Ok, so the source map is released, you can grab it here:
I'll see what I can come up with. That is, after I've fixed the gazillions of misaligned textures. Yay for being anal about it.
Next Time I'm Too Lazy To Align Textures...
...I'll just send a beta to Negke and claim it was the final, then wait for him to align the textures for me. >:)
This Could Be A Lucrative Business Opportunity!
Devastation SINGLE PLAYER VERSION
As I did with (to) spirit's recent map
, here is a single player version of ShadoW's level. Now even people who don't play DM can enjoy this nice release.
I fixed the most obvious technical and cosmetical issues and basically crammed it with monsters; there are difficulty settings of course. The DM portion of the map is unchanged so it'll play exactly like the original release.
negke, can I put a link to the archive on my site?
And I hope this may inspire you to do some Q1SP mapping yourself. ;)
This might seem a bit daft, but in future could you place your map releases in .zip files rather than .rar files. Mainly because .zip is what every other Q1SP map is in, and also because .zip files work nicely in lots of different operating systems, so no-one with a Mac for example has to go digging for a tool to open it.
As for the map, I think it looks awesome! :)
negke - I wanted to make sp maps for q for years now :|. I actually have drawn layouts, and tons of old ideas. The reason why I didn't do any sp mapping is luck of time (and situation is exactly the same with other games like q2 or q3). Lets hope one day I will release some Q sp map :).
RickyT23 - sorry about that, sure I can use zip in future. I'm simply very much used to .rar now.
Is that Q4 sp on your website still being work on? :)
Well, it's wip :). ONE day I will finish it :P (I hope so). Tbh, I have more q4 maps under development/WIP.
I hope you don't mind that I played this map purely for Negke's SP version of it, which I enjoyed all throughout. So great work to both of you :)
This and spirit's map should be added to the quaddicted archive.
Single Player Version Is Great
negke this sp map is really cool. You did great with such small map, short but really fun to play. GJ!
It's quite fun to work with such small maps. Their size and layout are a further limitation and a sort of challenge; but also a quick deal as one doesn't have to bother with building everything from scratch and detailing. That's also why I (and others) mentioned the possibility of a community event. It would be cool to see how a bunch of different people approached it and how many 'different' maps in terms of routes and gameplay it would produce.
My ultimate goal is to turn every single DM map from MPQ into a giant single player episode!! Heh, or maybe not...
Btw. I uploaded a slightly newer version of the map - the one you mirrored has a little flaw I missed. Please replace the file with the new one (same dl link).
yhe1: As a matter of fact, spirit's map is already there.
Some things I noticed in the original source/bsp. Not intended as nitpicking, just something to keep in mind for next time.
You forgot to turn the two torch holders in to illusionaries in the small room on the upper floor (near the SSG) - the player will get stuck on them.
There are no intermission cameras in the map, which is a bit unfortunate as the after-match score screen will then use the info_player_start and thus face a wall.
There are a couple of unused textures included in the bsp file, which are present on some face in the .map, but not visible ingame. This isn't a real problem, but relates to general neatness; they increase the file size, and there's a warning message that one or more textures are missing in the LIT file (though I don't know why it should affect this in particular).
In Quake, torche and flame entities are light sources, too. Not sure if you were aware of this - all of them have extra light entities in front, which are unnecessary. They don't make much of a difference as it seems, though. The default light value is 300 so it just swallows the 200 of these extra lights.
The spot lights use info_notnull as directional targets. This isn't a problem either, but usually people use info_null entities. The difference between the two is that _nulls get removed on mapstart and don't take up an entity slot, whereas notnulls do. It can become important in large maps that are close to the engine limits.
Thank you negke for the feedback. Actually those are precisely things I would like to know (and should).
so where are them speedruns?
single player conversion expertly done, good monster placement, nice mixture, SKILL SETTINGS drool.
Tried The Sp Version
good fun, nicely done for what it is but the lack of usual sp eyecandy takes away from experience.
New Maps On SDA
We've just posted a bunch of 2010/11 maps on SDA, this one included. I'm not going to post about this in all the relevant map threads, this one will have to do :-)
If we've somehow overlooked some new SP maps that run with the original .exe's and aren't in a .pak file (i.e. default .bsp thank you!), let us know and we'll - probably - add them if they're any fun.