Here is my last Q1SP map
Read Here is my latest map... ;P
You had me nervous there for a moment ...
so many q1sp maps lately :o man, i gotta get some time to play all of these!
is this related at all to the movie by the same name (beyond the obvious blackhole stuff)?
i really liked that movie... i think a map based on some of the stuff in that ship (specifically the main corridor and the core) would make a crazy cool map.
Well done JPL.
I lost 11 monsters somewhere but no worries (139/150)
Some nice touches and the coloured lights were nicely balanced. And I enjoyed the battle in the hanger. Different, and immersive.
as i said in beta testing this is not just a map! is a peace of art i realy enjoy this map a lot another one to my top 10 quake maps :)
Mike Woodham go back and take a look ;)
pretty good overall, great texturing. I thought the build quality was a bit inconsistent though and the lighting could have been better in some areas.
I also thought it was very difficult, the nailgun was introduced too late given how many enforcers there were. Also, the cyberdemon combat was quite boring.
But overall, quite a good map.
effective use of a set of textures I have not seen before in Quake. I extracted them from the map because I'm missing the Daikatana sets. 203! in one .bsp!
I agree with Nitin about the nail gun. You have to have one if you are taking on Enforcers.
But otherwise, good variety of combat set ups. I was suprised on several occasions and died many times as well.
Didn't think this was about to be released, thought it was some silly april fools. =)
I have to be honest, I wasn't so thrilled by the screenshots you'd shown, but it actually looks great in game! I really enjoyed it, visuals and build are good (I just didn't like those silly stealth planes so much =D).
I didn't find it too hard, I liked the large ammount of monsters, nail gun was maybe a bit late in coming though, that's true.
Once again, great work! Keep'em comin.
the difficulty was ok, the map looked great. The lighting and texturing and architechture played well together. It was untraditional, but it worked.
Only in the first big area with lots of flicker lights, somehow I got quite bad fps, 30 or so.
I liked the interconnections, it worked but I didn't get lost at all.
The end took too long in my opinion. I tried looking for a quad to hasten it up but I suck at finding secrets, I found only one in the whole map.
Nice crates in the small rooms btw :)
I recorded a demo, it's quite big, I'll see if I can upload it somewhere. I died many times but not too many. Nq movement feels always a bit strange after qw.
I liked the shooters btw. And enforcers, it's interesting tactically to shoot them with ssg, they're much nicer opponents than hellknights since they don't take ages to kill. And you can dodge the projectiles somewhat, but you have to get close with an ssg. With a ng it's more of a bore, just back up and finish from a distance.
I thought this was a great map. It's not perfect by any means, but it was very entertaining.
I only have 3 complaints:
1.) Too easy all the way through until the end. I had stockpiled quite a huge amount of ammo, relying mostly on the GL throughout the map to pop 3-4 Enforcers at a time. This left me with enough ammo by the end to have... well a lot of ammo.
2.) Few respawning monsters. I opened the Level 2 doors expecting the halls leading back to them flooded with more monsters, only to find nothing to use my ammo on. Sad face.
3.) Cyberdemons were too hard! One rocket hit me and the other three were able to bounce me in the air 4-5 times. I died, without saving for quite a while, which pissed me off, which is probably why reason 3 is here.
Otherwise this map was pure sex. I rate it 5 Bowls of Soggy Oatmeal and 3.5 virgin sacrifices. Keep up the good work!