News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP: Midnight Stalker
Download Link and screenshot. Alternative Version download link for play in vanilla GL engines.

A small midnight snack with a skill selection area at the beginning, some traps and a couple of secrets to keep you wandering around in circles.

The map was inspired by the architecture of E3M6 and features medieval style pickups, some new keys and a couple of powerup models. The textures are mostly from ID and the gameplay is vanilla Quake!

The map was tested with Fitz or MarkV engines and remember to RECORD A DEMO, I want to see how you play the map!
First | Previous | Next | Last
 
Hard Run
end fight was much more satisfying this time. ^_^ 
 
 
 
@drew, your demo stopped when you got squished by the lift gate. :( After how you dealt with the rest of the level I was looking forward to your final battle with the rune. Yes the map took two weeks, it was mostly brushwork doodles for the first week, the game play layout was designed in the second week.

@Shambler, there is a special shambler stash to find!

@Rick, thinking about it I did not really need the squish bars for the first lift, the second one yes because it is a one way direction. I will bear this in mind for future quake maps.

@Cocerello, thanks for the demo, it was awesome to watch. It was a shame about the lava jump, but it made it more exciting to watch you dodge every bullet afterwards. It is cool to herd the monsters into the middle of the final room, you can then just pick them off with the traps and infighting.

@Orbs, your demo link is broken.
@szo, your demo link will not work with my browser.

I do have a new version which negke has optimized for vanilla engines. Once I test it then I will release it. 
Next Time 
Put again the crosshair on. It changed the gameplay a lot and added to the challenge. At first it annoyed me and made it more difficult to aim, but after that i could just ignore it for most time (the misses with the three shamblers where the crosshair fault).

I am pleased that you are pleased with my demo. Thanks. 
Oh Forgot 
this forum wants the http bit in front

http://members.upc.nl/verorber/mstalk_cheap.rar 
Nice Map 
http://www.quaketastic.com/upload/files/demos/rickymstalk.zip

(FitzV)

There was this one part that seemed disproportionately hard.

Other than that I loved it! 
Damn That 10th Secret 
went through the whole map once more but stil cant find the last one i found: (kind of in order of playing)

Ssg
GA
Spikes
Rl
ammo & health
RA
penta
cells and rockets
yellow armor

any clues? 
The Holey Room ... 
@Orbs, the quad! ;) Where would you most likely need a quad? :P 
Darn 
i actualy shot the wall its behind, but didnt spot the button :) 
Bightmare 100% 
members.upc.nl/verorber/mstalk_643.rar 
Http... 
http://members.upc.nl/verorber/mstalk_643.rar

some people never learn,thats my kin 
Awesome Map... 
I have also recorded my, technically second, playthrough (I died on my first play right at the very beginning because I was cornered by some knights). But after the initial first knight encounter everything you see is my first run.

My demo file is here -

http://depositfiles.com/files/5p14ndssb 
It Was 
recorded in Fitzquake mark V btw, so it should be fine in that. 
 
@fifth, I have got no idea how to download that link, it is all in Spanish and I cannot see any obvious download button. :/

Extra version

Could an admin please add another link to the top of this thread (no title change please), I have another version for people who want to play the map with a 100% vanilla engine!

Version 1d <--- New link

This does not replace version 1c (at the top) but is an alternative version for anyone who does not want any config changes, no medieval pickups and the map running on a GL engine.

All of this conversion process (version 1d) was done by negke, amazing work, thank you. :) 
Try This Instead... 
Sock 
done. 
FifthElephant's Link 
I don't see anything weird. Are you talking about the depositfiles one? The only thing in spanish that i can see is an ad for a game, that shows up after you click on regular download. Close it and the other that shows in the same page as the depositfiles web, wait 60 secs, answer the captcha and download. The usual thing with all this ''free'' server services you can see on the net nowadays. 
Things To Note 
I really love the medieval items, they're nice. Maybe they could be improved a little in terms of visibility with the addition of full-brights?
The map had very little in the way of ambient sounds, it could have improved atmosphere a lot to add some.
I liked the subtle coloured lighting, definitely helped to compliment the limited texture set. I also really loved the brushwork, it was very classic quake but also very detailed.
I noticed that if you have a sloped surface just above slime/lava/water that you tend to stick to it, a good amount of head clearance solves this (noticed on a few peoples demos that they got stuck trying to get the LG)
At the end I felt like the map wasnt over even when the exit appeared due to the inaccessible doors... seemed weird to me.
Really enjoyed the map, one of the best this year. 
Huh 
sorry Sock (and Negke, I guess?), thought it kept going in Mark V. I`lltry to find some time to record a demo of a 2nd play for you some time soonish. 
 
I was under the impression the latest version of Mark5 or QS allowed recording and/or playback of demos recorded across level changes and deaths/restarts. Maybe not?

In case of doubt, always start a new recording after such transitions - the trick where you record a new demo to the console and then reload. If you decide to do a demo, make sure to do it properly.
Ideally, this would also include setting the appropriate protocol (15 if possible), but it's easy to forget. Protocol 15 demos where post restart/levelchange footage is omitted can sometimes be fixed by merging them with another demo in convdem, but this doesn't work with other protocols for the lack of support.

As for the lava clipping, I guess I could have fixed that in the new version. The problem is that there's a submerged ledge on the entire back wall, not just the visible bit with the LG, so the engine boosts the player out of the lava who then easily slided to the low ceiling bit and gets stuck. I suppose small stairs, possibly even clip-textured, would have solved or at least alleviated this behavior. 
Mstalk1d 
By the way, to avoid confusion, the 1d version also works in software engines of course. It fixes the excessive models and edicts so the map stays within vanilla limits. 
Quick Question 
If I record my demo under the latest QuakeSpasm, will it be possible for sock to watch it using Fitz or MarkV? 
Yes 
They all support (and default to) protocol 666. 
Thanks 
Good to hear that. Will play this in a few days then. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.