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| Posted by negke on 2010/08/13 12:34:28 |
A small to medium-sized terracotta style level for SP and DM with classic gameplay, if not slightly nonlinear, and a few surprises.
For maximum convenience, it features an in-built skill selection room and there is also an additional alternative game mode ("Carnage") where you can blast through the map with all weapons and need to collect four keys for the exit door to unlock. I dare you to beat this on Nightmare! ;)
Screenshots:
http://negke.quaddicted.com/images/mappia.jpg
http://negke.quaddicted.com/images/mappib.jpg
Download:
http://negke.quaddicted.com/files/mappi.zip
(the map source is available on the site, too)
First-run demos are appreciated. Have fun! |
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 Great Map
Loved the architecture and it was NOT too difficult for me, yay!
20:28, 1/6, 71/76 @ easy skill
 Layouts...
#36 posted by metlslime on 2010/08/16 21:51:55
one nice trend going on... all three of the recent Q1SP releases (madfox's, trinca's, and now this one) have fairly wide open, non-linear layouts that encourage exploration and provide many route choices.
 OK, Here Goes:
#37 posted by RickyT33 on 2010/08/17 03:53:10
2 demos, normal:
http://www.quaketastic.com/upload/files/demos/rickymappi.zip
firstrun included, used Darkplaces (hahahahaha!) with all Quake Retexturing Project and Normalmap packs. Had all reliefmapping and such on and it looked look. I turned rtlights off for the second run, because i was going less than 30fps sometimes. Looked cool though.
What to say about this map - well, a lot of nice detailing throughout, perfect brushwork and texturing. Excellent layout and sense of scale. The corridors felt a good size, if that makes any sense. Nonlinearity is here to a nice level, exploration is good, weapons are well balanced (not too much ammo, nice range of weapons as you progress).
End was too hard and a bit confusing. If fell down to the floor below on finding the boss, and had to find my way back again, only to try hard to complete the challenge but fail ultimately. Climatic, but the gameplay at the finale was a let-down. Kinda cool though.
Overall I would say this map was pretty well awesome, personally I give it 16-17 out of 20 :P
 "it Looked Look"
#38 posted by RickyT33 on 2010/08/17 03:53:53
wierd typo. I meant it looked cool.
 So
#39 posted by Zwiffle on 2010/08/17 05:05:04
Apparently I followed the recording instructions wrong and played through the map without recording, though I thought I was. Confusing-ish layout, got lost a couple times, never died but came pretty dang close. Couldn't figure out wtf was going on with Chthon for a while, then felt satisfied when I figured it out after the ... 3rd try. Good map, somewhat confusing.
 What Do I Type?
#40 posted by Bob on 2010/08/17 06:19:39
How do I activate the level after I place the file where the help file tells me to? I saw what it said, but I think I am mistyping it, or doing something wrong. First time using a level mod in almost ten years.
#41 posted by Zwiffle on 2010/08/17 06:26:38
Go to the console (the tilde ~ key) then type 'map mappi.'
 Awesome!
#42 posted by Vondur on 2010/08/17 12:31:29
Cool map, Negike! Very proper Quake mood there, and finally map that uses orange set properly. I liked relaxed gameplay on skill1. I also liked the usage of pitch black shadows there, very well done.
Here's my first run of noobage:
http://vondur.net/files/vonmappi.7z
 Nice...
#43 posted by generic on 2010/08/17 12:33:31
The map plays differently in Hard and Normal skills, e.g. silver key and end game. It is well worth another look, if you haven't already.
Carnage is next for me :)
I salute you, Negke!
 Nice Map, Lots Of Fun
#45 posted by negke on 2010/08/17 21:44:52
Ricky: Heh, either DP lagged a lot with those settings or you were playing drunk (probably both), for you seemed fairly clueless and ran past half of everything. :D In Chthon's hall a teleporter appears on the lower floor after pressing the button behind him. It was clearly visible in your FOV, but you still took the long way back.. Also, I imagine the map must have looked somewhat strange with all my custom textures along the DP'ified regular ones.
Kona: Perhaps you felt dizzy because you accidentally had a cocktail of the same name instead of playing the map? :)
Omg, Vnodru!!!
Funny how everyone seems to take the GK route first while in most cases the standard order is 1:SK, 2:GK.
In this sense, I also wonder how players determine which path to take if confronted with a left-right route choice, and how this can be influenced design-wise (e.g. by putting items/monsters in one of the ways).
 Oh, And By The Way
#46 posted by negke on 2010/08/17 22:03:44
Thanks again for all the demos. I'm surprised how many of you actually recorded/posted one.
 Hmm
#47 posted by nonentity on 2010/08/17 22:12:19
Not that I've played it, but I pretty much always go left since it's easier to turn that way with a right-handed mouse. Seriously.
For me it's just a case of getting bored of always SK, then GK, and the signs seemd to indicate it made no diff so i tried something different.
After the gameplay of skill 1, i expected a similar puzzle ending on skill 2, and got further confused by the sound of the laser traps. Took me ages to realise i just had to beat them up, where the quad+invulnerability helps alot of course.
But getting confused by N's maps isn't anything unusual ;>. Amazing Cthon in chains was the highlight. Final quad secret was very slick too.
#49 posted by necros on 2010/08/17 22:28:42
just did a quick run again and went SK first.
the map plays much better that way, and it's clear that that's the prefered way. both the GK and SK door paths lead to a dead end, but only the SK path has a button at the end. when you get to the dead end of the GK path, it feels like you got lost because there's just a locked door and nowhere else to go.
 Healthboxes?
#50 posted by Baker on 2010/08/18 00:25:19
I love the map, but I sure am struggling. I didn't check the skill level but I'm sure I'm using skill 1.
With hard, I was running out of ammo.
Actually I am running out of health and ammo with skill 1 too.
But I am glad to be playing a Negke map. Other than giving up on the Vertical Mile one and the one where you had 2 minutes to find the bathroom or die (a classic!) ... I just haven't played any Negke maps.
#51 posted by negke on 2010/08/18 09:43:42
You have look around more carefully then, as health and ammo boxes are sometimes placed in spots where they are not immediately visible, e.g. behind a column.
There might be a slight shortage of shells for a moment on Normal when playing in a certain way - I probably should have made one of the boxes a large one. But if it's really a large problem for you, then you might want to try Easy first (if you're not too familiar with SP for instance).
 Some Progs Versions Do Not Display All Items
#52 posted by Baker on 2010/08/18 22:05:11
This is in FitzQuake 0.85.
What version of progs.dat is required for this to run for the items to show up?
In JoeQuake on map start, I see a message "target3 is not a field".
Screen:
http://www.quake-1.com/docs/any/red_slammer.jpg
 Id1 Progs
#53 posted by negke on 2010/08/18 22:41:40
I have no idea what could cause the items not to show in Fitzquake0.85. Is this on ID1 and with a close to default config?
The target3 thing is a Quoth detection. It removes the statues and Chthon models because Quoth2 messes around with the modelindex values so the it would show the wrong models.
 As Far As I Know ...
#54 posted by Baker on 2010/08/18 22:53:56
I've got progs 1.06 (progs 1.01 doesn't support previous weapon impulse).
I'll recompile. I know you use entity fields to the max and call QC functions directly.
 Nevermind
#55 posted by Baker on 2010/08/18 23:02:31
Stupid terrible mistake. Grrr.
#56 posted by Mikko on 2010/08/19 15:53:06
Demo here: http://msdn.duke4.net/mappimikko.zip (recorded using FitzQuake 0.85)
Anyways, played on hard and died once, during the boss fight, which is also when the demo stops (does it have to stop every time you die?). I had no idea what to do so I must've spent two minutes trying to find some buttons, messing with the lightning shooters etc. It's only after dying that I noticed you can shoot the Chthons. (I actually tried shooting them before, as you can see from the demo, but I was too far away for the lightning gun to hit, a fact I missed while playing.)
Took me 15 minutes, and I'd say it was a tad easier than expected but still fun. Good architecture, especially the two bigger areas (the silver key and the Chthon place).
 Nice Level !
#57 posted by roblot on 2010/08/20 00:29:12
Played on hard skill without too much trouble. Couldn't beat the Cthongs though, until I found out later one would kill the other when I hid behind the wall where the LG was. Then getting the other was easy. Great to see them Hellknight posers too. They add to this swell map. Secret face button was kinda funny switching right side up.
#58 posted by eerie on 2010/08/20 11:23:04
nice map, very solid architecture!
 Finally Finished It
#59 posted by Baker on 2010/08/20 19:38:56
Really cool. Liked the ending. Liked the secrets. Really well polished.
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