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Q1SP: "Slime Refinery Complex"
It was initially started for Base Pack, but as everybody knows, things didn't happened as it should be... Anyway, no drama: only fun, enjoy or hate it, and feel free to comment...

Shots:
http://lambert.jeanphilippe.free.fr/Screenshots/SRC1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SRC2.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SRC3.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SRC4.JPG

Download: http://lambert.jeanphilippe.free.fr/DownLoad/src.zip
Website: http://lambert.jeanphilippe.free.fr/

NOTE: requires Quoth to play: http://kell.leveldesign.org/quoth/quoth.html
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Roxeur Extraordinaire 
- textures needed some getting used to, but again I liked them, only sometimes it wasn�t easy to identify doors etc.

- gameplay was top notch, I�ve never seen the Quoth base monsters placed so well (some comments here about "that ass behind crate" are proof of that :) my only gripe being there were too many bobs, they�re boring to fight IMO. Fun secrets, but too many weapons/ items (but I was glad to have the LG at the end)

- the slime/ biosuit part is my favorite (quick decision required, raised the tension), but there are so many great fights here, like the final battle; had no problems with crampedness, actually I liked that too

Thanks JPL for another awesome map! (demo http://shub-hub.com/files/demos_singleplayer/src_sw11.dz
Roxeur Extraordinaire 
- textures needed some getting used to, but again I liked them, only sometimes it wasn�t easy to identify doors etc.

- gameplay was top notch, I�ve never seen the Quoth base monsters placed so well (some comments here about "that ass behind crate" are proof of that :) my only gripe being there were too many bobs, they�re boring to fight IMO. Fun secrets, but too many weapons/ items (but I was glad to have the LG at the end)

- the slime/ biosuit part is my favorite (quick decision required, raised the tension), but there are so many great fights here, like the final battle; had no problems with crampedness, actually I liked that too

Thanks JPL for another awesome map! (demo http://shub-hub.com/files/demos_singleplayer/src_sw11.dz
Pretty Sure I Pressed Submit Only Once 
wtf, sorry 
Sielwolf, And All... 
Thanks for the demo, I got it ;)

Just a small comment on bobs 'usage', I replaced some of the sentinel (Quoth2 monsters) by bobs, so it explains why there are so many.... I did as well with pyros and eliminators... I would have been happy to release for Base Pack rather than 'alone on my own side'... :P

Anyway, thanks also to all people who posted here and supported me for this map.. 
That Makes Sense 
Are you going to do a 'deluxe edition' with the new monsters put back in when Quoth2 is finished? That'd be nice to see. 
Ijed 
No.. I will do something else later... if Quoth2 see the light of day... maybe next year ;)

Nasty again... :P 
</shrug> 
I'm working on something for Quoth2 - Kell + Preach + crew are doing a good job.

It takes a few weeks to make crap or many months to make something good.

I'd be prepared to wait for two years to see it finished 100%. 
JPL 
The map really is quite nice after getting used to the textures etc.

If not a "deluxe edition", perhaps SRCv2 with just some of the Bobs removed? Several people have now "complained" (mildly) about that. 
JPL... 
Are you going to package the 24-bit textures along with the next version? Please. Thank you. ;-) 
Generic 
IIRC he didnt do it because it would violate Doom 3's licensing. 
Well Actually 
that shipped sailed with the original conversion.
Id and other companies have long ignored mods & maps that skirt the licenses. 
Generic_map 
Well, I don't have the original 24-bit textures I used to create the wad... You can found the stuff in one of the Doom3 .pk3 files: it's up to you...

I also made some tests (with aguirRe's support) in order to see how it looks ingame, and it is not as good as the Quake wad format... Maybe because the wad "creation" process I used is a overlapping "mixery" between diffuse-normal-shadow tga files, and so it looks like Doom3 ingame (more or less), but has nothing to do with the content of original Doom3 at the end...

Next time I'll try to keep all 24-bits texture in a separate folder.... though... 
 
PRADO 
Bump 
http://www.quaketastic.com/files/src_drew.zip
nice hallways.
Some minor cheating in this one due to light levels and slime sections. 
 
Played it again on skill 1. I liked the gameplay this time. I guess I'm used to the quoth base monsters now.
I fared pretty well, without problems fighting bob hordes and green defenders. Unfortunately I died when trying to find my way in slime without any biosuit left for use.
I thought I was recording a demo but it seems fitzquake doesn't support the record command after map load.
First I tried mark V but it messed up the textures. 
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