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SM82: Rubicondom
It's a bloomin' Rubicondom! 1 year, 1 month, and 1 week in the making, here you have the latest speed chainmap. Contributions are from PuLSaR, Zwiffle, distrans, NotoriousRay, and RPG.

FYI SM82 Q1SP TTFN.

Screenshots:
http://rpg.spawnpoint.org/images/maps/sm82_1big.jpg
http://rpg.spawnpoint.org/images/maps/sm82_2big.jpg

Download:
http://rpg.spawnpoint.org/files/maps/sm82.zip

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Woot 1st 
Great map! Well worth the wait IMO. 
Demos 
Here are a few demos that have been recorded on SM82. Warning: If you don't want to secrets to be spoiled, don't watch the demos!

Coop run with Kell:
rpg.spawnpoint.org/files/maps/sm82coop.dz

Drunken RPG and Zwiffle with strange interjections:
rpg.spawnpoint.org/files/maps/sm82drnk.dz 
Bah 
Oort 
I am so going to play this when I get home.

Play it to smithereens
Drat, 
7-Zip doesn't recognize the download as a valid zip file 
Oh 
very very very sweet level!
every piece was smooth, quality and well built!

CONGRATS! 
Yes This Is Pretty Good Actually. 
Zwiffle's bit was obviously the worst part of the map tho. 
Cheers 
Was pretty fun, although I think there could easily have been much more monsters (and ammo & health to balance them of course). Balance was good. Skill 1.

Took me 20-something minutes (full kills) and found 3/5 secrets. Spent probably 10 minutes of that looking for the silver key door. The doors were improperly marked from wall panels. 
Bambuz 
Was pretty fun, although I think there could easily have been much more monsters (and ammo & health to balance them of course). Balance was good. Skill 1.

The hard skill settings were planned to be for skill 1, but RPG told me that it would be for hard skill.

This map rocks
released after 1 year 1 month and 1 week after the original speedmapping session 
Yay 
took me 18:18 with 100% kills and one lousy ring of invisibility secret near the end on skill 1. excellent map, very balanced, i hope you guys will make more of such stuff. even zwiffle's bit was good. ;) 
Gosh! 
 
FFS. 
It would be useful if this damn QUAKE map actually worked in QUAKE (gl, that is)... 
OMG 
IT IS TEH RUBICON2

metlslime = pwnd. 
Shambler 
If you had an actual problem with the map, besides not having enough RAM allocated, I'd like to see if I can solve the problem. 
Anyway. 
4th post in a row btw.

Very cool map, very nicely balanced gameplay, mixture of all sorts and relatively quick to blast through for the number of monsters. Good surprises and stuff. The ending was well done, a well set-up challenge, had to use some tactics there. I GJed to the eyes after 2 attempts and then found the switch DOH. The two MH secrets were nice.

Architecture was nice, generally good, but the first outdoor area was really nice, had a good feel about it. Most other areas had some strong designs but could have had more spectacle.

Well done to RPG and all the mappers involved, well worth the WAIT. 
Congratulations 
On a job well done, very nice build quality abound.

27:02
191 / 191 kills
3 / 5 secrets

ALMOST made it through without dying, got hit by a vore-ball after i killed the final vore. Whoops.

Well worth the wait. 
Nice Work... 
with interesting architecture and moody lighting, even those crappy textures can look good! 
Demos 
I watched those drunk demos! yay they rock.

I wanna also make one. But I need to get drunk first 
Fun 
I liked it. Gameplay was not too difficult (skill 2) and always felt fair.

Nice architecture throughout, and I liked the little computers with each mapper's name. They were in sm36 though, and sm32 had similar things that didn't fit into the theme quite as nicely.

Er, so, yes... good map. Hope it doesn't take so long next time! ;) 
Crashing 
I can't play it due to ED_Alloc no free edicts error. Engines: GL Quake, FitzQuake 075. heapsize 32000 to 96000. GF2 integrated 23MB shared, Win98, Athlon XP2000+. Always on map start at skill=2, somewhat later on skill 1. 
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