 Replayed.   
		#63 posted by  Shambler on 2013/03/25 18:10:37  
		Still good. Really like all the details in this. I like the cramped style too, it works in this case. 
  
  Really good start to your mappage career mxf.  
	 
		
		 #63   
		#64 posted by  mfx on 2013/03/25 22:26:30  
		Thanks a lot Shambler!
  
  And btw, no i�m not associated with this website in any way.  
	 
		
		
		#65 posted by Trinca on 2013/03/26 23:46:54 
		Nothing much to say!
  
 Nice map, had lots of fun.
 
  Thank you very much for your hard work...
 
  First demo...
 
  http://www.quaketastic.com/upload/files/demos/tr_mfxsp8.rar  
	 
		
		 Great Map   
		#66 posted by  mechtech on 2013/03/27 14:21:23  
		Interconnections are good.  I like the way you open up routes as you progress.  If I had a complaint it's monster placement was predictable.  A monster closet or teleport from behind the player not directly behind but close would have added some danger.
  
    A wonderful base map.
  
  Thanks for making it.  
	 
		
		 Fun Map   
		#67 posted by The Happy Friar on 2013/03/28 03:55:11 
		Next time put a little info about it in the news post though.  Please.  :)  
	 
		
		 Nice Little Map   
		#68 posted by  than on 2013/03/30 08:51:19  
		Looks great! I liked the secrets (though perhaps they were a bit easy?) and the layout was pretty cool and interconnected.
  
  I think you need to do a bit more testing though. It starts off pretty hard, but then about halfway through gets very easy. There was way too much ammo for the lightning gun and as a result, the end (quad damage too ffs) was insanely easy.
  
  Also, I know I used the same textures in apsp2, so I can't really moan, but sometimes it was hard to tell where there was a door. I didn't really get lost at all though, except the first two silver key doors could have been a bit better marked.
  
  The large room with the slime and crane in it was nice. You could have used that for a more interesting combat though. The vores seemed to go to waste where they were placed, so a vore or shambler in there might have livened things up a bit.  
	 
		
		 About The Glass   
		#69 posted by  than on 2013/03/30 08:57:14  
		It seemed that you used the same technique to make glass as I used in apsp2. However, there was one point I heard a grenade splash in water, so perhaps you missed something?
  
  I did it with water + func_wall covered in skip texture for collision, which doesn't anything past, but I just checked again and found that everything passes in mfxsp8.
  
  You needn't use any special Quoth entities... just water and func_wall with skip. I did use a Quoth entity to set wateralpha on map load though.
  
  You can also use waterskip and skip in combination to have glass that is underwater. I should make a tutorial for the wiki or something.  
	 
		
		
		#70 posted by  Ankh on 2013/04/04 22:56:57  
		Good map. Fun to play. 
  Low on ammo in the final part.
  Skill 2 demo below:
  http://www.quaketastic.com/upload/files/demos/mfx8_ankh.zip  
	 
		
		 Fun Little Map   
		#71 posted by ARGh on 2013/04/04 23:11:58 
		I wish there were more maps made to utilize close quarters combat for q1sp. This one was fun and enjoyed it! I hope you are considering making more.  
	 
		
		 Than   
		#72 posted by  mfx on 2013/04/04 23:12:08  
		Thank you for your feedback, glad you liked it for the most parts.
  Have to admit, no beta-testing took place, it�s always bad for a mapper to play his/her stuff and let nobody else confirm it.
  
  Won�t happen next time.
  
  And yeah, that glass feature, i was only cliptexturing them for the player to get blocked, now i�m smarter, thanks for your advice.
  
  And btw all of your maps are the shit, you really rock, and yes they inspired me a lot ;)  
	 
		
		 Argh   
		#73 posted by  mfx on 2013/04/04 23:13:15  
		Visit the screenshot forum, expect to see more!  
	 
		
		 Nice Map   
		#74 posted by  nitin on 2013/04/07 14:01:56  
		its title says it all really, clean cut quake at its best.  Some nifty designs too, although I got noticeable slowdown in the big open area with the moving crate thing.  
	 
		
		 Got Round To It   
		#75 posted by  RickyT33 on 2013/04/10 22:30:08  
		Played on nightmare (just because i refuse to ever accept that it's too hard for me).
  
 Fought hard.  Ultimately failed.  Was a fun challenge. :)  Nice map - shame about the missing walls.  Other than that it really was rather pretty ;)
 
  Some demos (a 1st run, a 3rd run a 8643898th run ;)
 
  http://www.quaketastic.com/upload/files/demos/rickymfxsp8.zip  
	 
		
		 Missing Walls?   
		#76 posted by  nitin on 2013/04/11 04:39:02  
		  
	 
		
		 RickyT23   
		#77 posted by  mfx on 2013/04/11 22:03:05  
		Nice demos! Hard is hard, hahaha..  
	 
		
		 Great Map   
		#78 posted by Tamarisk on 2013/04/12 20:40:16 
		Reminds me of Quake 2 style.  
	 
		
		 A Series Of Slightly Different Images That When Combined Create Film   
		#79 posted by  DaZ on 2013/04/13 03:38:28  
		
	 
		
		 Nice One   
		#80 posted by  erc on 2013/05/14 08:13:06  
		Pretty good start. As much as I like base maps, cramped ones can get a little irritating to move through. Even though the brushwork was very appealing (loved the pipes), I felt like I was constantly hampered by those narrow corridors. Some of the fights seemed a little bit forced and out of place. Also, by moving a step backwards when I heard two shamblers approaching, I was locked out of their room - had to noclip through.
  
 Thanks for the effort. Demo might be a little boring.
 
  1stRunDemo
 QuakeSpasm 0.85.9
  skill 2; 14:15, 5/6 secrets, 64/64 kills  
	 
		
		
		#81 posted by  AAS on 2013/09/29 17:34:40  
		Thank you. Nice map. Maybe corridors are bit tight to my taste (:  
	 
		
		 AAS   
		#82 posted by  mfx on 2013/09/29 21:06:03  
		Glad you liked it, is this was rather brush experiments glued together...(looking at sock) hehe..  
	 
		
		
		
		<a href="http://www.quaketastic.com/files/demos/otp_ivory.zip>Two demos</a> because quicksaving and reloading is technology beyond my brain capability.  
	 
		
		 Also, Func Markup...   
		
		  
	 
		
		 Oh.   
		
		Luckily this wasn't even the right thread.  
	 
		
		 Hmm..   
		#86 posted by  metlslime on 2013/09/30 06:23:32  
		standard html anchor tags are supported on func, but my pattern matching is much stricter than a real html parser.. maybe there was an extra space or something in that post.  
	 
		
		 Testing.   
		#87 posted by  Shambler on 2013/09/30 10:00:27  
		
	 
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