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LunSP1: Concentric Devastation
What can I say? It's done. 199 monsters on Hard difficulty, so get it and start blastin'.

Info, screenshots, and download:
[ http://www.lunaran.com/maps.php?map=lunsp1 ]
The readme (haha, right):
[ http://www.lunaran.com/files/lunsp1.txt ]

Thanks to all who contributed, and have fun.
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OMG Woot. 
 
Yay 
this is TEH release! 
Yaey A Pretty Lun Map With A Silly Name 
I am confused though, that the "readme" (haha, right) appears in fact to be, confusingly, nothing other than a readme file. Huh?

Oh well. /me downloads 
Great!! 
finally something to play with - downloading now 
Hmm 
It was a comment on the fact that people don't read the readme...

At least I assume so, I may be entirely wrong (it has been known to happen ;)

Now if only I had some way of getting this from the university computers to my house so I could play it (soon! soon I shall have the internet at home again :)

But the screenshots look nice (although I still don't like the slime texture) 
Hmm 
btw...

Where's the DoW map on your site? (I'm aware that's a leading rhetorical question, since it isn't there. What I meant to say is; "When are you releasing the DoW map?") 
:) 
nice work, I didn't know you and I see your other maps are nice... 
Best Boss Fight Ever 
Also, nice visuals; great new monsters; killer gameplay; humorous crate placement.

Not bad. :) 
Some Deserved Congratulations 
for getting it finished (unfortunately, I'm still without a complete copy of Quake).

Entertaining read me text file too. 
There Seems 
to be a trigger problem in Easy skill; two doors (targetname dbsget) that cannot be opened due to a DSG excluded from that skill. Or am I missing something? 
It's Just A Clever Homage To Moi! 
Sacrebleu! 
Devastating Maps 
Lun, in your description at your site, you neglected to mention that there is actually a forth "Devastation" map. The release order is as follows.

Bestial Devastation - DaMaul
Minimal Devastation - DaMaul
Penile Devastation - RPG
Concentric Devastation - Lunaran 
The Best 40 Minutes This Week 
so big and so many secrets (only found two though, duh!) plus the new enforcers, the crate and the so-annoying-until-i-finally-got- the-idea boss fight..... excellent work! 
Awesome Level Lun 
I love it to bits.



P.S. I found a bug, don't hate me: http://czg.spawnpoint.org/stuff/lunsp1_what.jpg 
Great Fun But 
hated the final boss (in the beta anyway). getting all the lightning rods down is like trying to do a rubiks cube...

...or I'm just a retard. Probably the latter, but I didn't enjoy it.

The rest was great, although I found the ammo a little lacking on hard (again, this was the beta2 from last night)

Excellent work overall. 
 
what can i say more???

many thks for this great fun sp map!!! excellent work is the kind of maps that i love to play... man this one realy rocks!!! i will play more than once for sure... 
Argh! 
Now I have to wait all day to play this level :P 
Curses 
Fired up computer when i woke up and saw this released. Played until 80 monster mark ( hard ) and had to relent as to not be late for work.

Very nice from what was there, nice, large architecture, central generator thing in particular.

Axe grunts are good to fight, if a little random. Blue enforcers quite nice.

Look foward to finishing this one when work lets out. 
Looks Nike 
Yeah it indeed looks nice and there's nothing I'd rather do than play this map but it gives me some stupid "no free edicts" error when I try to launch it. Help! 
Mikko 
Download the latest Fitzquake version -- the news item for it is right in the forum, you can't miss it. 
Thank You All For Your Feedback 
Lemme do these in order.

It was a comment on the fact that people don't read the readme...
At least I assume so ...


Nongrindentityspire is correct. Ten points.

When are you releasing the DoW map?

I think I'll upload it tonight. I made some changes, changed them back, made some others, changed those back, so it's more or less as it was the first time I finished it a month and a half ago.

killer gameplay; humorous crate placement.

Hee. :) Did you find it by accident or were you spelunking?

There appears to be a trigger problem in Easy skill; two doors (targetname dbsget) that cannot be opened due to a DSG excluded from that skill. Or am I missing something?

Well, it actually closes a door instead of opening it. On easy a certain shambler doesn't appear when you hit a nearby button, so I didn't need to close the bars to corral the player back to the main room the "right" way. This worked out well because the DBS is in a different place (earlier) on Easy anyway.

How did you find that out anyway? Does AguireQuake print that stuff in the console? Fifteen points.

Your compilers are awesome by the way. (Hint brushes! ;D)

Lun, in your description at your site, you neglected to mention that there is actually a forth "Devastation" map.

Shit. Twenty points.

P.S. I found a bug, don't hate me:

Shit. Fifty points.

hated the final boss (in the beta anyway). getting all the lightning rods down is like trying to do a rubiks cube...

Once you get the trick it doesn't take much longer than regular Cthon. Shocking him takes five button presses instead of three, for a total of 15 (more if you stuff it up), but that's about a standard increase in difficulty for a custom map from the original encounter, I thought.

Also, get rid of beta2 and play the real one.

there's nothing I'd rather do than play this map but it gives me some stupid "no free edicts" error when I try to launch it. Help!

Oof. What engine are you using? Try downloading a different one (I'm ever plugging FitzQuake) and see if it goes away. 
Impressive Stuff 
Magnificent visuals, fun gameplay and good balance all throughout. New enemies were all good, the chopper being similar to the CoE AxeMan. The new ME variants were also better than the original. The big setpiece area around the SK bridge was the highlight of the map. I only found two secrets but noticed at least one more, thus increasing replayability.

Just like Insomnia, amazing interconnectivity and still not too confusing during play. Exceptions being the major goals SK/GK, which were both found before their purpose were known. Also, the exit location wasn't too obvious, reminiscent of Colony.

But unlike Insomnia, the Chthon fight was too complex and created an unnecessary gameplay pause before continuing. It took me about an hour just to figure out how to use the buttons and then it was still difficult to execute it under heavy fire. The bad part of the Myst concept put into Q1 and unfortunately a considerable detraction. Oh well, next time it'll be a bit easier ...

From the technical aspect, I hope you made use of the Light -gate 1 option, at least during fast builds; it cuts about 84% off the processing time in this map with no visual difference. How long did vis take? 
No Free Edicts 
I got the same problem, I tried a couple of other engines, same problem. I like it too look much like glquake (without waterwarp), and with not much in the way of added eye candy, any suggestions?

Fitzquake is out of the question for me as the the lack of modelinterpolation makes my eyes bleed, and that low sound quality makes my ears bleed :( 
As For The 
alleged Easy trigger issue, I see now that it probably doesn't cause any problem, my mistake.

Does AguireQuake print that stuff in the console?

Heh, aguirReQuake prints a lot of warnings but not this one. It's my Light tool that normally prints this. As you actually used it, how come you didn't notice these warnings? Old version or maybe disabled warnings?

And I'm glad you like my tools. Best way to show it is to make more maps like this ... :) 
Works 
It works now with the latest version of Fitz (I originally tried to run it with 075 version of Fitz).

Anyways great map - great visuals, nice curvy architecture, good texturing, good new monsters, good gameplay - until the end where I simply couldn't stand it any longer (Chthon) and pulled down the console with 'quit'. I just couldn't get the buttons right. 
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