cool! not many people do the egyptian theme any more. it was nice to go back to that.
played on skill 1, and difficulty was about spoton. the pit with the spawns was a little tough (lost a good 50 health) but beatable.
also, you used the coloured lighting fairly well, esp. considering this is your first map. good job. i would have went a little easier on the colours myself, though... made the lava less bright, and the ending arena was a little overlit (very apparent when using fq's gl_overbright) but otherwise good. thankfully there weren't too many different colours in there, so that's definatly a plus.
i'll be honest, i was ready to delete the .lit file if it didn't look good ingame, but i ended up keeping it. :)
i didn't like the button operated doors. they kept closing before i could go through (because there were monsters and such). they should have been "wait" "-1" doors instead of auto closing ones.
all in all, an enjoyable map. keep up the good work, dude!
Ammo Shortage In Nightmare
There isn't much ammo in the second half the map... I ended up facing two shamblers with an axe.
I'll be more careful next time :-)
congrats with the first map, jpl!
well, this map is rather nice for the first time. i liked the hint of egypt atmosphere there. some nice architecture and lighting bits, tho, they're rather simple by modern standards. anyway, keep em going! :)
now bad things:
rather cramped hallways, i got stuck in every corner there.
not enough health, i had to use godmode to proceed.
scaled down textures - they look bad in quake.
here is my first run demo: http://vondur.net/files/jpl.dz
scaled down textures - they look bad in quake.
hehe, i thought everything looked small! hahaha, that's funny. i didn't think anyone did that!
but... there was the 64x64 button texture... it fit the brush... the brush was smaller then? was everything shrunk down as well then?
yes, everything was shrunk down (maybe that was the reason of overall crampiness)
and headthump dude done tex scaling that in his silly speedmaps several times btw....
The colored lights gave the map an 'egyptian-tech disco' theme, which i thought was cool. i didn't mind the crampedness too much, except fighting all those zombies in close range with gl was kinda tough.
It took me 18 minutes, which is a good amount of time. More than enough health, plenty of ammo. Interesting mix of textures. And the coloured lighting was different as it seems not to be overused in QuakeSP.
I look forward to more maps from you.
Atmospheric outdoor area and fun fiend fight in final lava arena. Minor niggles were a bit cramped at places and unbalanced ammo (too few shells and too many rockets) on Medium. The spawn pool was almost an IDT ...
forgot to mention that... i had about 50 rockets and 16 shells, 20 nails at one point. definatly balance out the ammo a bit. (before opening gkdoor)
Picking At My Tie, Sweating Profusely . . .
'and headthump dude done tex scaling that in his silly speedmaps several times btw....'
I've been caught!
LIVE IN SHAME
in one of my earliest maps i had some textures scaled at 0.2 :P
One was a dirt texture as well...
you dirty bastard!
A Fun Map Lambert
I don't have much to complain about. I liked the game play even though what I'm going to point out caught my attention. Layout sort of reminded me of Sadlark in its temple style and being rationalistic or designed around the player.
The knights at the start were easy to mow down as I caught them unawares. I don't like feeling sorry for the monsters.
I wasn't distracted by the scale of the textures here except in a few instances when the size of a light emmitter texture did not look quite right.
Quake is peculiar in its scaling. The player represented in the game is a small sized object instead of the median object as you may expect so when you are watching game play through a chase cam, the player models look oddly sized compared to the brush models and monsters.
When I worked on Machinima (game engine based animated movies) projects it was necessary to scale things down to make them look proportional from a third person view. Old habits die hard.
Just use your best judgement from the experience you gain.
Thanks For All Of You Men !!
Thanks a lot for your feedback, advices, and support... I'm glad that my first map rather enjoyed many of you...
To give you addtionnal informations, I made some test with a scaling set to 1.0, and it was really scrappy. So I tried setting scale downto 0.5, and it was rather good (to my humble opinion...)...
Concerning ammo and health, I think I need to improve me again... I think it's very difficult to have an objective view about your own work.. I mean, even in nightmare mode it's rather easy to clear the level for me, because I know all the trap, monsters location, secret, etc... and so I can prevent all the problems you encountered while playing this level... and use all the features in a optimized order to defeat all the monsters...
Anyway, this is important for me to have an external opinion to improve myself.. Thanks again...
Just a question, how can I run your demo ??? I'm not used with demo running... sorry....
unzip jpl.dem file from jpl.dz with dzip prog (http://www.planetquake.com/sda/dzip) into your quake/id1 directory.
run the demo from console by typing:
have fun :)
Thanks, i download all the stuff immediatly !
It was really cool to see how you play the map.. Just one thing, god mode is not necessary to clear the level... and you forgot some health in the start hall, as well for the secret (take a look in the second pillar zone, after the silver Door, just to the right ;-))
yah, i just didn't feel good when walking in the map. scaled down textures making me nervous, so i couldn't explore the map properly :)
Very nice for a first map. My only criticisms reflect what others have already said. Too narrow and cramped in places and the button doors annoyed me.
I played through on Nightmare first time and died once so I don't have a recording. I actually died by.... missing the pentagram!! How I did that I don't know.
Ammo was a little unbalanced, I had to kill the outside shamblers with rockets. And I couldn't find the secret.
The final fight was a little easy once the vores were disposed of from the entrance but it was a good ending. Running backwards rocketing fiends while jumping over lava pits was quite tense. The shamblers all died from above.
Look forward to your next map. ;-)
Errata, the secret entry is located in the second pillar zone, after the silver door, but to the left, not the right... I apologize for this stupid mistake...
Very nice lagre ankhs:) fun final battle
but those evil doors...
and yes, egyptian theme is always cool to me
BTW Metlslime you should add ankh icon, it would be nice
+1 point for egypt theme
-1 point for scale
-1 point for map name I can't spell
-1,000 points for blue blobby bastards in the pool
Further Explications ...
The level name "Hellchepsout" comes from the Egyptian Hatchepsout Temple.. Hatchepsout was a egyptian queen... The architecture of the level is globally the same, with the 2 ramps, the 2 pillar zones, and the ruin part... For the rest of the map, all comes from me... As well, I know the Sadlark series, and yes, I also took a little inspiration from it... for the 2 obelix for example...
Anyway, thanks all of you guys, thanks to support me, and gave me precious advices and mapping informations during these last 3 months.. hoping my next map will be better than this first one...