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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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I really enjoyed this. Very cool style, quite a unique take on temple. Unusual palette and interesting designs. Good feel of exploration, and monster placement that really gets mileage out of each monster. Full review for Quaddicted coming soonish. 
Thanks For Releasing This 
will check it out soon. 
Quaddicted mirror updated. 

Recorded in the RMQ engine, for some reason. 
Dancing Pixels With Sound Effects 
Nice Video 
There were parts I wanted to shout "TAKE THE AMMO YOU'RE GOING TO NEED IT!!!" but still, point made. ;) Left a slightly more detailed response on the video. 
Seen one of those in a while, was good - thanks. 
Daz You Are Hilarious. 
You must have good Quake skills to survive that well by missing half the bloody ammo and health in the map :D. I wish you'd reloaded after the first ending death to go find all the things you missed. Also RTFM, literally.

Nice commentary btw :) 
Skill Settings 

My fault then, I tend to just skim read news posts and instantly click on the download link and assume everything is standard.

For those interested, here is the blurb from the readme:

Difficulty Settings : Skill settings affect monster count and
available items in the expected way.
Also dependent on skill are the presence
of messages and navigational clues. I
originally wanted the map to be
completely text-free but that wasn't
everyone's cup of tea, so the settings
are as follows...

Skill 2: "Silent Mode" - there are no messages.
You don't need me to tell you what a
locked door looks like. That area you
found may or may not be a secret (just
like DOOM). And if you want to know
how to open or move something or where
to go next, try paying attention.

Skill 1: "Standard Quake Mode" - messages appear
for secrets and key-doors in the
expected way with a handful of tips
about doors and switches when their
dependencies and effects aren't
immediately obvious.

Skill 0: "Vigil Mode" - the map grabs you by the
cock and drags you all over the place
more or less talking the entire time -
with huge neon lights marking the way in
case this isn't helpful enough.

Skill 3: Same as Skill 2 with faster monsters.
You probably knew that already.

Skill 4: Same as skill 3 but drunk (requires the
bourbon mod, check your liquor cabinet).
Most of the playtesting was skill 4. 
Everyone Interested Already Read That ;) 

Fern please add 'Daz Mode' next map where the secrets are all pointed out with giant golden arrows. Especially the crate. That one, single, lone crate that looks nothing like anything else in the map and that he broke open in his skill1 playthrough demo he recorded and then didn't bother to open on skill2 in his video. 
Theres A Crate? 
I don't remember seeing or braking any crates :o 
You are a genius :D 
Finally Played It 
style was interesting but overall map felt a bit "put together" rather than a cohesive whole.

Gameplay I did not like at all. no real sense of pacing or flow and felt very stop start. 
Nice Map 
and very nice demo mandel, and very nice route! (a.k.a wasted a an hour to coem up with almost the same route to be 1 sec slower) (my dgj was a bit nicer (without a timer aswell) but got stuck a little)

had fun though :) 
Youtube is really unhappy with it but at some point in the future will display my playthrough. 
Youtube Is Retarded So This Is What I Was Going To Say 
1:44 - LOL, never seen a spawn do that. Sorry ;)

2:48 - that switch opens the MH/GL secret but you found that out already

4:40 - emptying the shotgun with 300 nails available...

4:50 - what the hell is that ambient sound? not something I put in.

8:51 - congrats on finding the super-secret! of course, now that you've posted this video, it isn't super anymore

10:22 - you know polyps still take damage when invisible, right? you could have won this fight much easier ;)

10:33 - I had no freaking clue about that HOM on top of the facade!! thanks for using such a weird clearcolor value

12:28 - gotta say, despite your complaints, you've actually played pretty well so far. so many testers died at this spot that I added extra medikits for the gaunt, but you didn't even need them

12:34 - another weird HOM (all of these are just skip textures that I wrongly assumed were invisible)

12:46 - LOL you found the RoS secret and then the flashlight ruined it. I'll make a note of that possibility.

13:30 - no comment on how many people jumped into what is obviously a vat of molten metal expecting something other than third degree burns.

17:30 - again with the weird exit sounds. I thought maybe it was the exit trigger, but it's happening here too. wtf?

18:28 - no one ever took that much damage from polyps before, sorry.

19:39 - ok seriously most of these skip textures just show the geometry beyond them, but whatever engine you are using is turning them into HOM instead! :P

20:26 - ROFL @ missing the megahealth and getting killed for 2hp

20:54 - between all the instakills and the HOM it's obvious this engine hates you

22:52 - just pick up the damn 50 health already and stop trying to be a cowboy ffs :P

end: - still need to add another 100 nails I guess... sigh.

thanks for posting
Dat Super Secret! 
...still doesn't explain the mysteries of that room above the slime vat that obviously has a secret but fuck if anyone will ever open it. 
The button that opens that secret has a light AND a texture cue... ;) 
Finally Played! 
Nice map. Liked the non-linearity and loved a couple of the secrets (ring and quad were fun!)

I was never really bothered by the Quoth enemies, though I didn't especially love the section with the torch, though I think that was mostly because I didn't know how to turn it off. Luckily, the section was over before the torch ran out.

The spawns were fun ;)

Anyway, I've uploaded a fitz 0.85 recorded demo here: 
Oh Yeah 
in case nobody mentioned it, you can get the silver key without getting caught in the cage and moved up on the lift. As far as I could tell, the lift didn't reset either. I used noclip there. 
About That... 
the silver key trap actually IS supposed to be skippable (like the cage trap in e2m5) so you could have just kept walking. Thanks for being a completionist about it though. You also figured out the intended use of the RoS secret so bravo :]

The exit originally had the first room on dom3m2 at the bottom instead of a void but I had to simplify it for limits. Maybe if I'd used a screenshot... 
And You! 
any progress on the next installment? Or is it


When noclipping around the map, I found some intriguing triggers that prompted center-screen text messages which I found intriguing. Very intriguing indeed. When the episode is released in full, are you planning a more story-oriented approach to gameplay? If so, you created some vivid imagery with a scarcity of words... 
Um, Nevermind... 
I just took a second look at them. Now I realize their purpose... 
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