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Q1SP Release: Hrim_sp1
What do you get? Well a sort of oldskool, runic Quake level, with some custom monsters thrown in for your enjoyment!

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The download link does not work. It times out. 
perdy screenshots, tho 
My Review Of This Great Map Is Posted At My Site... 
Looks Pretty 
getting it now. 
Alternate download link please? 
Very nice map! Liked gameplay ideas. Very fun and smart. That bridge puzzle forced my to use noclip tho, but i found out how it works after :) Dragon battle was fun as well.
Good work, Hrimfaxi! 
Alternate Download Link: 
i mirrored it at fileplanet.

[also added this link to the review at my site] 
Thanks, Underworldfan 
The Short Of The Long Of It 
Corridors too tight, maybe too dark. Great puzzles, good map, good review too. 
I have a respons but I cant post. 

i have no problems posting, i wonder if this is a browser issue?

what browser you using? i am on IE 6.0.

it seems strange some people can post fine and others can not. 
I liked the detalisation and diversity of the designs. The outdoor sections were very nicely done. What I didnt like is the small size of areas - no space to maneuver. Was pretty tough for me with low health/armor deposits.

Also couldnt figure how to extend the brige over lava (bug ?) and the monsters didnt react when you shoot them from distance (qc bug ?)
Alternative ending with the lib was cool idea too 
IE 6 here too. 
tough is good.

besides thats what skill levels are for, no?

some areas are a bit tight, but i kind of thought the "claustrophobic" feel added to the atmosphere.

However, i cant comment on the lava bridge or the secret ending, as i havent played it again yet to try to find them. :/ 
Atmosphere is one thing, but when u cant dodge grenades and evade knights its hard to fight the way I got used to. There are not too many baddies (I played normal) but I was losing health constantly cause it was hard to dodge. And afair all the armors are hidden in the secrets.

lava bridge is not a secret, its where u have to jump on the bar that goes up and down and then scrags spawn.. but the brige doesnt extend after I kill those, and I shoot the suff that looked like it coud be button - nothing worked 
I have a pet peeve of having monsters spawn/reveal themselves behind me in tight corridors or rooms. Its very annoying to get mowed down from behind without much warning and not much space to move around in when you have done all the hard work in front of you.

That said, I didnt find it too dark but lighting was pretty average overall. The contrast of the indoor/outdoor areas seemed too different and I thought the last section especially could have been lit better.

On to the positives, a lot of the gameplay ideas were neat, the puzzles were cool and the architecture was impressive even though it seemed a bit messy and haphazard every ow and then. Texturing was very fine and for a first map, its a very successful ambitious effort.

And those imps rocked, if only they had a better more quakish skin though. 
Can I Post Now? 
I try again! For the hundred time.

It looks like some people can not DL from my site if they are behind firewalls. So it is nice that Underworldfan has made a mirror.

Speedy - I have not heard from anyone else that the bridge don t work. Are you sure that the right symbols are shot at?

And yes it is a bit tight andclaustrophobic! That was what I tried to do but maybe I overdid it? 8-) 
Hey I Got To Post! 8-) 
Looks like it was the use of apostrophe that blocked it. 
Thanx Hrimfaxi... 
3 secrets found so far =)

Things I liked:

The incredible vertical section. The masses of unused space in this section ironically imparted a great sense of place. When I got there the first time and shut down the baddies, I stopped for about two minutes just marvelling.

The dragon...although I camped near the primary exit and just pounded it into oblivion as it had trouble getting round the rock formations =)

The sense of journey ... enhanced by returning and retracing.

Predictable spawns and wall drops. Nothing too unfair here.

The uninhabited tight transitional areas enhanced the atmosphere IMHO. I especially liked that very tight, very vertical blue stair with kink that allows for the MH access.

Things I was not so hot on:

Did anyone else have problems instigating infights?

I could not get the fiends to jump past me into the lava in the vertical section?

Getting hung up on skull wall mountings while fighting two vores.

The skin on those flying things.

The texture set was consistent, but internally incoherent (yes I know, this from the mapper who released Recurrent Rumours) :P

As Kell and Scraggy are aware, I am anal about texture alignment so some of the offset rivet work...

Nonetheless, Thankyou Hrimfaxi... I eagerly await the next one, and will continue to do so even if it takes a couple of years. 
The server doesn`t like PASV mode, for some reason.

Those wall skull details were a pain in the behind. And why was monster infighting broken?

I must say, the puzzles - especially the secrets - were a nice change. Still haven`t managed to figure out the last two... 
yes, it seemed the monster infighting was "turned off", i assume this is easy to do if you know how.

Actually, i kind of liked the no infighting idea, it was a welcome change and stopped certain sections being too easy. 
Unless You Are Teh Lamer.... 
Like me =)

In which case, the lack of infighting defaults as an increase in difficulty setting. 
nice map, liked gameplay, designs and dragon!
good work, hrim!
i suck, i thought my first post went deleted, have to wash my eyes better ;) 
Make The Tilte Go Away 
Hmm yes, can just say what the others already said: Nice work Hrimifaxi. Had some great fun while playing this.

The bridge over the lava was‘t really a problem imo. I just did as everywhere else in the map, I was shooting like mad ;).

Oh yeah, why don‘t you provide a HTTP download on your website Hrimfaxi? I could‘t d/l it either and I tried both with and without a firewall in between. 
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