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Q1SP: Chapter_necros2 For Quoth2
This map was originally intended for inclusion with the Lost Chapters pack. It's not great, but has some nice visuals and a bit of a unique take on the Knave theme.

Screenshot on my qexpo '08 booth:

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it's virtually impossible to skip that weapon. :P 
It Does Not Show Up In Either Engine. 
I assure you.
I figured it was there because of the marker on the floor, but I can't get it on a mac. Strangest thing ever.... 
Looks like I enjoyed the map more than most then. The midway ammo crunch did get me, and the early tower was a bit tedious, but the gameplay in the rest made up for it all. 
Kinda Weird Map 
But rather cool in many places. Loads of ammo and generally easy apart from a couple of vore placements. Lots of good details, but some incoherency. Ummm yeah. Sorry can't think of more to write atm. 
Excellent Map 
Man what more can be said? i didn�t think it had to many hordes just to much hell nights with shotgun only ;) but easy to deal with then! Still can manage properly the fucking Quoth bosses :( i always died on then :(


First demo! thks ;)

Will play again to kill that fucking Vermis 
Nice Quoth Map 
Except for the hellknights, and i had no hammer to smash those vorelings, was pretty cool map. Interesting architecture, and not too linear. Linux Fitz SDL no probs, but no ammo left to kill boss. Loved the pentagram platform and those toothed gateways ;> 
The start of the map was no indication of what was to come. I liked the little ambush of Knights but it would have been good to lock the player in the sloped corridor by then, to make him panic and want to run ahead (only to bump into the worse).

I kind of got lost trying to get the lower of the two buttons, looking where to fall down before realising there's a hugeass ledge just on the right (I'm that awesome). Then I tried to get the second button and got headshot by the Fiend :( I found the teleporting floors to be fairly fresh, even though they needed to be used more often.

I also felt that the use of enemies was slightly inadequate at times. Some of the Vores should have been Droles (or Death Lords), some of the Droles should have been Shamblers, etc. The Ogres standing on the pillars rising out of the lava could benefit from being Flak Ogres, too, I think.

I did love the small details this map had. The pentagram platform with the Death Knight was cool, and so was the pentagram lift in the corner opposite. The flesh closet with the Drole was just perfect, it gives you the feel that Droles are totally fucking otherworldly even to what you've seen before - a Fiend/Vore/Shambler in that closet wouldn't have had nearly as much impact.

Probably the best out of all Lost Chapters :P

PS. Whatever happened to this map? 
that map....

yeah... it was basically like painkiller. :P
just a bunch of huge, wierd outdoor rooms that lock and spawn hundreds of monsters. i think the map had a final count of nearly 1000. 9_9

it was just too open and even with full vising would run with an avg wpoly of about 8000. coupled with the monstrous number of enemies you face at once, it would bring even my machine to it's knees.

i've thought of going back to it, but tbh, the whole huge room + "over 9000" monsters doesn't appeal to me as much anymore. :(

besides, i have maps with much better brushwork that i want to finish instead. ;) 
Architecture was great as always. I wasn't that happy with the layout. I think I got lost but managed to get to the end somehow. The gameplay being mostly horde combat was a bit boring. I still don't know how to deal with the vermis also :/. This map wasn't as good as The Living End but it still was ok. Here are my skill 2 demos recorded in joequake. I have died in the void and vermis was impossible. 
Tho i'm back from sea, i live not in my home city and do not have a proper internet access. I hope i'll find a way to solve this problem soon cuz i want to download all those new maps released since march. Posting from mobile atm 
One of the most bizarrely evil maps I've played in a while. Firstly, the architecture is totally weird and otherworldly, with lots of spikes and what lovecraft might call "unwholesome proportions" or somesuch. There are little details in this that I found particularly unsettling, like... "that bookcase is way too high up on the wall for a human to reach... who, or what, was reading there?" Then a drole in the next room answers the question. Also, hints that our laws of physics and gravity do not apply here: bricks from a smashed column just stay there floating.

The gameplay broke a lot of expectations too. Monster-only teleports kept me on my feet, as I kept expecting guys to appear behind me. The drole-in-the-closet made me yelp in terror, I was seriously not expecting that. ^_-

I agree somewhat with other posters that there could have been more monster variety, especially in the pre-climax right before getting to the vermis. I was hoping for some shamblers, not more droles. As an aside, Quoth 2.1 made droles a lot weaker and this may have contributed to the anticlimactic feeling. But all in all that's pretty minor. 
I Really Like Monster-teleports 
it's something that was in doom but was dropped from quake. it adds a certain element of chaos to fights, especially with regards to fiends. it's something i want to implement more fully in the future.

there was a map, i believe blacktwr.wad where at one point you fight about 10 pinkies in a dim room with all these flickering lights and monster only teleports. the room is fairly wide open, and pinkies aren't really a threat in a wide open area, but those teleports meant they'd sometimes appear right in melee range of you-- it was great and very jarring :) 
Nice Solid Map 
with some good architectural set pieces, but you can also tell the rest is put together without really polishing it up to the same level as those set pieces.

Combat wise, quite fun, loved the teleporting monster use. Is the teleporting destination random or is it scripted? 
they were just standard teleporters (but only working with monsters) but i placed them in spots where the AI was likely to trip over them such that when you're in combat with them, it feels like it's random or that they themselves are teleporting. at least, that was the intent. :P 
The telelports turned on/off by player position? 
You need to join "entity hackers anonymous"...

And then learn to make a map without lots of fucking rapey hordes... 
well you succeeded, although now that you explain it, I finally figured out what those teleporter edges were in the map. 
Late To The Party. 
I don't know whether it's Fitzquake, Quoth or the map, but I was playing through this map today (somehow I missed it back in '08) and turned around to find myself watched over by this giant and his less interested friend! For some reason, when I quickloaded after drinking some lava one wall of the skybox got replaced by Quake guy's skin! The next time I quickloaded he'd wandered off, presumably to watch someone who dies less.

Is this a well known bug? I've never encountered it before, as far as I recall. 
If you are using an older fitzquake, there was a known bug where skybox and player texture code could end up with wrong texture data after a map load. I thought it was fixed in 0.85, which version are you using? 
I'm using 0.85 I'm afraid! 
The same thing happens in coag3_negke sometimes: -A- 
You need to put a round teleporter in his bum really. 
Don't tempt negke to release THAT map... 
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