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Q1SP: Breakfast At Twilight!
Initially started for the winter map Pack 2006. So after over a year here it is! Built over scraps by Drew and Kell as well as some of my own new stuff. Hope you have a good experince!

Pictures and download:
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(this gives me japanese-school-girl-meeting johnny-depp levels of excitement) 
That was awesome! It was kind of like one of those 'spot the sample' dj sets'. You used a chunk of your old speedmap right? I liked that. Great job - I was always struggling but in a good way. 
if I hate fighting all the new quoth monsters am I going to like this map much? 
Played It 
on Easy. Turned out the engine could handle that after a suggestion from Tyrann.

This tells me it's partly an engine problem (as AguirRe said) and partly a map problem.


The map is well done, and obviously ambitious if I look at the setpieces and the scale. The relatively uniform Knave texturing isn't my favourite, I'll admit that. But maybe I've just seen it too often. Grey walls with red "windows" and blue arches. The rock parts were good though.

Lighting as Spirit said, could have been more shadowy. I think I liked the area after the silver key door best, looks-wise and also overall.

Monster placement... The ogres in this map are definitely poor chaps, because their grenades don't travel far enough to reach the player. Also since they travel longer, they're easier to evade. This is probably due to the scale of the rooms, atria etc., they are clearly too large for the monsters to be effective. Let's face it, an Ogre is only dangerous at close to medium range. Same with scrags, I often saw them before they saw me, because they were so far removed. So it was sunday-afternoon sniping with the NG. Thank you for generous supply of big NIN boxes.

Fiend usage: The first one was OK, but there was (again) lots of space to outmaneuver him. The one behind the SK door was SO predictable - I had already anticipated something like that when the GK door opened, but nothing happened there, so I thought "OK, this time for sure." And bang, door opens, fiend is surprised instead of me.

One shambler I remember, but a bit easy to repeatedly use doorways for cover while walking backwards. Rather block the way behind the player, and just provide a little cover. I also remember one vore, placed pretty far below the player who is on some kind of walkway (in the area after SK door?) so projectiles were no threat at all.

Vorelings were fun as always (great, great monster) but again, the distance was often big enough that tossing a grenade to greet them was possible ...

Modern maps have just sooo much comfy space for the player to use, while oldschool maps often have the player with his back to the wall (in Easy) and optionally with his pants down (in Hard).

I realize it was Easy, so I'm probably expecting too much. But even then monsters should be used effectively and for a modern map the difficulty should be at least challenging, even in Easy. I was constantly running around in these big halls looking for monsters.

I would also have expected some more responses when I took keys, activated buttons etc. but no more than a few scrags appeared.

Ammo and health was plenty, I had to leave half of it behind. Found no secrets, because frankly there was no need for armor, powerups etc. and so I wasn't motivated.

Vermis battle: Again, you have lots of room, so it was circle-strafing and firing the RL until it was dead. I stupidly killed myself shortly after (got bored with life) so that was that.

There were some places where the game became sluggish, but that was expected and so I don't complain. It was never unplayable or something. For a map of those proportions it was actually OK.

No traps? Apart from the red fluid that insta-kills you? :-) In general, since this is Quoth, I'd have liked more rotating stuff, weird machinery, intricate lifts and trains, traps etc. As it is, it's a bit plain. The jump pads... tbh I would prefer noisy clanky oldschool lifts, trains or even teleporters. The jump pads feel like something from a deathmatch map.

I also noticed there was no underwater stuff.

It's obviously a good map, but doesn't really grab me personally. I'm just not the exploring, tourist kind of player. A grenade in the back more often would have been nice.

Nice Sprawling Map 
I liked this map - it is true to both Knave and Quoth. I do like exploration maps especially ones filled with secrets and I've found 10. I still have to go back and scour for the last one (I got all without cheating). The secrets are fair - you just have to look around.

I played on Hard and felt it was fair and had some good challenges. Supplies were good but then again, I had secrets to help me out. I found the ogre grenades to be deady since they bounced everywhere. Also, the Vorelings were effective - can't say I love Vorelings although they are well designed. I just think they should die with one well placed single shotgun round.

I liked that there were truly dark corners in the map and they weren't minlighted. Every castle needs dark areas. The outdoor valley was a grand vista.

So thanks Hrimfaxi for a good chunk of Quake time. 
...if you're asking about needing to GL jump for the secret RA; the answer is no. I got it with a GL jump but found the proper way later.


Look everywhere folks.

No where is that 11th... 
has anyone complained yet about the inconsistent filenames of the bsp, readme, and archive? 
Okay Actually Playing It Now... 
normal, 41 minutes, 4 secrets, 166/166 kills

1. scaled up water textures look funny to me
2. misspelling: "Door opend"
3. fulldark impaled bodies
4. was able to skip the gold key door by climbing over a steep rock from a balcony (but i went back and played it the correct way)
5. eye of shadows secret -- becuase i grabbed this before getting the gold key, i ended up having to run all the way around and up the wind tunnel again and it ran out before I made it back to the gold key again. Oops.
6. wish you had slightly smoother arches, especially the bigger ones.

Cool stuff!
1. Architecture -- style and scale. obelisks and obelisk-like details look cool. The rooftops and the many towers and building bits all mushed together made a cool looking castle when you looked out a window to see it.
2. Texture alignment and usage.
3. Lighting -- no minlight abuse yay!
4. Does quoth code do something to smooth out the scragg movement? It seems much smoother than normal.
5. layout and flow and interconnections 
I sweared to myself about the file issues. 
Thanks for all your comments!
I'm glad to see the map was well recived.
And thank you for the demos it's always goo to see how people work their way around a map.

The startmap.
Yes I agree it isn't as well polished as it should. I don't have that much time to map these days, and I was getting a bit bored with these maps at the end, after looking at them for over a year.
So when the startmap was working and did what it should I said enough is enough and released the whole thing.

There are no reason to get any secrets with GJ or RJ (but you can if you want 8-))- all secrets can be adressed by normal jumps or buttons, hidden dors etc.

I find the quoth monsters a bit to strong myself. I also hate the Quoth knight sword attacks when they hit you long before they are in reach. And the vorlings are a bit to strong to shoot. and so on. But I used qouth because it gives some more variety of monsters. I hope some of the letback of monster attacts in Quoth will bee fixed in Quoth 2.

Well anyway thanks for your feedback!
Found All 11 Secrets 
They all seemed fair enough to me. 
More Later. 
But first:

Monster placement... The ogres in this map are definitely poor chaps, because their grenades don't travel far enough to reach the player. Also since they travel longer, they're easier to evade. This is probably due to the scale of the rooms, atria etc., they are clearly too large for the monsters to be effective.

Total bullshit. This map had some of the most consistently challenging Ogre barrages around. Any of the larger rooms that you entered casually without sniping the Ogres, you get a full on storm of grenades. The easiest Ogres to face were precisely the ones you can deal with at medium-closer range. 
That's not what I was talking about; I like grenades served precisely to the face, instead of spammed loosely around me.

Grenades from high places are easy to evade, even multiple ones, when you have so much space.

And they often create infighting, which lowers the threat level even more.


It's an exploring map, and there's nothing wrong with that. 
How Do You Get To Nightmare Entrance? 
I looked and looked, and fell in the lava plenty, but couldnt figure it out!

Really nice map BTW, I started it, got killed, and was meant to be working in office at the time anyway, so sacked it off. Architecture is stunning though. How long did it take to vis? Makes all of my maps look really simple eh! 
there is a shootable switch �somewhere� ;) on the start map.

Btw I liked the start map a lot, it�s always great if the nightmare entrance is hidden like in the original game, gives me always a warm fuzzy feeling before the main map :P

The main map... everything has been said already, IMO another Quoth classic, and I just love everything by Hrimfaxi.

@The Silent : well you already promised a demo on Warp E, come on show us your skillz :) (I also might do a demo later though) 
Sielwolf said it about nightmare!

The vis time on break.bsp was around 54 hours! 8-) 
That should be breakfast.bsp.... 
Caught with my pants down! I did not even remembered I promised a WarpE demo...
It's very sad when you get old... ; p

Well, I guess I'll have to find time to show you how much one man can suck at playing games...

ALL RIGHT, THEN! (drums roll)
I'll be damned if next week I don't post a full 100%secrets-ultra-hard-blood-pumping-extraviolent-NIghtmare run!
You have been warned!

Hmmm... well, something like that, anyway... well, maybe... you see...
(sits in rocking chair with cup of tea) 
. . . is that a 100% warpe NM demo?

Don't, for the love of god. 
; )))) 
Nah... I think Sielwolf meant a Hrimsp3 run... Not something long as Gone With The Wind... 
is pretty short, but there's two things that are pretty much 1/10 chance of surviving, since its a endmap for the pack - ones an armour secret circlejump and the other is the final combat, which has four Gugs, a Vermis, 20-odd Fiends and a Quad. 
I'll be damned if next week I don't post a full 100%secrets-ultra-hard-blood-pumpi... run!

(sits in rocking chair with cup of tea)

I found that pretty funny. Old people really are like that. =)

four Gugs, a Vermis, 20-odd Fiends and a Quad.

I found that pretty funny, too, for different reasons.

*hugs Ijed* 
Aw Shucks :> 
It's an exploring map, and there's nothing wrong with that.


If this is an exploring map, the every Quake release in the last two years apart from Warpspasm is an exploring map. 
I Dunno Like, Eh . . . 
Theres a lot of exploring to be done in Warpspasm!

I didnt think Breakfast At Twilight was an exploring map though. I died. 
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