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New Q1SP: "Honey" By CZG
http://www.quaketastic.com/upload/files/single_player/maps/honey.zip
Someone might have to fix the url later or something? idk.

Here's a screenshot: http://i.imgur.com/CQtiV.jpg

Uhm, it's two maps, a start map, and some extra crap. Comes with its own progs and some stuff. Sources included. You can play the maps in any order, just go from the start map so you get the "story". Weapons don't carry over . (Vondur!!!!!)

Please play with fitzquake or quakespasm or something like that. These maps break lots of limits and also use fog quite heavily.

Hopefully it works as intended, if not, april fools, lol!

Editors Note: holy sex on a stick it's czg's map!!
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Very Beautiful. 
At first I passed on a easy and simply enjoying the architecture. Then he tried to hard, but could not pass because it was not enough first-aid kits and ammos. Before the golden door I had 2% health. It seems to be more careful to get everything. At easy was too easy on hard gameplay was great.
In general, map very nicely done.
Thank you, czg 
 
fucking
speechless 
 
NOTE: Because I am a retard, I started playing the map from the map "honey" instead of start, but thankfully this did not spoil things for me as I later found out. Played on normal.

Another plumbing map? :) This is the best one so far by miles!

The scale of the maps really felt perfect and there was a good balance between close quarters ambushes, sniping and buckets of monsters appearing all at once.

The first map was amazingly well made. Huge but somehow not confusing in the slightest. As Warren points out, everything was balanced perfectly. I was often low on ammo, but didn't ever run completely dry. The was a good balance of different types and the weapons were introduced at a nice pace that kept me using all of them throughout. This applies even more so to the second map thanks to the key idea.

The second map blew my fucking brain out. Again, huge and complex, but I never got lost... well, I got a little confused after getting the gl and coming back to the silver key door... I thought I had missed the sk and wasn't immediately sure which way to go... didn't realise I had to do another loop! This map was a fucking masterpiece. The architecture was beautifully done - the ruins worked so well to both set the atmosphere and provide an enticing playground for exploration as well as some great enemy encounters. I really loved the use of fog to set the tone of what was coming, and the way the ambushes are delayed puts you off kilter a bit as you expect them, then feel worried when something doesn't happen quite as you expected, then bam! There were also a couple of WTF!? Shambler!? moments too :) Nice use of spawn also.

Nice ending too!

Maps like this remind us why we still play Quake today. Why can nobody else map like czg? There are plenty of awesome maps by other awesome mappers, but czg is such a mapping genius he always seems to raise the bar. He should be made a national treasure of Norway if he isn't already. Bastard.

From the .txt
"Thanks for letting me play with you all these years.
.Goodbye
."
Does this mean the last czg map? :~(
Sad, but such an amazing swan song if it is. Thanks for the awesome maps!

p.s. Are czg's pro maps (for games like The Darkness) this good? Do I need to buy Starbreeze's games? 
 
I too was a brake, and immediately saw that there is a map of "saint". While I was killed, but it looks more interesting than honey. I'll play more later. Thank you again 
Well Bugger Me With A Bargepole. 
haven't played it yet but I know what i'm doing tommorrow i guess 
Superb 
This was a superb pack and a perfect way to spend an hour on sunday morning. I had a great time. Played with DirectQ.

honey 19:31, all kills, 3/7 secrets
saint 33:27, all kills, 4/7 secrets 
Great 
jay new map,i was already fearing i had to go to the shop for breakfast! 
A Czg Map... 
... wow, need to play it..
/me just added it into the top list of things to do this week ! More feedback later, but from shots, it is amazingly sexy :) 
OOOOOOOOOOOOOOOOOOOOOOOOOOO 
I am glad not to be an ambitious mapper, otherwise I would just give up after playing this.

This release had me smile, tear the mouse with shock, afraid of heights [1], gaze in awe, laugh and at the end I could only stare at the screen with amazement.

[1] seriously, my sphincter contracted once, surely that was intended 
Apologies Where Apologies Are Due 
otp: sorry. :(

spirit: second map is worse, sorry. :(

Yhe1: I have no idea, sorry. :(

Willem: Weird, quakespasm worked for me when I tried it briefly, and it works in fitzquake which is the base of quakespasm, right? I got that error until I moved to a no-limits engine too. Don't know how to fix it for you, sorry. :(

metlslime: That's all there is, sorry. :(

jt_: sorry . :(

sock: sorry I kept it a secret. :(

than: sorry I made your maps look shit. :(

Drew: sorry I distracted you. :(

necros: yeah, sorry you can't have the latest version though, it's quite good. :(

digs: sorry you almost died. :(

scampie: sorry about your vocal cords. :(

than: yeah I'm not going to make any more, sorry. :(

digs: sorry you were killed. :(

Kinn: didn't mean to take away your free time, sorry. :(

Mandel: sorry you didn't find all the secrets. :(

Orbs: I'm sorry you had to go hungry. :(

JPL: didn't mean to create more work for you, sorry. :(

Spirit: sorry your butt is so tight. :( 
Czg 
thou art rock! 
Meh Time For Real Breakfast Now:) 
easy run first map in 1:46, 2md map no finish yet, current route has a pretty hard grenade jump when no timer/ cant throw straight up since it need custom engine :). There might be a pretty short route on it though slope jump &swirl from the 1st YA secret un to the pipes near start. To hard for me though cant even get it hfr and there are no monsters aroudn to boost 
Looks Immesnely Sexy 
not going to work tomorrow :) 
Done. 
Well here we are again. I never thought I'd play another Quake adventure by czg, but then again I thought I'd never see another film in the Alien universe by Ridley Scott. It's funny how things turn out. The best part is I didn't have to wait until June to see this. I think it's an objective truth that the bar has been raised (let's be honest - punted into the stratosphere).

Thanks for this. 
Czg 
You are the bestest person ever!
These are the bestest maps ever!
<3


Oooo meow, cowabunga! 
Those... 
...who would recently go around saying "has-been mapper", "king of curvy maps from 10 years ago", "retired zombie clawing from the grave" can fuck right off. 
Awesome 
Played first map, it's awesome. I can't sa it's the nest map I've played, but it's TOP. The end was the best of all, that rusty old industrial walls and machines, it felt like it's a real place. 
Gorgous Honey, Sour Temple 
I rarely play maps again with different skill levels but the quality of the first map Honey is just breathtaking. I was surprised to find that the difference in monsters between skill levels was subtle and very cool. Extra mobs here and there, a few types switched around and only a couple extra overall. I am not sure what thought process you went through for creating this map but I would love to know.

I wished I saw the creation process on the first map or even if you wrote something about how you created it would be good. I don't know of any quake mappers who sit down and talk about the construction of what they do. The maps are released and very little is discussed, just strange readme files.

So after several plays of the first map and I eventually tried the second map and was sourly disappointed. I know it is your trademark thing to have maps where have to do mario style jumping and can easily fall to your death but it just feels so 1990s. I understand that dangerous environments are the things (Ive spent long enough playing DarkSouls) but there is nothing wrong with safetly nets once in a while.
The other thing about the second map is the labeling of stuff (rocket/grenade tubes), just made it feel even more like an arcade game instead of the rich dripping atmosphere of the Honey map.
The final maps were awesome, I loved the sense of humour you had with the village. (not saying anymore)

Overall a good map pack but the second map felt more like an experiment than the awesome first map. I can't agree this is the best ever, but it is certainly amazing what you did with just the standard monsters. The gameplay in map 1 is just perfect, loads of moments where the pacing is slow, ambushes, surprises mobs and placement was so much fun.

Off to play the first map again and I wish you did more maps like it again! 
 
best ending credits ever!

some interesting gameplay choices. especially liked the super ogres. 'z aware' didn't bother me at all here thanks to the super ogres being very distinctive (although, the floating orb looked a little goofy, but still better than just a reskin).

few great ambushes... fiend and ogre attacking out of the shadows was cool. would have been annoying but it only happens once for each of those monsters so it was good. :)

lighting in general was way too dark though. had to pump up brightness a lot which i hate doing because it makes everything look washed out. :(

by far, my favourite map is the poison (saint) map. ridiculously cool, and reminds me of enclave. (maybe cause of ogier?? dunno)
using rockets and grenades to unlock the areas was nice. and made a more interesting way of replaying the same areas.
liked the attention to detail with the busted up fences and the great tex alignment on the collapsed stuff.
incidentally, it's interesting what you are saying, sock because it's the exact opposite for me. i liked the new gameplay stuff and i always love rickety hanging stuff. didn't have any real trouble with slipping off either.
also, i found the honey map a bit of a let down because visually it was less interesting for me. i kind of wish i had played them in the same order as you. :P

the arrow textures help a lot in both maps and i never got lost. otoh, kinda too bad you had to resort to so many 'sign posts'. :(

also, i wish you had taken the start map seriously as (at least the initial start map) it would have been pretty creepy.

thanks for the pack! 
Btw 
I loved the rocket/grenade switches because it was pure metroid prime. TBH more quake mappers need to play metroid prime. 
Thanks For The Ending 
OK, played the second map, it was nice, but it didn't had the same "feeling". It was also much easier, I encountered 2 times a yellow armor that I couldn't grab because I didn't used a single bit from the one that I already had.

But the finish was great, the ghosts and the messages made me smile. And the end movie... oh man, I felt like I have 16 years again. Great job, I really hope you'll release something similar after 3-4 years. 
 
Err, I was trying to launch with an old FitzQuake version. It DOES work with QuakeSpasm after all, sorry for the confusion!

Really nice from what I've seen. The huge architecture has JUST enough detail to sell the level to my brain and it all works really nicely.

A fiend jumped on my damned head though, so I'll have to try and play through again tomorrow. 
 
Oh, and I really like your sense of Quake gameplay. I've killed these creatures a thousand times but the way you present and position them makes it almost fresh again.

I'm really enjoying the combat and that rarely happens anymore! 
 
I went "saint". Very cool, czg! Great job.
secrets 3/7
Thanks! 
Omfg 
Cheers. Amazing polish all round.
I loved the ambience of the chains and fog. 
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