News | Forum | People | FAQ | Links | Search | Register | Log in
Q1SP (Quoth) - Quarantine
Hi guys.

This map requires the Quoth mod to run properly.

This is a map I made for fun in about 3 weeks or so. It's a base map. It was going to be pure vanilla, but I decided to throw a few quoth enemies in there. Though the selection is fairly reserved (for me).


First | Previous | Next | Last
omg Ricky I love you!!!

Now to maps to play Negke and yours :)

hope this weekend have time for it!

demo soon! 
Easy Speedrun 
unpolished, didnt explore the map that much but goldkey seems required and this probably is the fastest way to get it 
Bug Fix 
Careless me missed 10 monsters. What a dummy. Never mind. For the record those who killed 139 on skill 2 or 3 had infact killed all that could be killed.

Moderator: Please could you update the link on the sticky to this?

Sorry to all :( 
Slight Improvement 
skipped the green armor but had to be much more carefull ,since the grunts quoth ai is significantly better then vanilla ai. pretty frustrating to get that gk this time:) 
Nice Speedrun 
I never thought that would be possible lol :D 
Quoth Grunt Ai Improved? 
I had never noticed...

and yeah Ricky, I thought I must have missed something with those extra 10! Good to know I actually did clear it out (- 1 secret). 
Updated the file at Quaddicted, pretending the new release is the only one. (.............) :P 
actually, no. since the new bsp is called quarantine02, both files will be there. 
Thanks Spirit 
Could a moderator please update the link in the sticky here? Pretty pleeaasee?!?! x 
Thanks Nitin 
That's Not New Grunt AI... 
..they've just been given rocket launchers. Doesn't really count as the same monster after that. 
Can't say I like this too much, felt like the right side of sans cutscenes. Basically run and gun in the direction of the arrows.

Whoever started that "oh my beta testers got lost, I better add arrows so they know where they are going" should be forced to replay Half-Life 2 again and again and again and marvel and the replayability and accessibility. 
I don't remember Half-Life 2 being all that open ... am I not remembering that correctly? There was generally one correct way to proceed through an area, wasn't there? 
Are You Sure? 
I think they are more accurate walk around less and shoot earlier, il compare it tonight 
Geuss I Was Wrong 
geuss it was just their numbers about 6 grunts and a box ttried to prevent me from getting up there:) 
Geuss I Was Wrong 
geuss it was just their numbers about 6 grunts and a box ttried to prevent me from getting up there:) 
Nice layout.

This would have deserved a lot more effort to detail and polish it.

Does it support skill levels? I played at skill 0, and it felt harder than id hard. I usually play other games, so I come to Quake with a more casual approach, and for me this was too relentlessly harsh to enjoy.

Most mappers these days underestimate grunts - half a dozen grunts above and around you, combined with other enemies in your face, are rather dangerous because their shotguns are in effect mini-sniper rifles. They are hitscan bastards who pretty much act like slime: a constant loss of hitpoints. Did I say I despise them?

It's a typical Quake map - relentlessly throwing minor enemies at you while other minor enemies are poised upon ledges to take free shots at you. Then you run down corridors and enemies pop up like a row of practice targets. It feels like a training course, like sports, instead of something that I can explore and savour at my own pace.

Pauses would be nice. You're making it a point to toss monsters at the player without pause - relentlessly. Are you trying to kill someone?

The game world according to Ricky seems to exist only for the purpose of shooting, and consequently it is pretty bare except for monsters. I'd appreciate the combat to come in smaller chunks and bites instead, interspersed with some nice setpieces and moments of awe where I'm just looking, and not being shot at.

Perhaps that is something to consider for future maps. 
I don't know why people are complaining about the layout/flow. I thought it was very nicely conceived - it's really quite tight. I am okay with layouts that are not super open, actually. In this case it works quite well. I agree about spirits reference with the final corridor, though. that could have been orchestrated a bit better as well, I suppose. 
also it totally supports skill levels. just played through easy (found that 3rd secret) and, yeah, pretty easy, I thought. 
Nice Level 
Eddies are cool 
pretty good build for 3 weeks work but maybe should have made it smaller and more polished if that was your time frame? Still some nice curves and angles etc.

Gameplay is so so, seems like random placement. Fun but could have been better planned. 
Good Map. 
Detailing fairly bland, quite mid-skool in style, good angles and good layout though, didn't like the thin stairs but liked the style otherwise. Gameplay was good fun and well-balanced, a nice straight up blast of base shooting, Quouth monsters were used well. 
Got A Proper Vid Of This Up Now 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.