 
 
What Compiler? 
 
Wtf 
I breasted a recent version and had zero problems with quakespasm. Damn last minute changes.

Awesome map and I say that as a base map hater. 
This Map Is The Tits? 
Look forward to playing it! 
Uh 
'Breasted' isn't common usage, and saying something is 'the tits' is Brit lager lout slang for saying its good. 
Fuck You. 
I died. 
Did Someone Say... 
Thanks For The Map 
Great map detail, textures look good, rocks and damaged floors areas good. The end portal looked GREAT.

Too quiet, more environment sounds.

Running with Fitz nasty HOM near the end.

Enemies sparse for the size of the map.

I agree with DaZ back spawning is cheap but only if done to close. Sending reinforcements far enough to be out of detection range is fine.

Some path_corners to make the enemies patrol would have been good. Enemies peaking out from walls and corners. Pathing adds to replay.

I hope that wasn't too many complaints.
The only thing broken is that HOM. 
Back Spawning 
I agree with DaZ back spawning is cheap but only if done to close. Sending reinforcements far enough to be out of detection range is fine.

This. I like it when I get surprised from behind while still having a chance to react in time. If enemies get spawned far behind me so that I can hear them approaching, I think it's fine. If I remember correctly, ijed did this quite nicely in Warpspasm. 
There's Cheap, And Then There's What Mappers Do 
Number 1 was the constant back spawning of stuff behind the player. It's cheap! Especially when you telelport stuff in *directly* behind the player, multiple times! nonononono!

It's cheap even before you consider that Quoth allows you to have monsters spawn in silently. With the teleporter sound, it's merely cheap. Without, it's downright abusive.

Having read this, I am reluctant to play this map, now. Which is a shame, as I generally like base maps... 
Don't Be A Dink 
it isn't *that* bad. 
In Fact 
it's pretty damn good
as others said, it's very beautiful in many places.
I actually found the tape pretty distracting and out of place, but the wires and computer terminals added a great sense of place.
This is a good map, and it is undoubtedly worth playing. 
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