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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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Skill 0 Vs Skill 2 And Secrets 
Surprisingly enough I found that after playing through on skill 0, skill 2 wasn't *that* much harder if you kept an eye on the ammo situation. I even found that I'd left a bunch of health boxes and some nails lying around after the final battle while I was looking for the last damn imp... Skill 3 next, I guess :)

And finally, is the LG a secret? Because if it is, I can't find how you're actually supposed to get to it -- I've found a few ways and not hit the relavent trigger. OTOH, if it isn't it's way too hard to get to :)

The map is still awesome, by the way :) 
Lightning Gun 
In hindsight, I probably should have flagged the LG as a secret, yes. It's certainly not necessary to finish the map (although it does help ^_~)

The LG should be easily accessible once you reach the belltower - it just involves jumping down a few levels. Once you reach this point in the map, a teleporter will have spawned in the LG area, letting you quickly get back to the tower.

You can also reach it from the Brown Tree area with a bit of careful leaping.

In addition, it is easily accessed from the ground during the final-final battle - the rusty iron bars that previously blocked access from the terrain will have mysteriously lowered...

^_~ 
Dammit! 
That means there's a secret I haven't found... which means I'll just have to play through again... 
File Mirror 
Is there a mirror for this file, I've posted a link to this thread at another forum encouraging others to try the map, but they're having problems getting it. 
Phait 
Not at the moment, AFAIK.

Link seems to be ok for me though :) 
 
Kinn, do you want me to mirror it at fileplanet? 
Small Problem... 
does anyone know how to avoid this? (it happens on a few very large maps)

www.geocities.com/cfitz85/1.jpg
www.geocities.com/cfitz85/2.jpg

I'm using macGlquake on a G4 macinstosh

otherwise, this (bastion also!) is one of the most stunning and enjoyable maps I've played :) 
Connor 
It's the farclip distance that is too low (old GLQuake 4096). Depending on what PC version your Mac version builds on, you might be able to change it. Look in readme for something that resembles farclip. Otherwise you'll have to change engine/platform. 
Fantastic Experience 
I dont regret relearning Quake to play this level. Your well planned layout of interlocking rooms really give it a sense of place... not just various rooms cut out of a vast invisible space.

This map reminds me why i fell in love with quake to begin with. Great job. 
Fps ~5 
I got really lousy fps outside, I think less than 10. And somewhat lousy inside too... The Quake engine doesn't seem to handle this outdoor stuff very well on my low-end p3-500. :(
(I can't check since fps showing doesn't work?)
No graphics bugs whatsoever though, I'm using glmarcher and nvidia gf4 mx400 :)

Otherwise it's got lots of incredibly nice stuff. 
It Is Really Beautiful Work 
Kinn,
I have spent well over four hours emersed in this world you have created (the mood is set quite well with the story line; it being kind of evocative in a solitudinal Robert E Howard sort of way) in two consecutive rounds of play.
I would clear out areas and then use console commands to see what was under the hood, how you organized your brushwork, and testing the r_speeds in various areas.

Mere technical interests aside, this map is pure pleasure in terms of game play and that quality we loosely call architecture. The Q3 Gothic style has not looked this fresh since December, 1999 when we saw q3dm7 for the first time.

More so than Bastion (I'll explain in a second), I loved the game play. A different tact had to be taken at every turn. From rounding up the spiral stairway slowly and rousing one creature from a group with a pop of a nail gun to leading voreballs down crashed-in attic ways into hapless zombie victims, the scenerios were just so nicely varied.

Bastion was quite the adventure, but the hoard combat was more overwhelming in it in many areas. As I joked earlier, I had to finaly cheat to get a victory out of Bastion. With Marcher, cheating wasn't necessary. I had to reload a save many times, or run past an area and regroup later, but god moding never became necessary.

It was just the most fun I have had in a while. It is definitely up there with Last Cup of Sorrow, Ceremonial Circles, Bestial Devestation, To the Death, and that level by RPG the name I can't recall, Pen- something . . ., in being my most memorable game playing experiences.

PS. I'm not Bob Hope this time. Yeay! ;) 
Fitzquake Fixed That 
ha! Wonderful engine that fitz, it says in its readme that there's a new rendering codepath that should be faster for big scenes and boy it sure is!!
I must report this stuff to the quakeworld community so we get some of that sweetness too. 
See Metl, 
<i/> it says in its readme

People DO use your documentation! 
Bam 
well, fitzquake is not based on the quakeworld client, but on the netquake one.
you'll want DarkPlaces or something like that for a quakeworld client. :) 
Necros 
darkplaces is a quakeworld client since when? 
Since Always, Afaik. 
thus the funky physics and bugs that are present in quakeworld (ie: bunnyhop bug)

at least... that's what lh told me. O_o 
Err 
QW does not have a bunnyhop "bug", but DP does. I specifically asked LH what is the bunnyhop bug caused by and he told me that he has no idea. 
Darkplaces... 
i'm pretty sure darkplaces is based on glquake, which is a netquake client. However, it's not impossible that lordhavoc has added support for the QW protocol, since he's cool like that. 
Hmm... 
well, dunno. i'm just saying it like i remember it. :)
i was pretty sure dp was a qw based engine though. 
Replies 
Once again, I'd like to thank you all for the great feedback; there are too many of you here now for me to thank individually, but rest assured I have read through these with a big smile on my face :)

Also, I'm leaving for the USA tommorrow (for the first time), and probably won't be visiting this board as frequently for a while (well, it depends on how soon I can sort out an internet connection).

Before I delve back into the mappery, I'm going to buy that beefy computer I've always wanted, catch up with some of the newer games (Doom3 is out, you say?), and maybe start learning about more generic modelling in Maya. It's too early to say whether I'll be doing a Quake 1 follow-up to this map, but rest assured, I'm far from finished with this series.

^_~ 
USA? 
What part? 
Lunaran 
Minneapolis. Bloody freezing there this time of year, I gather. 
Freezing Indeed 
No truer words were ever spoken...brutal there this time of year. Safe trip/good luck:) 
Kinn 
I've just finishing the level after 1 hour and half, just fighting to survive, in easy skill, using god mode sometimes.. What a level !!! Like all other guys here, I love this map... Castle architecture is impressive, etc... etc.. All you did in this map is simply... gorgious ... pfff Sincerily, you really build a pure piece of art... It's for sure the very best map I've ever played since Quake was released (since 1995 in fact..) Kinn, I will look forward for the next episode; and relase it as soon as possible please, I will not be able to live without the next one...
Thanks a lot for this excellent fighting moments you gave me.. 
Lunaran 
I was just trying to remember whether it was you who had an unfortunate run-in with a tour-bus while working on the architectural boat tour in Chicago. I took the tour myself a few months ago, but it was too short notice to ask you which company you were with, or when you worked etc. Not sure why I bring this up now, I guess something reminded me. 
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