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New Q1SP: "Antediluvian" By Metlslime
Here's a little Q1SP treat to start your holiday weekend off right. Antediluvian is a Q1SP with a rusty, damp "Wind Tunnels" theme. It was originally started in 2001, but only this year did I finally pick it back up and finish it.

Screenshot: http://www.celephais.net/shite/ant1.jpg
Screenshot: http://www.celephais.net/shite/ant2.jpg
Screenshot: http://www.celephais.net/shite/ant3.jpg
Download: http://www.celephais.net/files/ant.zip (1609k)

I've also released the .map source for this level under GPL. You can download that here:

http://www.celephais.net/files/ant_src.zip (353k)
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Solid 
Nice map. Bits were a little unfair on skill 2 (I thought it was still customary to at least give the player something to hide behind or some place to go when fighting shamblers and vores).

It's interesting to think how many new episodes of Quake the people on this board have produced. Terra alone could have shipped with the fucking game. So could this, and so many other maps.

There's a nice idea - take a half dozen or so of the best single standalone SP maps, rebalance the monsters/items so they can be played in sequence, and make an episode out of them. Starting, of course, with one of Biff's idbase maps. 
Lunaran: 
Bits were a little unfair on skill 2 (I thought it was still customary to at least give the player something to hide behind or some place to go when fighting shamblers and vores).

Regarding this, I was actually trying to introduce some new challenges for what I assume are exremely seasoned players. I think if you're playing on hard it's fair to give you a few situations that are uncomfortable.

Fighting a shambler in a room full of pillars is something most of us can do in our sleep. A shambler in a room with no cover forces you to work a little harder, but there's still the fairly well-known technique of running forward to trigger his melee attack, and backing up before it can hit you, repeat as needed. If you know how to do that, figure it's a reasonable next step to force you to deal with two shamblers in a bare room -- you do the close/far trick on shambler A, while keeping him on the line-of-sight between you and shambler B.

As for that vore, this is a little tougher, but since it's a skippable battle, i figure it's okay. The way i deal with vores when there's no cover is to get as close as possible and unload grenades as fast as possible -- this should give you at most one voreball to deal with. Another, trickier trick is to not kill the ogre, drop down onto the bridge, and then use the ogre to block the voreballs.

There's a nice idea - take a half dozen or so of the best single standalone SP maps, rebalance the monsters/items so they can be played in sequence, and make an episode out of them. Starting, of course, with one of Biff's idbase maps.

Yes, the "id replacements" episode idea is attractive to me. If we can get a collection of levels that have consistent build quality and are fairly reminiscent of one of the original episodes, it would be pretty cool. With the GPL-map-file trend increasing, it wouldn't be too hard for one person to actually collect the appropriate maps and remix them into a gameplay-tuned episode.

This is probably one of those projects that people talk about but never happens. 
Yeh! 
and when it happens, mostly it's a lunid newby
who realizes he better start mapping with some more adequat knowhow from the people on this board. 
Metl 
I especially liked the vore combat in the hub room on Normal; getting the scrags to annoy the vore while circling around the room.

And the dual shambler square dance you mention is also fun as long as you're reasonably stacked beforehand. 
Re #65. 
yep, the two shambler at once combat was a good idea IMO. 
Speedrunning 
As far as I can tell, there aren't too many shortcuts to be had from this level. The main speedups to be had are by getting good exits from the various wind tunnels. I managed a 3:19, but someone else managed a 3:11 and I don't think I can beat it. I don't even think that it's possible in below 3 minutes.

That said, it's still a very good level. 
Sorry For Double Posting 
But I thought that the peeps here would like a revised version of the map that can be found at http://speeddemosarchive.com/quake/maps/ant.dz

Oh, and some1 managed to get 2:14 by doing a double grenade jump. 
Lardarse 
Revised in what way? 
Mike Woodham 
He means "watervised"... We've watervised all the maps in the SDA archive. a) maps look better that way b) it's easier to speedrun when you can actually see into the water :-)

You can download all of the maps except for a few of the newest ones we haven't added yet in one big pack:

http://speeddemosarchive.com/quake/downloads.html

Here's a link to all the maps we currently have in our archive:

http://speeddemosarchive.com/quake/mkt.pl?maplist 
Hah 
revised... re-vised... :)

Anyway yeah, I agree that the speedrunning potential is unfortuately not great. I'll check out the runs, though. 
Speedruns 
that 2:14 demo is pretty nice. The only other shortcut I can think of at the moment is a grenade jump off of a fiend to land up on the wall that encloses the shambler. This way you can just kill the shambler without fighting the fiends. 
Well 
very good solid wap with a strong oldskool feeling and well balanced gameplay. Found 3 secrets, they were good. Lighting was awesome.

We need rubicon2! 
Ugh - An Unconstructed Messy Post 
played this yesternight. Hadn't played quake in a long while and my settings were screwed and I played with skill 2 - was a bit too hard for me, always having to try tough spots multiple times because I was so low on health. Found 2 secrets.

Some parts were very good and some were good. The secrets were nicely made, with lighting giving hints etc..

I disliked the vore in the cage. Why does everybody place vores after a dogleg corridor so the only possible way is to WANK THE CORNER 20 TIMES to kill them. Come out, shoot, go back, wait for ball to explode on wall, repeat procedure I've mentioned this before a hundred times. Please listen.

The two vores in the three wind tunnel hubroom were ok, one could run around the room forever and gather a huge mass of balls behind you and then make them hit the post between the vores and give some splash damage.

Zombies and wizards were tough sometimes when you had to use explosives and avoid splash damage... The wind tunnels that threw the player amidst enemies a few times were kinda nice, the hectic running around and killing everyone to survive -feeling. 
Fantastic Stuff 
Skill 1
20:53
1/5
87/97

Awesome proper Quake style and balanced combats. I was a bit short on ammo at the start, but nothing serious.

The vore and loadsascrags fight was well fun - I think I started it with 7% health and only grenades and still came out teh winnar!

Love it. More please ^_^ 
Bambuz: 
well, it only takes 4 grenades to kill a vore, so i didn't think it was THAT bad. 
Actually, Vores Can Be Directly Hit By Voreballs 
Just not their own voreballs. 
Sctufff. 
Firstly that 2:14 is well shoddy, WTF missing out the obvious shortcut at the end ;P

In fact it's bollox really. Why is a double GJ needed when surely the skilled can curve out of the wind tunnel straight into the GK pit? And there's a couple more shortcuts - in the room with the water lifts, must be a possible way to use the angled tunnels to jump to the upper level. And in the big room with the GK tunnel, could toss a grenade down as falling to GJ straight from lower to upper switch....

Come on guys sort it out. 
Also. 
Replayed this recently and enjoyed it a lot more. I do think the combat at the outdoor bit and just before is a bit unbalanced, should have some more health before that. Other than that it was more fun.

Also, WTF was I doing with secrets before, they were piss! Got 4/5 this time, and noclipped to find the MH, and I nearly got that one anyway through slope-jumping.

Yargh. 
Shambler 
The ER time is now 1:50 - maybe someone has used your suggestions :) 
Brilliant 
Liked it a lot. The interconnectivity (is that a word?), architecture, combat balance etc. And the lighting was spectacular in some places. Thanks. 
Nice 
ooooh, old skool and wind tunnels, and solid metlslime design. good work man. it wasn't that difficult, but it did have some really fun/tough spots. the ending was a bit easy, but a very nice level. after i exited and got dropped back into the level again with all my leftover ammo, i thought what the fuck, i'll just sprint through it all again (i rarely play a level consecutively). very fun. 
Speedruns 
New demos:

http://speeddemosarchive.com/quake/mkt.pl?level:ant

The Easy Run is down to 1:46, but hasn't been posted yet. 
Well. 
Stop faffing and post it.

I hope there's new tricks. 
 
finally played - skill 2 w/o secrets, always short on ammo but fine (axed one ogre and tried to make monsters damage eachother)

nice looking, especially lighting


I think wind tunnels was tougher but more space for maneuver 
Wind Tunnels Was Tougher... 
...because it's designed to be played with weapons from previous 4 maps ;) 
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