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New Q1 SP QUOTH "Termination Mental"
Hi Guys!

Just a small base map, losely based on E3M1 "Termination Central" by John Romero.

Screenshot 1 Screenshot 2 Download ZIP file

Features some nice brushwork and textures, and some questionable ones too.

Anyway, have fun.
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Your fist map got me i still haven't fished it so this one was personal. Finley at 2:30 am i made it to the finish line. could not have done it with out gunning up tho (impulse 9) but then when don't i. i got stuck for a good bit on tadaa button. it was a fun run and i have been digging quoth maps the last few days. 
 
I mean, man that .dem was frightening.
I am certainly no orbs, trick jumper or hard skill player, I like to take my time and look around. If I like a map on normal skill I will re-play again on hard skill for the extra challenge.

At the beginning of the map I was trying to setup recording a demo and got attack, ambushed and then dropped into a hostile room full of hitscan enemies and many new Quoth base monsters. The beginning of a map is a delicate time where the player is wanting to get the feel of the place and look around. Obviously I am not your typical Quake player and my opinion should be taken with a large pinch of salt! :) 
Nice 
Very fun to play.

* You improved a lot your base map skills since mfxsp8, the brushwork is more detailed, the areas are less cramped and varied.
The ambushes, monster placement and combats are good and varied.
Quoth and non Quoth monsters are very well used and placed.
The box to get cover in the elevator is very nice.
The rocketeers are placed very well.
The ambush with bobs and the second with eddies were very exciting.
The difficulty, overall, is better done than in the previous one.
The map is as hard in the middle than at the beginning, it is as improvement over mfxsp10.

* The lighting is as good as mfxsp8, good.
The amount of ammo and health is a bit over but OK.
Thanks to the use of monsters, the first try is way harder than usual, but the second or third tries the map get way easier (i don't know if consider this a good or bad thing).
I would have preferred to see more eliminators instead of enforcers in hard and night, but that way you did is good too because they become more unique and dangerous to the player's mind, even though i don't consider them as dangerous were they are placed.


* But as there are improvements, there are downsides when compared with mfxsp8. Only the slime is important, the rest aren't that bad:

-The slime areas. The first one is too chaotic, too many places to go, and it isn't intuitive enough were to go too. Hide the secret more and make the more needed button to the SK more obviuous.
In the second, you give a biosuit in a place were you have to see it for sure, so the players expect is obligatory to use it, but apart from that, you show very clearly that there is a path in the boxes. Two restrictive paths, that confuse a bit. It isn't clear too that the biosuit respawns, and that helps a lot.

- The secrets, very nicely placed and the contents are good for the areas where they are. But there is 3 exceptions: The armour secrets. The first one is too close to the armour you are given at the beginning, the second and third are too close to each other.

- Pyros. It's OK to use Pyros. It's OK to use them in ambushes. It is OK for ambushes to get some free hits on you. But it is not that good to use them in ambushes you can't expect, like the first two pyros. Pyros have a high DPS, so before you find where the pyro is, you get too much damage done on you. The fire makes it harder to see where it is and where to go, so it adds to the problem. A defender or even an eliminator would be better.

- Bobs need a lot of room to move and the first one gets stuck easily. Eventually, you'll find it later, so it is a minor issue.

- The last fight was too easy. It would be better to end it with the eddies fight.


* Here is the demo. Sorry, but i had to change the name of the map from [...]6[...] to [...]7[...], i have the 6 key broken and Quake doesn't recognize the numerical keyboard or ASCII one, so remember to change the name of the map before playing my demos.

http://www.quaketastic.com/upload/files/demos/mfxsp6_coce_nightmare.7z

I do think it is more interesting how people fight the first time in this map than in others, so i put the first and second attempt in one file and the third and final into the other.

I played the map on nightmare on the three attempts. The third became way easier, but the three were fun. All monsters killed. 7/10 secrets.


* I got grey solid texture in the windows that go to the outside of the map in Quakespasm. No issues with the rest.

* I found this too.

http://www.quaketastic.com/upload/files/screen_shots/mfxsp6a.jpg

http://www.quaketastic.com/upload/files/screen_shots/mfxsp6b.jpg

Second one seems to be from a leak, but i did think that modern engines could handle those.

And finally, tell me if my messages are too long, i usually explain everything in the most detailed way i see worthy enough. 
Also 
Using Defenders as melee enemies is retarded 
 
Generally a nice little map, good remake/remix, perhaps a tad samey in style. However, also many unnecessary technical issues (e.g. windows/wateralpha, clipping, portal errors) and gameplay-related things (e.g variety, assholish ambushes) that could've been avoided with proper playtesting!

http://www.quaketastic.com/upload/files/demos/mfx6_negke.zip 
Demo! 
..mmh 
the same old base-ish style, nonetheless I'll take a look :) 
I Get Really Bad Visual Errors In Fitz 
if I set r_wateralpha to 0.3. All slime areas have HOM. If I set it to 1, the windows dont work and become grey.

Is there something else I need to do or is this a probelm with the map? 
Nitin 
i know bout some hom problems but overall this map should be displayed properly.
grfx card issue? 
And Concerning The Fact 
that this is a really old scrap of a map, yes the windows arent alpha func_walls but normal skip.textured ones. 
My Strange Domo 
I don't know why I have died. An indestructible enforcer which couldn't be shot killed me in an strange place.
Until this point the map was nice fighting on skill 2. I didn't know where to go after reaching the SK door and after long searching fell down to meet with my fate (enforcer).
Was it intended this way?
http://www.quaketastic.com/upload/files/demos/mfx006_ankh.zip 
Nice One. 
Had some major fun in the slime. Nice gameplay all round. 
R_wateralpha HOM 
You need to also set r_novis 1 or 0 too I think to remove water HOM 
 
Quoth allows map settings like wateralpha to be set automatically which is a big advantage over manual configuration (because many people tend to miss it).

In the case of this map, however, the problem is that, on the one hand, it relies on wateralpha for the window panes, but on the other hand the level is compiled without compatibility for transparent water volumes. Fitzquake and variants support wateralpha on brush entities as well, that's why the windows can be made transparent with r_wateralpha, but everything beneath the slime is still visblocked.

The novis command can used as a workaround, indeed. Of course, the downside is the impact on the performance. However, this shouldn't be that much more strain on the machine, because apparently the map is only fastvised anyway. And I can see why. A test fullvis made the portal errors even worse. The readme says the map was - at least partially - made with QuArK... another proof of its "glory" obviously. As so often, there must be a great bunch of floating point brushwork that messes up everything.

Luckily, since we're pretty much required to use r_novis anyway, it will also help hide the portal errors (no more disappearing geometry). Older engines may have problems with it then, though, or at least have to be adjusted accordingly. 
Nice Map With Problems 
Played on skill 1 - it wasn't too hard for me and I didn't mind monsters teleporting in behind me as much as others did. Don't have a problem with using the Pyro neither. What bothers me in this map is the confusing layout and the technical problems (HOMs etc.). But as this was a much earlier map for you, I guess there's no point in criticizing that.

I would however really urge you to find a small group of good beta testers and do extensive testing. I think that would lead to a lot of improvement!

Skill 1 demo, Quakespasm 0.89.9: http://www.quaketastic.com/upload/files/demos/mfxsp6sleep.dem.7z 
So I Need To Set R_novis To 1 
if so, this should be in the readme.

Apart from this annoying problem, I quite liked the map. 
Why The Fog? 
Today's mappers think like:
"The more fog I add the more mysterious it will look like. So the more people will like it." 
Th Fog Worked Well IMHO 
 
Ah 
fog adds to ambient, no clue why;)
and it fits perfectly to the skybox, dont ya think? 
 
First-play demo on skill 1 w/ Fitz Mark V: https://dl.dropboxusercontent.com/u/11690738/temp/mfxsp6_jl_demo.zip

Includes the saga of me trying to find how to get to the GL, while also not wanting to jump into the thing that looks like a map-exit. 
 
To add: normally (not recording) I would just save and then jump in to see if it actually was the exit -- it seemed really unlikely that it was, buuuut... 
Any Chance 
of getting a fixed water version of this? 
Nitin 
r_novis 1 
Yes I Know 
but if its not too hard to fix, why not just fix it? 
Anyway 
will play it again with that setting and give some proper feedback. 
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