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New SPQ Map: Februus Depth.
Medium sized catacomb inspired map.

One, single screenshot that's outdated:
http://www.planetquake.com/greyvoid/carnage.jpg

Download from Norway:
http://www.stud.aitel.hist.no/~christig/dLoads/februus.zip

Download from Fileplanet: (Might take a while before all the mirrors properly get the file)
http://www.fileplanet.com/dl.aspx?/planetquake/greyvoid/februus.zip

I guess I should update my site or something, but I just can't be arsed.

I have nothing further to add. :|
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Sweet 
After all this time someone can still pump a new style out of this game. 
Holy Mother Of God On A Flaming Lolbarn! 
This map is beyond excellent czg. I've been playing it like all morning trying to beat it on nightmare -- I'm not that good. I keep dying at the vore at the gold key...anyway the design and everything this map just r0cks beyond belief. Awesome map czg, awesome. 
Grrrrr 
Damn you Morfans! :D:D:D 
Trombone 
Oh come now, 'zoiders. I only beat you by a little bit... ;-) 
You Don't Need The Gold Key 
First of all, this is a wonderfully atmospheric map and shows once again, that Q1 is the gothic, creepy game of choice. Februus shows nice complexity and is very 3D. A joy to look around to see all those passages, grates, tombs, etc. I played on hard and found it to be fun and not too frustrating but not a pushover either. This is a nice map to take your time playing through.

I found 2 secrets. Either 1) They are hard to find 2) I've lost some of my secret finding skills 3) Unmarked? (can't imagine an experienced mapper like CZG doing this so I'll assume this isn't the case or 4) Some secrets require slick special moves that speedrunners do and that turn me into gibs when I try.

If I was a beta tester, I would report a shortcut that would seem undesirable by design. In my pursuit of secrets, I saw a chunk of land way down below so I jumped down and landed near what looked to be some cool glyph written in lava. I then had a good time attacking enemies from behind since they all faced away as I made my way to the locked GK door. Oops.

Great map. I did have difficulty doing my usual run backwards and shoot but all in all, this is a great addition to the players collection. I will be heading back to see if I can turn up any more secrets. 
Hmm 
I'd like to start off by saying that I found 3 secrets: armor, a quaddamage (which led to me going in circles for a while) and a megahealth. The visuals weren't Kona-god-like cool, and they were very repetitive, it caused me to get very lost often, especially with the windy, circular exploration-like path. It took me like 30 minutes of playtime to finish because I was very lost most of the time. But that's about the only bad thing I can find about the map. It was huge (medium map my ass) with high quality everything else. The finish was great without being overly challenging, and the layout had lots of explorative elements to it. I really like the brushwork after the explosion, it looked like you used a terrain editor. Top quality map, I'd just prefer a few more design pieces as landmarkers so I don't get lost as much. (i'm simple) 
 
meh. czg00 was better. 
Hmmm 
I just finished it and I never found the gold key. 
CZG Ownz U 
nice map czg. i bow down 
Didn't Play It Yet. 
i like the look of those corpses in that screenshot though. :D 
Aergh 
i've found only 3 secrets! ;) wtf?! :) czg, you're mean! 
Secret S(p)oiler 
Here's a walkthrough of all seven secrets in case anyone's still stuck. I only found three properly and had to pull the others out of the .bsp...

http://grangers-farmyard.com/sda/feb_sec.dz

Damn some of these are hard to get, especially the very last one! :-) I guess that's why they're called secrets...

Or maybe I just missed the "proper" way to get it.

ALL HAIL CZG! 
Cool Map 
Good map, I like catacombs :) Also a masterclass in monster placement. Seemed like you got every variation, ogre above, ogre below, vore in distance, vore in your face etc. I especially liked the overhead zombies arcing their blood down.

I suppose I would have liked it to open up into one of those majestic czg vistas but perhaps there was a self-imposed r_speeds limit? The end bit with the hole torn in the ground was cool anyway.

thanks czg. 
Yay 
As usual, an excellent map, czg, you were, you are and you'll be my master forever, kthxbyedie :E 
Re: Secret S(p)oiler 
You can get the last two secrets without rocketjumping. After the first small flight of stairs after the gold key door, turn right, step up onto the wooden edge of the platform, jump over into archway, jump across to next arch, drop down to next arch, continue jumping to either yellow armor or quad. 
Ok, Got Time To Play It 
excellent, albeit a little repetitive architecture-wise but that was the point.
i really like how there are so many places where you can see into other areas through grates and such. gives a good feeling of being part of a big cave/ancient tombish/hell thing, although the path twists and turns so much, i have no idea how where i went, even though i never really got lost once.

gameplay was awesome. it progressed very well, and wasn't prone to the "beginning is too hard, ending is too easy" syndrome, not to mention that long stretch without anything to kill was genious! i tried that in my map, but wasn't able to pull it off as well as this. i was really nervous there! :)

the exploding part was a pleasant surprise. for a moment, i thought i was going to fight chthon again, but i prefered to big arena fight much better!

i still think it would have been nicer to have a little more variety in architecture... maybe have the cramped tunnels open up into some more wider areas, (wider than the ones there already i mean), but i'm not sure where you could have put the larger areas, as the whole layout was pretty compact to begin with, so maybe my suggestion wouldn't have been feasible.

recorded a demo of myself playing:
http://www.planetquake.com/necros/temp/ne_februus.zip (zip: 2.49MB)
http://www.planetquake.com/necros/temp/ne_februus.dz (zip: 1.03MB -- DZip roxors!) 
Er... 
the bottom one should be (dzip: 1.03MB -- DZip roxors!) btw... 
Interesting Map... 
It initially appeared to be quite an atypical CZG style, but then I remembered 04. Even so, not really what I expected, but the overall effect is cool, it definitely has a good feel about it. Like Necros's map, a somewhat conceptual map, but one with a strong purpose which shines through the vaguely repetitive style.

Gameplaywise it was all jolly fun until the end where I started to get lazy and bored with the final combat, which was a fine finale but I wasn't interested in arena combats by then. As others have mentioned, a plentiful ammo balance. The alcoves were a bit annoying to move around.

The secrets, BTW, were easy, particularly for speedrunners. I got 5/7 without thinking....although the other two might have been hard?? 
Got 5 Of 7 
I returned to the empty map and found three more secrets (I was careful not to read the spoiler posts here). I can see what Shambler meant with his comment above. I wonder if I stand a chance of finding the other two without cheats or Morfan's demo. Also, I haven't found the 'secret' exit either. 
really liked this map (as all other czg's maps), especially gameplay-wise. LOTS of monsters, interesting layout but too much ammo even for me.
Found 2 secrets (red armor and MH).

Overall had a lot of fun. Thanks for that, czg 
Title 
Abolutely amazing. Haven't had an adrenaline ruch like that since I injected crack straight into my eyeball. 
 
I enjoyed this map. Very much so.

Atmosphere was truely superb. The rocks, lava chasms & broken arcitecture blend into the map excellently, and coupled with the labyrinth-like 3-dimensional layout, created a very convincing sense of place, and the gameplay fitted well with it; not the usual run-in-with-guns-firing type gameplay which I find fairly tedious nowadays unless used in moderation. Architecture-wise it was the little details that made the map what it was.. such as the gates, walltorches, arches etc. The exploding tunnel towards the end was also brilliant. Felt pretty immersed into the map which is something I can't say about many; especially towards the end - heading down the small twisty cave out into the spectacular yet subtle end arena.

My only qualm was that I kept falling into lava. Backing into what I thought were dark arches while fighting, which actually turned out to be ledges. D'oh. The end battle didn't really do it for me either... the gameplay up until that point didn't really warrant a big arena finale, especially one that dragged on as long as it did, in a pretty haphazard setting (kept falling off the edge again.. bah, I suck).

Still... despite that, best new map I've played in ooh, a long time. Since Day of the Lords anyway. Very unique and very well pulled off. 
Er... 
since no one asked... what's a februus? 
From The Readme: 
* Information *

A series of catacombs, leading ever deeper and deeper into the abyss; where few people go, and fewer still return from. Go! Seek adventure!

Also: http://www.pantheon.org/articles/f/februus.html
 
Whoa ! (TM Keanu Reeves) 
very impressive czg. Like xen said, the little details are astounding. This is one of the greatest quake maps I've seen in terms of build quality. It's also one of the most immersive. Great job!

I didnt find the gameplay all that repetitive, in fact I found it bloody hard (I suck at cramped spaces) in parts. As for ammo, I was too busy worrying about what was coming rather than how much I had.

If anything, you should write a tutorial on how you do layouts. To me, that's the greatest thing about your maps. 
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