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Gloomier Keep By Kell - E1m5 Remake
(Fine, I'll do it :P)

Gloomier keep is a remake/remix of e1m5 in Kell's "Knave" texture set and using the Quoth modification. There are also some new map models included in the download for various objects.

This map also continues Kell's tradition of epic secret area's :)
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Nice Jump, Daz! 
You made good use of the super secret, which is much easier to get to than that :p 
Thwere is an easier way, but the payoff is it's less useful! 
Ah Kell, 
i noticed the fields of the nephilim lp cover.
sitting on the table in the small ultra secrest room withe gibbed heads!:) 
'ceremonies', isn't it? 
ER Demo 
After findign otu i can run fitz somewhat decent and that i did the previous run on normal (hence the gaunt i was confused about) i had another go at it:

stil a couple of unsmoothies here and there. I think with some effort a decent videocard and maybe one more boost (and then taking the health just left after the door) i could do 1 or maybe 2 faster 
One More Try.. 
2 More Try! 
Should allow editable posts so those spammers can get their posts right. Not 
I finally found the trigger for the final secret. Damn thats a cluey one. 
Nice re-texture / remonster.

Super-secret was pointless, I didn't even try to find it as there were no monsters at all to lure you in, and since the readme says the map was missing a few finishing touchs, the obvious assumption is that the super-secret is unfinished and not supposed to be accessed. Pity as it would have made a better remake. 
Uh, Not An Obvious Assumption 
Not pointless, or no more than his other super secrets. Te map is built around the super secret in a way which highlights it. Agree some monsters in there would've been nice though. 
Nice Map, Good Remake 
I thought the lighting was somewhat dull. Making the movers external bsp files seems unnecessary.

The super-secret isn't pointless unless you have a purely utilitarian understanding of things like that. It's a nice example of subtle visual story-telling. Subtle in the sense that it's off-path. The idea is to appeal to the player's imagination, to enhance the atmospheric/thematic value of the map. Questions arise, like "what is this place, what happened here?". Is the Gloom Keep the home fortress of some arcane wizard who conducted experiments and rituals there? Or did the fortress exist prior to his arrival and he set up a secret laboratory to research the creatures, to harness the magic of the place? Were the monsters his guards or did he summon them by accident? Did he succeed in opening a portal to the nether realms or did the ritual go wrong and turn him into one of the creatures? Did he flee from the slipgate ranger in order to face him later? 
My Interpretation 
The secret is the titular gloomier keep inside the gloom keep. 
It's near impossible to find, there's no motivation for doing so (1. Plenty of maps these days have detailed bits you can't reach, 2. The readme clearly states the map isn't fully finished), and the lack of monsters or useful weaponry (LG after you've finished the map woo) indicates it's not supposed to be accessed.

Just a missed opportunity in the remake stakes. 
But having the LG at the start of the e1m6 remake would be awesome! 
Hey this was great. Only found 1 secret because I was busy saving my butt. I got them all though playing regular quake. I remember how excited I was when I found the secret where you had to jump up and hit the torch holder with your head. May go back and try later. Got to play the other Quoth maps now though. Good job. Thanks for the fun. 
but a little unspectacular, was expecting a bit more from a Kell map. 
I thought the lighting was somewhat dull. Making the movers external bsp files seems unnecessary.

I have to agree with the lighting. I found it very flat and "fullbright"-looking in many places. There was something of an aversion to using animating lightstyles too - most noticeable on the "Q" secret (when you enter the teleport from behind - oooeerrr missus!)

External .bsp models was also a very odd choice. These don't interact with either map lighting or dynamic lighting (unless you're playing with gl_flashblend 1) which hugely limits their reusability (and completely wrecks player immersion). 
I thought the map was great, like the original - only more so!
I'm probably not as experienced as the rest of you though, and Shambler's posts are offering a notably different opinion to the rest of the posts, so I was just wondering if I could play your maps Shambler? Only I can't seem to find any on there somewhere else I should be looking? 
Don't Be Daft. 
If you've lurked enough you know bloody well I've never touched an editor, so the ancient "well what maps have YOU made" troll is a waste.

My opinion is simple:

Secret with no monsters + no gameplay purpose + very hard to find + MAP IS RELEASED AS UNFINISHED = purposeless secret.

Remake map without additional gameplay / map (i.e. not just purely aesthetic) enhancements = less interesting than other remake maps.

This map IS good for what it is but it misses out on 1. It's own potential if it had been finished, and 2. The interest that E1M1rmx and E1M2rmx etc showed. 
"Secret With No Monsters" 
lol sounds like someone didn't actually find the secret ^_~ 
I didn't really try to. It's an unfinished map and thus a natural assumption the "secret" is part of the unfinished bit. Noclipping and further investigation pretty much confirms that. 
mr. czg, you have to complete/finish your 05_17 scrapmaps

i actually would pay for completed versions of maps 
In Fact There's No Lol 
i'm serious, some time ago i have asked for permission to complete your maps , but my mapping skills doesnt allowed me to ... , so i ask you to...

just please , there's so much potential to


of course if you have some free time 
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