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The Lost Chapters
info and screenshots:
http://kell.spawnpoint.org

direct download 15.5mb:
http://kell.spawnpoint.org/chapters/chapters.zip
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Awesome! 
great! downloading now. but you said it's gonna be 40mb.. 
Gila 
You'll need to unzip it first. 
Okay Then 
Vondur's and Kell's maps were the best. The rest were kinda dull.

I absolutely loathe the new monsters, probably becuase they keep on murdering me.

Zwiffle should be spanked with a ferret. 
Kinn 
no, i thought it would be 40mb zipped.

at first glance i like it, except the flying polyphs and these walking somethings that shoot fireballs.

vorelings are cool though.

thanks! 
?? 
W_GetLumpinfo:inv_laser not found 
Mike 
odd, sounds SoA related but I know some people are running with it installed and some without.
For the moment, my only suggestion is to remove the -hipnotic bit from your command line: it will mean you won't see the powerup icons on the HUD if you grab them, but everything else should work as normal. 
Finished On Nightmare 
I formally withdraw my map. It will make the pack that much better.

1.) Kell (He falls like Lucifer)
2.) Vondur
3.) Kell (the other one)

Great maps. I think it was well worth the wait. I agree I think the Droles and Polyps are annoying, and are different from Vorelings in that they are actually lethal. Good shit, thx a bunch Kell and Necros, I liked this a lot. Woot. 
Top Job 
I just finished it. Some good ideas in the maps, and Kell's and Von's were definitely the highlight, but I don't think Zwiffle's was bad at all.

Thanks to all who contributed, and to those who organized!

Kell rocks. 
What Can I Say!!! 
All good maps, gameplay is great, congractilacion all and many thks for your work!!! 
AWESOME!! 
this was rad. i had fun playing it. the new monsters and items were definately top notch. Great Job!! 
Yay 
at last!
congrats to kell&necros!
it turned to be rather nice pack :) 
/me Retreats Unto The Void 
Great stuff. I couldn't put it down from start to end, effectively killing my afternoon. I nominate Flying Polyp for most aggrivating baddie of the year. 
Well Well... 
Polyp - most annoying enemy ever (possibly even more so than Ground Zero's turrets). Like the disappearing shizznit, loathe the fucking attacks and dodging shit. For some reason in Kell's lucifer map they weren't as awful to play against.

Trole or whatever the fuck it's called - second most annoying enemy ever. Could have toned down the damage just a little EH??

Voreling - kinda annoying but pale in comparison to above.

Random map entities - all good. The corpses are great.

Start map - favour map in the pack, loved it.

Innousis - S'okay. Not enough health.

Eric - neat ideas, I think he got some of the essential contract vibe. Low build quality though.

Zwiffle - good enough map but lacking in sparkle.

Necros - another one with a strong vibe to it AND inconsistent in quality. The start area theme could have been continued which would have been better. Quite distinctive gameplay, some frustrations.

Vondur - good designs with it's own flavour, and good build quality. Some very annoying gameplay with moving platforms above lava and infinite scrags. The end was much more fun.

Kell_Lucifer - my other favourite map. In fact this was really good. Surprisingly unfrustrating given the design, as there was always room to escape somewhere. Nice gameplay that rewarded tactics instead of just shoving you in a small room with two polyps. I like the vorelings in ammo crates. Design was very cool and atmospheric, especially the corpse tree.

Kell_other_one - Was okay until I ended up running into the polyp hell with 25 health - fighting 4 polyps with that health above lava....no way. Died and finished with god mode. Seemed a decent enough map, but lacking in the sparkle of the other one.

Boss map - OMG a non-frustrating boss combat. Surprisingly easy - circle strafe until dead. Some cool designs despite being a boss arena - the hanging corner early on was great.

Overall, I liked it, although I thought the styles, designs, and atmosphere of the maps were better than the gameplay, which was often frustrating, almost entirely due to the new monsters. Well done everyone who did the maps, they all were worthwhile and had qualities in their own way, as well as distinctive executions of the chosen style. 
P.S. 
Sorry Eric and Innou I didn't mean to dismiss your maps with single comments whilst lavishing attention on everyone else's. It's just that I played yours first so they're less fresh in my mind, and my views on them aren't as strong. Basically Innou's was good for design consistency but needed more creativity, Erics was good for creativity but needed more design consistency, both had reasonable gameplay but needed more health. 
Monsters 
Polyps - Good monsters when used in small quantities and in appropriate areas. Shamblers are also good monsters, but are not well used when in large groups and in open areas; similarly, polyps also need to be used intelligently.

Droles - Really tough monsters, and I thought they were a little over-powered.

Vorelings - Cute little buggers that like to gnaw your feet off. Good in small numbers, and nice for giving the player a scare.

All monsters fit in rather well with Quake, and I didn't think any of them were bad or frustrating when used well. 
Oh Yeah 
the corpses, how could i forget about that. very very very nice touch! 
Woot 
kells maps were the best imo :>
and the final boss was indeed fun, and i liked how it threw me all over the level. very nice idea and implementation!
oh and the mysteries page rocks!

kell rocks!
necros rocks!
we all rock dammit! :) 
That Made My Day 
great work!

the new monsters are pretty nice and i'm glad they offer a little more challence than the regular quake monsters, but i didn't find them to difficult or anything, even though more than two or three polyps at a time can become tough in a room without cover.
the vorelings are neat little buggers, i would have liked to see them used in larger amounts...

imho all maps were very satisfying, though some had a bit more atmosphere than others, but nevertheless they all fit into the theme rather well.

originally i intended to do a map for this, too, but then abandoned it due to the deadline. now considering the actual release date, it could have been easily done 'in time'.
oh well, maybe there will be "more lost chapters" sometime... ;) 
Missing Shambler Frame 159 
is a sustained error message in the console of several engines (DP, FQ, GLQ) when there are shamblers in view. In some engines the console is completely flooded with these messages. I suspect something in QC.

Is this a known issue? 
AguirRe 
Nope, not seen that one before. Will look into it. By which I mean: I'll throw empty soda bottles and assorted cuttlery at necros until he makes it stop happening. 
The "Nail" Powerup 
That "3 Nails" powerup is a bit weird. Let me explain:

-I saved before picking it up.
-I picked it up, the screen got a green/blue touch
-I died :>
-I reloaded (powerup isn't picked up yet!), the screen is still green/blueish

Seems like the state "picked up that powerup" isn't cleared...

(Yuck, gotta work on my english =)
I hope you understand. 
Kell 
Thanks, you can see it immediately after enabling developer 1 cvar and loading e.g. the shamblertest map. 
Things Wot I Forgot. 
The monster behaviour, aside from what they actually do to you, is good. I like the randomness of the Polyps (not their attacks and dodging tho), and the manouvres of the Droles - when one actually jumped across the void to get me, it gave me a right shock (note: interesting and more challenging monster behaviour without being annoying).

The models were good too. Vorelings could have been a tiny bit larger. Didn't like the polyp skin. But in general a cut above most custom monsters. I like the Drole death anim BUT it could have been more obvious.

Monsters oozing into the floor were cool.

The lava/spike pit in Von's map was real nice. 
I'm Having Trouble With The Download 
It downloads for a few minutes and then adbruptly stops. I'll give it another try tomorrow. 
Some Weird Graphics Bug 
I got some weird bugs with the corpse models in some of the maps. Using JoeQuake GL in windows xp.

At first some models start up huge and stretched all over the level. Then, gradually they are contracted to what they should look like. But it's weird.

Screenshot here: http://mandelmassa.net/temp/oddgfx.jpg
Avi (500 k) here: http://mandelmassa.net/temp/oddgfx.avi 
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