It's Not Big, It's Deep!
There are a couple of pits that are just over 4k coords, hence it launches under 999.
It's just me always testing it with QSS, so it always launches it @ 999. Just tested with regular QS - works with 666! Sorry!
Heh, that sounds more reasonable :) Remember the limit is 4096 in all directions from the centre, so you effectively have 8192 units of playable area to work with from the very top to the very bottom of your map (or from one side to the other).
And don't quote me on this, but as far as I know for areas the player can never reach, you can even go over that and still have you map work with protocol 666.
@Mista Heita, Your Map Is Really Impressive
I wasn't really planning on playtesting it, but curiosity got the better of me. Here's a bit of feedback; make of it what you will.
It looks absolutely fantastic. You must have mapped for other games, right? This does not come across as a first map at all. Beautiful brushwork, clean texturing, and great environmental storytelling. The fog could be toned down a bit, though.
Nice sock-style pseudo start map, although not including easy skill is so 1997. :P
Found 3 of 8 secrets, though I wasn't really looking. Can imagine myself going back and secret hunting in the final version of the map, since you have created such a beautiful, interesting space.
Overall, gameplay is good, albeit in need of a bit more polish in my opinion. The following applies to skill 1:
The first part of the map needs more ammo. By the time I encountered the first flamethrower enforcer (or whatever they're called), I was completely out of shells. The map had only given me a shotgun and SSG at that point, so this was a problem. Cheating myself 50 shells solved the problem, so I'd suggest adding ~50 shells (or even a few more) somewhere in this part of the map.
After that, health becomes very scarce, which make the map very unforgiving. As Quoth monsters can deal a lot of damage very quickly, not providing more health pickups leaves your players very little room for mistakes. I'd suggest a couple extra health pickups on skill 1.
The final fight is an impressive piece of choreography, but the small space combined with a large number of high-tier monsters makes for an overly brutal experience. Had to switch on godmode to survive. Needs to be toned down for skill 1 in my opinion. Neither ammo nor health is a problem here; there are simply too many monsters dealing damage to the player at once with very little room for escape and avoidance. In addition to reducing the number of monsters, perhaps having a slightly longer delay between waves would help, so as to give the player a bit of a chance to take stock and strategise.
No demo, sorry. :( As I said, wasn't really planning on playtesting.
Once you've ironed out the kinks, this is going to be a stunning debut map!
Yea, I've made just a couple of maps for HL2 in the past, for small competitions.
Thank you for playing! Will look into those.
Can't Play Currently
but those shots look SICK. nice moody, not unsophisticated lighting, and I'm generally a fan of 'midsized to tight' spaces in quake maps
Yes, good idea's, lightning is good! It looks like some good maps can be made with it.
Add some decoration and watch out for texture alignment.
Oldschool vibes with modern lights
What To Do
when you listened all your life to a chainsaw blues
Now I Want Him To Play A Steel Guitar...
Don't Shoot The Pianoplayer..,
It's a jiggle for a Dr.Orgula behind its Church Organ
I couldn't find a free 3D harmonium for Quake,
so I made one of my own.
hilarious. When will we see them in a map?
Hey Madfox. Once again excellent work on the models. I think that free harmonium might fit somewhere in lpqsp3. Cheers.
A Beer For The Player..,
Here a short in game effect
What is a harmonium without a player?
Might as well include it here:
And he even turns the pages on the music sheet. That's so cute. Love it.
As I am converting the Qtest1 for SP, I try to make some maps according to old screenshots, that relay on the moment quake was not published.
So I found some and while I'm mapping, I found a video of a nintendo version of e1m5.
But it is not the DoomGloom I expected in Quake1 e1m5.
How come this
e1m5 looks so different, and is there a way to get support of this map?
That's actually very interesting - that map was present on the press screenshots from August 1995.
because I am making a map from the same screenshots and discovered it on a discord youtube.
I didn't know the Ninetendo maps were different then the PC version.
If there is someone out there that has this map I would like to know.
I have made a e1m5 version of my own without knowing there is another ninetendo level out there.
are some of the versions I made of the screenshots.
is that damned frog hiding in the ambience swamp?
Earlier screenshots are hard to find.