|Posted by czg on 2012/03/31 22:15:10|
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!!
dont_bother, its a czg mapping, no crappin�
Don�t he doing it makery for fame, still in the one quakery game.
Like for fifteen years, i swears..
teh best, me guess..
thx a lo�t , dis issa hot
I enjoyed saint.bsp the most. Mostly for the incredible atmosphere and visuals. There really isn't much to fault here at all, my only gripe is that the pacing of both maps (but more honey.bsp) was slower than I typically like.
I loved the use of spawns! Great idea to change the fog to that green/blue combination whenever spawns were close, nice touch and it put me on edge whenever the fog changed :)
How did you do the fog transitions? It seemed to lerp very smoothly from one setting to another, is that part of the custom progs.dat or a fitzquake thing?
Rocket and grenade puzzles in saint.bsp were awesome. I wish there were some hidden targets though as part of secrets (maybe there were, I didn't find all secrets).
My main issue with saint.bsp was all the backtracking through previous areas once you had the grenades, and then again somewhat with the rockets. While you were unlocking new areas it still felt a bit tiresome near the end (imo) and could have used a new area or two to keep things fresh.
Comic sans 4 evar!
fitz has interpolating fog built in, but looking at the qc real quick, looks like the lerping is done manually.
forgot to mention, but i didn't notice the fog changing with tarbaby proximity. too bad, cause that would have been cool to know. :)
Thanks Czg :)
I loved the cavernous brick interiors, the use of fog.. one standout memory for me was the shambler fight in the dark in the chapel area of saint.bsp.
for me honey.bsp captured the best parts of id1; the combat felt great, the feeling of being lost in a crazy catacomb but in fact having a clear route (I didn't get lost once :-), lots of ambushes, etc. Both maps were great though. cheers.
Not much I can add to previous comments, these are as good as people say (although not the ultimate end of quake you knobs).
Good set-up, good intro, amusingly silly ending.
Saint - amazing, one of the most radical atmospheres in Quake for a long while. As well as the obvious designs, I found the religious statue murals to be particularly evocative. With all the void, this felt like what Warpspasm would have been if it had fully capitalised on the atmosphere. I felt on edge most of the time, and the more sporadic gameplay enhanced that rather than overwhelming it with stress. This really felt like somewhere....somewhere different and eerie.
Honey - very good, I liked how it was both similar to Saint but different - more straightforward atmosphere, less environmental tension, and rougher and tougher gameplay. Had some good fights in this and good Quad runs. The complexity of the design was also very impressive and I spent a while working out how things fitted together around the floating Quad. A great map in it's own right but slightly overshadowed by the spectacular Saint.
Excellent work. Best Sunday for Quake in a long time!
Yeah the fog is controlled manually.
It is stuffed to the console each frame, and that's why trying to disable fog doesn't work. Should have thought of that and added a way to disable it, but I didn't. Sigh.
The fog system is way overwrought for what I ended up using it for, but it is somewhat robust and flexible.
There is a global fog set in the worldspawn, a local fog that is set by groups of triggers, and an override fog that is controlled manually by certain entities. (Most obviously the deathpit)
When I started working on the fog system I almost gave up because the results I got in the engine were so crap compared to what I expected them to be. Then I discovered that ftos() only gives one decimal point. So of course I implemented my own ftos that is a complete and utter coding horror.
There are lots of other "systems" spread throughout the code too, where just simple hacks would have been better:
Spawnable monsters and items are obvious.
Items flaggable directly as secrets save a bit of work.
Everything that can take damage in the game can also be filtered to only accept damage from certain weapons. This is used on maybe one button in the whole mod.
All monsters can have their sight range individually scaled. This was only used for the vore before the gk door in honey.
I implemented an interpolated sine lookup function for the ghosts.
I implemented a system for spline movement. This was intended to be used on the boss that there are fragments of in sknight.qc. It's kinda neat but not perfect, and in the end it got only used for the ogre marksman "guiding spirit" orbs.
The gist is I don't really like doing hacks, (although there are quite a few of those as well) and generally prefer doing things systematically. Can you tell I actually went to school to be a java engineer?
Anyway, this pack was mostly pretty fun to make, and it feels good to have done something.
It was inspired by a trip I made in 2008 I think to the city Sienna in Italy. It fucking owned and both maps are pretty much directly influenced by the narrow streets and tall brick buildings there.
Saint.bsp was also heavily inspired by the very first leaked gameplay video of Diablo 3. The one with the barbarian traipsing across stone catwalks over bottomless pits while huge arches and stuff loom in the distance.
...awesomeness of these maps has just increased exponentially: Siena is some 60 miles from my town, so I guess it's just like playing Quake in my courtyard.
Outstanding work, sir.
And, next time anyone comes here close looking for inspiration, feel free to drop me a mail. You may find a bunch of goodies and wine...
also, i wish you had taken the start map seriously as (at least the initial start map) it would have been pretty creepy.
Yeah that was a real shame imo :(
I Was Going To Say...
That the architecture reminded me heavily of Diablo 1, albeit with verticality. Now we know why. :D Haven't played far yet but the first level is amazing. I love the verticality, and I wish Diablo 3's cathedral looked more dark and "grungy" like this
Well done - look forward to seeing more of the same!
Please post demo kthxbye.
Still playing the levels...
I played Saint first. This looks great, I love especially the player route that winds through the same areas 3 times, with new openings each time. The grenade/rocket locks are cool and well-implemented, I only wish the glowing cross-hair texture turned off when they had been used. (so i wouldn't try to use them again.) It also caused me to be more conservative with my rocket ammo, since usually I try to use that type first (so that my nails are ready for a crisis.) Brushwork is top-notch, lots of great details and everything looks cleanly built.
Playing Honey now. So far it feels different, but not that different. Brushwork is less showy than the other map, but still solid with lots of details, and great large spaces with many layers of structure making interesting views. Some specific details were neat: 1. pressing the button to lower the bars on the staircase above you, and you could actually see the bars lower into the alcove you're standing in. 2. The double-lift with the rocket launcher on it. 3. The encounter right before the gold key (three ogres on pillars, etc.) was very cool and suprising in how it developed. 4. the sort of "mirror's edge"-style red brick texture you use on ledges that you can jump from or jump to.
Start map -- state changes after completing each level were cool.
Credits -- funny.
One thing that i noticed, there were no styled lights in these levels! Was this for performance or laziness? :P
saint, 39 minutes, 2/7 secrets
honey, 26 minutes, 0 secrets
I'm not that excited about animated lights in non-base levels, because there aren't that many places it looks natural. I'm not a big fan of flickering torchlight for instance.
Only places there are animated lights is in front of some teleporters.
Did you notice I implemented smooth light ramping on trigger? I hope you did!
Really the torches are the only place I felt flickering should have been used. That's the only reason I noticed, I was looking at a room near the end of Honey and realized the most prominent light source was a torch, and then I noticed it was not flickering :)
Actually when the lights ramped, I guess I just thought that was the fog changing color. I didn't realize the lighting was changing too.
I can't play the maps in GLQuake (OS X). They are crashing the app. So sad, since I feel I'm missing something really great here.
CZG, can't you compile a version without the fog ? Just asking...
GLQuake Will Never Ever Run These Maps.
And the fog has nothing to do with that.
With the default memory you cannot save, it crashes. And in some areas there is an extreme slowdown. I wonder how nobody said this before. I played with heapsize 256000 and it was fine :)
The Readme is there for a reason :)
I never read readmes : they sucks ! ;-)
At least, there's a F***G great video there :
Just grab quakespasm from: http://quakespasm.sourceforge.net/download.htm
- it runs honey fine on my macbook.
Should be renamed to "hot porn links" or something. Seriously. I gave up on writing them ages ago - nobody ever reads a readme file!
Coming late to the thread means people have already said most of what I would say, but all that stuff about how gorgeous the maps look goes again for me.
I played in story order, and the start map does tutor you on two important mechanisms in quite a natural way. The zombie thing is important to know so making it a quick skill check was smart, while keeping it out of the maps proper. The idea of the secrets with a regular sound cue seemed nice but I played on hard so I didn't get to try it.
Saint had a fantastic and unique theme, great pacing to let you enjoy it enough of the time. The repeated passes through the map were clever too. I really liked the setup of the wooden scaffolding room, with spawns followed by distant ogres and sniping scrags to soak up all your nails. Then as soon as you grab the secret boxes and round the next corner, a shambler ambushes and you're extremely grateful for a secret which didn't seem too great at first.
Honey was equally well built, although not such a unique design. I have to admit though that I spent a lot of the map not knowing where I was! I didn't really get stuck for progression, just had a hard time placing how things connected. Having poked around the map again, I think some of this was due to taking the water route and the back steps after the nailgun. The first monsters I found were all facing the wrong way, so I worried I'd broken the map...
And yes, credits were very cool, surpassing even the Team Fortress intro for quake animation goodness.
thanks a lot for that link. Really appreciated !
How can I turn ON FSAA with this app ?
1. cool/hip dudes that don't realize some people have only begun to install quake maps for the first time.
2. veterans that know the ins and outs of quake user maps and how to flawlessly install them don't need them.
i only started about a month or two ago, so i HAD to look at them for info on 'heapsize' etc.
there's some interesting stuff in 'em more often than not..
looking forwards to this and 'dead memories' (after i finish nehahra, for the first time!).
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