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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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took me about a half hour to beat it. i was all ready to use the trick that neg mentioned about resuming demos after death but i ended up not dying, so no problems there. :P

nothing really bad about this except one thing that really annoyed me: impulse 12 which calls the CycleWeaponReverseCommand() was broken. there have been a few mods here and there that break this and it's incredibly annoying. there's no reason to break CycleWeaponReverseCommand() as it's sole purpose is cycle weapons and doesn't do anything else.

oh, also, got lost about half way through shortly after the silver key door. there are steps on the right side when you enter that circular area and i didn't see them at all the first time through. to be honest, they are very difficult to see. should have been some lights or something to sort of show you where to go.

still, after that things smoothed out again.

some nice areas like the street and the cavern and the other large areas with the ruined buildings. some plain areas too though, but not that many. i liked the cave and the mdl rocks in there didn't bother me.

new monsters gave good fights. skeleton was probably the best of the normal monsters but the archer knights were ok too. the shooting animation for the archer knights looked a little iffy, but that's not too bad as they are usually sniping at you anyway.
last boss was cool, although i couldn't figure out how to avoid the lightning attack. i had tons of health and the red armor so it wasn't really a problem. it basically just gives you a time limit to kill it before the lightning wears you down. this could be an interesting gameplay mechanic, actually...... (or was that your intent all along?)

first run demo:
http://necros.quaddicted.com/temp/ne_sparcus09.zip

thanks :) 
CycleWeaponReverseCommand() 
Wasn't in Quake 1.01 (was only added around 1.05 iirc), so mods based on the 1.01 source don't have it. 
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