Holy Crap
#76 posted by bambuz on 2006/08/04 07:36:11
that 49 second easy dm3rmx by mr Fitzgerald is crazy.
The Laser Jump
#77 posted by Text_Fish on 2006/08/04 07:49:38
in the 49 second one is quite cool, but isn't the grenade countdown a bit of a cheat? Surely the most impressive thing about speedrunning should be the runner's impecable sense of timing?
Well, It's Allowed In The Rules, So...
#78 posted by mwh on 2006/08/04 08:02:00
There are lots of things that might or might not be cheats -- r_fullbright for example -- and the grenade counter has been used since the days of the 19:49 qdq run AFAIK, so it's just part of the scene now.
It's often removed from demos before posting though.
49 Sec Run
#79 posted by starbuck on 2006/08/04 08:17:47
goddamn cool stuff. It'd be ace to see some coop runs too, presuming than added some coop starts. Maybe one player could shoot the other up instead of the enforcer. The whole grenade jump-a-rama is awesome too.
Cool Tricks!
#80 posted by than on 2006/08/04 08:29:36
I really like the slope/enforcer blast jump and the final grenade jump to telefrag the shambler.
The double GJ trick was something really obvious that wasn't intentionally a shortcut route. It was originally because I wanted the top of the walls to look like they continued round, and also to let some scrags get around more easily (not that those cheating wallhacking bastards need it!) I left some of the scrags out in the end, and I guess I left the shortcut in.
The 100% run was pretty cool too - shame about the RL secret wasting so much time :(
I'd love to see a coop nightmare 100% :)
I'd Love To See Your Mum Again
#81 posted by Lunaran on 2006/08/04 11:01:30
she's pretty fun in a coop game
Ammo
#82 posted by Sielwolf on 2006/08/05 09:02:41
yeah, and I stuck LOADS more in the map after people moaned
that is one point where the gameplay of Q1SP could be more evolved, not to overstress the comparison to Doom, but Kaiser�s maps come to mind where it�s often impossible to get 100% kills, you have to run past some hordes to finish.
Of course Doom has the berserk fist, and most monsters are more doable in mellee than in Quake, but still it�s very rare to be short of ammo in Quake.I�d rather face such a challenge than those pesky teleporting shamblers (and the ammo balance was just right in DM3RMX than, good job.
Yes.
#83 posted by Shambler on 2006/08/14 11:04:13
Cool map, good fun, I very much approve of the concept too. I like fresh twists on old stuff.
There was plenty of ammo (especially at the end!), all the ambushes were easily outwittable, and the path was fine with a bit of exploring, got confusing backtracking sometimes. The quad secret was nice.
Hope someone is going to do a tidied speedrun although I can appreciate the frustration of the trick at the start. I like the GJ to telefrag the smalber.
Planetquake Lotw
#84 posted by Spirit on 2006/09/16 01:52:15
Yeah
#85 posted by R.P.G. on 2006/09/16 09:34:37
Note how I pretty much copy/pasted the LotW review from my QExpo review. :)
Well,
#86 posted by J-Man on 2007/10/30 18:28:55
I know how people run out of ammo. they probably play run+gun like i do, and i was out of shells and nails by the first sham
This Map Is...
#87 posted by RickyT33 on 2007/10/31 14:25:26
mmm-good!
Found All Secrets
#88 posted by Scragbait on 2007/11/01 18:00:38
Found 4 while progressing to the end and found the other two after clearing the map. This is a good secret hunter's map - especially to get the Nightmare rated secret.
I really liked this map. Excellent build quality and detail and lighting. The crampy areas felt like they should be crampy and the normal areas were fine for combat. The 3D layout is tight and neat - bypasses open up nicely as you progress. Supplies and enemies were fine on Hard. The layout did get me lost but I never really minded. I just kept exploring until I disturbed some new found enemies. The arrows did help some. I liked hanging out in this base - even when it was quiet.
The ending is very cool with that touch of detail on the fall to the exit. Such nice touches show that Q1 can still compete on immersion if level details and lighting are well crafted.
Also - this may have the best readme and backstory of any SPQ1 map ever. Hilarious - I was lucky that the floppy fell off the wild horse penis while I was chasing it to get a new map to play.
Props to Than - would love to see more remixes of iD originals from any mapper who can make comparable work as this or the E1M1 remix that's also out there.
. . .
#89 posted by ijed on 2007/11/01 19:14:39
I'm working on a remake of ep3 in Quoth2, but there's a long way to go before it can even hold a candle to Than's dm3rmx (which I'm about to play again), or the e1m1 remake.
Replayed This Due To The Threadcromancy
#90 posted by Shambler on 2007/11/02 18:57:32
And remembered that this is an immensely good map! Dripping in detail and complex architecture, like all the 3d computer / electric stuff, and the uber-connected layout. Great gameplay too, lots of base stuff and great smabler surprises. Definitely one of the best pure base maps around, if not the best.
Sigh, would have been great to have a full DMrmx series of this quality, I'm sure all the others would convert well with a little common sense...
Replayed As Well
#91 posted by ijed on 2007/11/02 21:10:09
and its still a fantastic map.
#92 posted by gibbie on 2007/11/02 22:19:08
best map ever by best mapper ever
#93 posted by Trinca on 2007/11/02 22:35:47
this is true!!!
than is a Quake mapper god!
he was born to map for this game, fuck real life :\ he is mapping for others games :)
Guys, Calm Down
#94 posted by czg on 2007/11/03 00:07:21
I Concur
#95 posted by Tronyn on 2007/11/03 04:35:48
this was a sweet map. but I dunno if the other dm maps would be suited for remakes. He picked the best one for it imho.
Readme.txt
#96 posted by than on 2007/11/03 17:44:13
Thanks for reading, scragbait. Even if one person reads my shite stories about Dave and his chums, I feel like they were worth writing.
The original plan was to remake all the DM maps, but I'm not sure I'll ever get the time. I have to spend December getting my basepak map done and once the basepak is out I will finish off my Quoth map and then probably quit mapping due to lack of free time.
Anyway, like Tronyn said, dm3 was the most suitable for a remake, but I definitely think that ALL of the other could be made into good SP maps if enough is done to the layout to make them good. DM4 would be a bitch though :/ More cramped than a "room" in a capsule hotel. The best remaining maps are probably DM2 and DM7, with DM1 probably being easy to turn into a nice little short map and the others probably only interesting with heavy modification. DM6 might make a decent boss map I guess, but that's a boring idea :/
Err...
#97 posted by distrans on 2007/11/04 10:13:37
...yes, the best remaining one to tackle would be DM2 ?
DM2rmx
#98 posted by inertia on 2007/11/04 20:48:29
could be magical indeed...
OK, Inertia...
#99 posted by distrans on 2007/11/06 06:52:16
...since I've done a bit of work on remixing it already, how do you feel about collaborating on this one?
Distrans
#100 posted by inertia on 2007/11/07 09:16:22
email plz ;)
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