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The Marcher Fortress - New Q1SP By Kinn
It brings me the most transcendent pleasure to announce the release of my latest Q1 map, The Marcher Fortress.

I appreciate all feedback, and demos are especially welcome.

Screenshots:

http://kinn.spawnpoint.org/maps/marcher01.jpg
http://kinn.spawnpoint.org/maps/marcher02.jpg

Download:

http://kinn.spawnpoint.org/maps/kinn_marcher.zip

With aguirRe's permission, I have supplied his engine executables inside the zip. Please read the readme before you start.
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Spectacular Map 
I got clobbered many times but loved it! Atmosphere, Textures, Architecture - all 10/10. Really liked the Blue Key Door, and I spent some time exploring - neat reservoir/dam, and the little moat - and I found both backdoors into the fortress ;) Really enjoyed the three dimensional aspects of the combat (climbed back up into the fortress for a better firing position a few times during the end battles).

Great map - very enjoyable experience! 
Fantastic Stuff 
bloody hell that was good. It's hard to believe that people are still producing such gems for a game that's 8 1/2 years old.

I only played on normal, since I haven't played quake for a while, but still found the map quite challenging. I loved all the new monsters, and the map itself blew me away. It was reminiscent of czg07 in ambition, and more than lived up to it by providing some of the most memorable quake gameplay ever.

I particularly enjoyed the bell tower section, although it did get a little crazy around there. Lots of edict related errors were occuring and I lost sound. I was playing with fitzquake, since I can make glquake look almost exactly like high resolution software quake using it :) The only problem was that when I reloaded the level after dying, all the lighting was fucked. I found that I could fix this by loading another map before reloading marcher.

Fucking fantastic work, Kinn! More please! :) 
Than 
that's the skybox bug that messes up the lighting and not related to the map. 
Necros 
I assumed it was down to fitzquake.

man, I love fitzquake though. I am a fitzquake convert now. Winquake can suck my balls. Glquake isn't good enough to suck my balls, it can just fuck off and burn in hell. 
Plus, 
with 0.8, that bug will be fixed. ^_^ 
 
*THUD*hint*THUD* 
Secrets... 
...only found 3 (Megahealth, Nails&HealthPack underwater, Pentagram) where the f is the last one? Should I look harder? Just went through it the nth time... 
S3krits 
when four of five somethings do something, look at the fifth :) 
Rkan3&Myst3rious... 
...I like it! 
Superfluous To Add Any Comments Really. 
But an absolutely excellent map. Really superb in both design and gameplay, and plenty of inspiring moments to boot. New GFX and monsters were fine too. In fact the flying things were good!

There were a few minor detrimental things: New sounds were unnecessary/distracting, some areas could have done with easier ways "back up", and the odd texture thing.

Other than that, it was all spot on. Favourite bits were: the castle itself (and the way it was used through the map), the Shambler falling through the floor, the amount of knights coming out of the castle, the little room just before the circular room with the GK door (the curvature in this is lovely. And the final battle(s) which are a great example of how to have an OTT finale without bland arenas and tedious respawns - I spent a long time running around various angles checking out the best tactics for the finish. People should learn from that.

Errr...

Skill: 2
Time 1:10-ish
Kills: 384 / 384
Secrets: 3/4
Deaths: None

w3rd 
One More Thing... 
That damned bell....very cool, really added to the atmosphere...."will someone stop that infernal clanging" etc =) 
Yeah - Nice 
Fantastic map! The part in the beginning where you come out of the cave and see the valley with the castle in all its glory is awesome. Textures are good and the gameplay rocks - new monsters only spiced things up. And it's not too difficult - or even confusing. I don't remember getting lost at all. Took me about 40 mins. 
Excellent 
Nothing to say that hasn't been said, truly great and enjoyable experience.

The only problem for me was the fact that you had to (well you didn't really have to) use an engine that didn't have model interpolation,(I just can't bare to play without it) and the sound quality in said engine being lower than I'm used to (Sounds muffled etc). But after a few minutes, I went back to using nglquake, which ran it fine, some problems caused I think by the sky box and sound issues near the end, but I got my model interpolation and sound quality that I am used to.

Great job, look forward to the next 
Vorelord, 
you could have used DP, which is fully supported and looks great for marcher. and it's got model interpolation. :D 
Yes 
but there's something about DP, To much wizz bang or something, I'll have another look at it soon. 
Hehe, 
i know what you mean. almost all of the stuff is disableable though, just takes some time as most of the things aren't in the menus and you have to play around with cvars. 
Necros 
The showstopper for DP is the fact that it has majorly broken physics. Try bunnyhopping. 
I Know About That Too. ;) 
i was just giving alternatives. 
For Kinn, Hell! 
Visually, very impressive. And that's in winquake on the lowest res. :-) (Bit of packet overflow in the final battles but that's to be expected).

Gameplay was just superb. I particularly liked a couple of things, let me think...

Oh yes, I was stood up on a ledge with some armour and below me kinghts and deathknights just kept piling out of a door. Seemed like hundreds of them. Same in the penultimate battle, as well as the stuff spawning around the big white thingies there was stuff constantly running out of the tower. Great use of doorways all the way through, I thought.

Um, yeah. There's a box of shell in a little broken hole in the wall and a spider jumped straight out into my face. If I'd have been wearing underpants I'd have had to change them. As it was I just had to give the chair a bit of a wipe down.

Other things too, but I can't remember. Everyone else has probably mentioned the already.

One slight niggle. When the flying dudes throw a big ball of fire at me and it hits the wall about an inch away from my face I'd expect some splash damage. Not much, just enough to know that I'd been singed by hellfire.

Oh, and I couldn't find the LG. I could see it from below but couldn't find anywhere above it to drop down to it from. 
Lol 
Um, yeah. There's a box of shell in a little broken hole in the wall and a spider jumped straight out into my face. If I'd have been wearing underpants I'd have had to change them. As it was I just had to give the chair a bit of a wipe down. 
Morfans 
The LG requires a little bit of exploration and some jumping to reach - probably a bit difficult for someone who runs SDA :P. 
Morfans 
(Bit of packet overflow in the final battles but that's to be expected).

Not if you use WinMarcher :)

a spider jumped straight out into my face.

Hehe, that one's a nasty little bugger ^_~

Good point about the lack of splash damage on the Imp fireballs - I'll probably fix that for my next release.

Glad you enjoyed it ^_^ 
Morfans... 
...after those comments, I'm wondering if you wouln't be up for some alpha testing.

What do you think? 
Distrans 
I'd be happy to do some testing for you.

my name at speeddemosarchive.com

Same day feedback won't always be possible but usually within a couple of days.

Shambler: bah!

Kinn: One other thing. I'd found all 4 secrets by about 1/2 way through the map (although I did save the pent until the end). They were all good secrets but knowing that there were no more to be found I stopped looking in all the corners and behind every decoration from then on. Small point. Oh, maybe this is why I didn't find the LG... 
Morfans 
Yeah, I'm kinda regretting not flagging the LG as a secret area - although I personally felt it wasn't tricky enough to qualify, others seemed to think it was. 
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