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APSP2 - Plumbers Don't Wear Ties (But They Do Carry Shotguns)
I finally released my Base Pack map. It's a bit late, but at least I managed to finish it after all this time :)

I wanted to encourage exploratory gameplay a little with this, so be prepared to search around a bit to find items and sometimes you way through the map.

The map requires Quoth 2.1 (available here: http://kell.quaddicted.com/quoth/quoth2.html ) and FitzQuake 0.80 is STRONGLY recommended, regardless of your usual engine.

Download: http://than.quaddicted.com/files/apsp2.zip (3,108kb)

Screens:
http://than.quaddicted.com/images/apsp2_01_big.jpg
http://than.quaddicted.com/images/apsp2_04_big.jpg

Very slighty more info: http://than.quaddicted.com/
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Errr Just One Thing. 
How do you defeat the finish, especially if you retreated before collecting the RA and then it disappears? 
You Load The Savegame And Try Again ;) 
Shambler: There are a lot of cells and a lightning gun, right? There are lots of crates to hide behind too, and although it might take a little while to figure out how best to get around the room, it's perfectly doable. However, I should perhaps have taken Negke's advice and made it a bit easier, as it's pretty hard on nightmare unless you know the optimal route, and even then there is a good chance you will get smashed to pieces.

Anyway, once you have the lg and a reasonable number of cells you should be able to find your way to a safe spot to fire from, although it may not be easy to spot when you are frantically trying not to die.

In coop you could probably just sacrifice yourself to make it easier on a buddy and discharge all your cells ;)

Spy: There is only one exit. The edie encounter is just something that happens some way into the map. 
Than Ok I See 
 
Demo 
I made a demo for anyone interested. skill 3, 100% kills & secrets.

http://than.quaddicted.com/files/apsp2_thansk3.7z

Whilst making the demo I noticed a few bugs from last minute changes I made to the map that I didn't check thoroughly, so there are a few extra health packs, including one clipping through a nail pack and a couple of non-rotten healths. GRR, so annoying. 
Hmmm K. 
When I played it, the end room was, errr, flooded... 
 
"When I played it, the end room was, errr, flooded..."

That doesn't invalidate anything that than said. :) Find a dry spot to shoot from. 
Than 
Do you play with autoaim or something? 
No 
sv_aim 2, non-inverted, no crosshair. The way it is meant to be played ;)

If you were watching the demo and thought I was too accurate, it's just because I know where everthing is. 
A Little Bit Late But 
here is my skill 3 demo/ 22min. 101/102 kills
5/8 secrets

http://www.quaketastic.com/upload/files/demos/apsp2_skill3_spy2.7z 
 
What does "sv_aim 2" do to the aiming? 
It 
disables any auto-aiming (normally Quake does some vertical help). Anything above 1 disables if I recall correctly.

Every \m/ true \m/ Quaker has sv_aim 666 in his config. ;) 
 
Oh OK, I usually just go with 1.0. :P 
Hmm 
Hawter than fizzy peach drink. Will d/l it when I get home. And find my Quake 'CD'... 
Hmm 
In the demo it seems that you are often aiming above an enemy but still hit it with the shotty. That's odd. 
Ending,. 
Oh, I get it now. Bit of an odd one that. Very easy if you get it right and very hard if you don't. 
P.S. 
How the fuck do I get to the MH that's partway down the main lift shaft?

The interconnectivity and compactness of this map is astounding. It makes the best Sadlark maps seem like sprawling messes. 
 
"How the fuck do I get to the MH that's partway down the main lift shaft? "

I never got that either. Not sure what it wanted me to do there. 
Holy Cow 
Than 
Waht to say about this level except it is awesome. Architecturally this one of the better map I've ever saw.

Gameplay is also very good, while I would have fill the area with more monsters in some areas... though.. However, ammo/monster/health balance is good, while I found the map quite easy...

Also, maybe the ambience could have been improved with some custom sounds, but with this foggy effect: it is very good already !

Only complain: I've been lost for a while before finding the way to the vermis... at least I had time to visit the map ;)

Very good release: I wanna play more ! go map 
What To Say 
that someone hasn't already said?

Impressive on every count.

Maybe I'm the only one who loved the gameplay as all the others factors.
For example the fights were so much fun! Fighting the soldier guys in these tight halls was challenging. I found my self taking cover. In quake. You really made it right. 
One Thing 
There is something that has not been honored yet. The fantastic sounds (JPL, play with the soundtrack ;) ). The cdtrack fits the map so well. There are just the right ambience sounds on just the right places. And the monsters feel totally in place.

I have no yet finished it, searching for the progression after the silver key & very low on health.

Since this, as it's the first map this year, simply cannot be the best map of this year just yet, there's got to be something so fricking amazing later in the year my yaw will fall off and start fellatio or what? ;) Well, it will be damn damn hard to top this. FHSFNSFHSFNNG! 
 
Way to take the wind out of everyone's sails this year, ASSHOLE! :) 
 
Haaaa!

Jaw, UP! You nasty thing. 
Hmph 
I found this too convoluted to enjoy: my play time was a ridiculous 73:01, and you can bet I wasn't having any fun for the last forty minutes of that. The cheap boss fight didn't help. Was I *really* meant to stand in one place holding mouse1 to win the level?

Visually and architecturally the entire level is brilliant, possibly the most cohesive and structurally clever quake map I've seen. The gameplay, though, doesn't work for me. 
 
Finished, loved it. Such atmosphere.
I am not sure these are all the demos, but hey. http://www.quaketastic.com/upload/files/demos/apsp2_spirit.zip 
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