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New Q1SP - 10,000 Feet Below (quoth)
First map of a projected 4-map unit. All four maps are in varying stages of completeness but I'm releasing this now just to give everybody something to play in the meantime. Please don't be sparing with the feedback because I will revise when the full episode is released. Enjoy!

94/116/127 Enemies
5 Secrets

Skill settings function slightly different from the norm: check the readme for details.


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This is the "Contract Revoked: Episode One" of 2012. 
is exactly what I was going for tbh 
1. In first room can get stuck between pillar and wall on the right.
2. Lava damage needs more highlighting.
3. On RA balcony can get stuck on tiny step trying to go back in (when running back from 4 nail tings)
4. Ogres opposite RA balcony lift are stuck.
5. Roof of first GA room is flickery and broken.
6. Item pillars in GK switch room are flickery too.

Other than that, pretty damn good. Gameplay was a bit frustrating at first but there were some great moments later on, usually involving rope ladders. I thought the Eddy was out of place but the other Quoth monsters were used well, the knight things were as tedious as usual but the other bits were fun. Good style and non-linearity. 
Feedback soon. 
Re: Borkage. 
1. D'oh! Fixed in next version.

2. Having lava in that one area was a joke that went too far. Toned it down for the next version.

3. You're the first to get stuck here but it's sloppy anyway so fixed in the next version.

4. That's not a bug it's a feature ;)

5&6. What engine are you using that stuff like this is still happening? I've tested it in Fitz, Quakespasm, and even Winwarp for all the software render lovers like myself, and even now can't reproduce the errors. I'd expect something like that to happen in JoeQuake or a stock engine, but then again I wouldn't even expect the map to load using those.

Re: gameplay at the beginning - might have a few more of the monsters teleport in to avoid all of them waking up at spawn (largely dependent on which route the player takes). Not sure yet, but glad you enjoyed the rest. 
Dunno what version. 
Well I had a very pleasant time playing it. Vigil mode, 94/94, 3/5 secrets, 17:37, no deaths.

Spent some reloads on trickjumping from a secret area with a balcony to the room where you need the gold key, and on slopejumps in that area collecting nails I couldn't have :)

I thought it was fun and well balanced for an easy playthrough, I liked the flashlight bits with vorelings, and I accidentally telefragged a shambler somewhere which is always great.

Worked without issues in DirectQ, but there was quite some z fighting going on here and there, and the ceiling directly above the hammer has a HOM. 
All the sequence breaks in this map are intentional, as is the second shambler being telefragged. I'm glad you're finding all this fun stuff. My fastest time is 1:24 on skill 1 but I didn't use all the tricks in one run. I'm waiting for a better time and maybe will release the best demo along with the pak. ;)

Slope jumping to the nails could theoretically make the real ending harder but it is what it is. Originally the MH and RA were on those pillars instead, which would have wrecked it completely.

While you're in the middle of breaking everything, have fun looking for the popefish secret.

And yeah there are two HOM areas and the one you mentioned will be patched in next version. (The second is hard to find without some serious effort)

thanks for enjoying 
Short demo...

I was a bit distracted. Will reocrd another one when I can.

Basically make it to the first ambush X( 
This Map's Been Quakeinjected 
Thanks But... 
Spirit I've been meaning to ask, could the author names on Quaddicted for perssp1 perssp2 fr3n1m3 fr3nrun2 and dom3m1 be standardized to something or other (I don't really care what)? I have five released maps and none of them have the same author name. ;) 
Great Map ! 
Another great map for 2012 !

Played the map in nightmare skill and God mode. Hehehee !

I noticed some misaligned textures under an arch, but nothing severe.

Gonna replay it again Sam... 
made some comments and recorded a demo which speaks for itself.
Will play again and see what happens, and leave a 2nd impression.
gotta run, but I like this map, basically! Good gameplay for the most part! 
Lol Ijed 
that's why it's a bad idea to do a first play on nightmare ;) 
Kinda Fixed The Authors 
I just got mariostompinstakilled by the fucking tarbaby in the second fucking room! This map sucks! 
20 minutes end time, 20+ reloads are some particular places. Mixture of very very nice and a bit meh. Wonderful secrets (the dopefish :) ).

So many HOMs!

Nice work! 
Spawn jump to GK, RA secret and jump around balcony to GK switch, surely. 
The original plan was spawn jump to GK -> MH/GL secret -> double GJ off a knight but I don't know which is faster. 
Good point. Mandel get arse in gear and compare the two. 
Nice One 
Tbh, I kind of expected quite a mess after you mentioned your avantgarde approach to brushwork and all the error reports, but if one doesn't look too closely, the map is good. Standard bunch of obvious issues like improperly aligned textures (on transitions mainly), empty spaces, portal errors, z-fighting, clipping. But it's a unique theme and well pulled off despite everything, which is nice.

Gameplay seemed okay, except would've been more fun and varied with more weapons (yeah, I know: first map of an episode). The sentinel bit annoyed me a little, though it was no problem on the second try. Overall enough supplies; a bit pressed for ammo at times on skill 2. I think I even found all five secrets (except didn't get the item from the first one).

I'm not much of a fan of the Quoth flashlight, but the darkness section here worked out well. A nice gimmick with good timing.

Hope you're going to touch up on the most blatant issues for the episode release.

Demo GG 
16.22 2/5 full kills

I enjoyed it overall, but some parts were a bit strange, basicly everything Shambler said I was going to say :)

Something I noticed was that I didn't really know what any of the buttons I pressed did. I had to just look around the level for new doors that were open etc.

Sometimes enemies would spawn in right in front of me with no sound and particle effects, unsure if that's by design or some sort of bug somewhere.

The visuals are certainly unique, I enjoyed it for the most part. I think the blue metal texture looks a bit out of place in most areas though (usually used for wall spikes and some trims) and perhaps a more grey/yellow material would look better.

Lighting was a bit dull in areas, I think some wall torches with bars around them, casting large shadows across the rooms could look really awesome here, but that is just personal preference.

Anyway, I enjoyed it :) Looking forward to the next! 
The Really Annoying Thing... 
...About the z-fighting issues is that they generally seem to happen to everyone EXCEPT myself and beta testers. The HOM over the hammer is the only exception, being something I didn't notice until after uploading (d'oh! x2). Pretty sure I've fixed the flickery ceiling in the GA room (it was just a customobject I forgot to delete... d'oh! x4) but even now I can stare up at that ceiling from every angle and at least on my machine there's NOTHING wrong with it. :( 
Oh And... 
I say "fixed." - currently VISing. download for the most egregious problems will be available fairly soon. 

I very much enjoyed the map, very nice Fern! The architecture was very nice, and I liked the feel of discovering things all over and how nonlinear it felt.

There were a couple areas that were a bit large and drab in places, and that some of the combats felt like they were a bit wide open because of it, but I wouldn't take that away from the map any. I do wish the initial spawn point had something that told you how you arrived, if only just a teleport pad or something.

I know of at least 1 secret I missed, not sure how to get it... not sure how I managed on the secrets overall... I beat the map but... well.. um... watch the demo. GJ and GL on next maps in series! 
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