News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP: Backsteingotik
Download Link Readme and screenshot.

A towering monolithic brick structure soaked in hot yellow lighting with a skill selection area at the beginning, some crushers and a couple of secrets to keep you wandering around in circles.

The map was inspired by the gameplay of E3M5 and features medieval style pickups, some new keys and a couple of powerup models. The textures are mostly from ID and the gameplay is vanilla Quake!

If you want to play the map with your own engine settings check the readme file for further details.

The map was only tested with Fitz 0.85 and remember to RECORD A DEMO, I want to see how you play the map!
First | Previous | Next | Last
 
Not bad ;>
The quad secret trigger was a little devilish. 5 or 6 / 10 secrets on normal.

It's a little annoying that crosshair, and next/prev weapon bindings are always reinit by Sock's mods.

The start was enjoyably unusual. 
 
That was fun. I tried to sneak past all the monsters in the second pipe, that didn't go so well. Was finally killed at the final room.

Used Darkplaces.

http://stratagus.com/forums/backstein_kyran.dem 
Awesome 
will play Saturday. your last map is my favorite release of the year to date. 
Z_Realloc: Failed On Allocation Of 69632 Bytes 
This error occurred while I was playing the map.

Version: QuakeSpasm 0.85.9 
 
add "-zone 512" to the commandline 
 
@quakis, yeah I can understand the pressure of recording demo's, there is no quick save/load and a lot of mappers tend to forget the map is suppose to be fun not punishment. Personally I always play a level on normal skill first and if that goes wrong I stop and move on. I did spend a long time trying to balance the skill levels to be fair to their name and normal is a certainly a good place to start with this map.

@Vondur, as always you rock and your demo was very cool to watch. Your first demo did raise an interesting point for me that the wind tunnel after the first shambler (SK side) is not obvious. I was told this in testing but I assumed the floor texture/panel would be obvious but you can walk forward and miss the trigger above. Your second run is extremely methodical with the use of the crushers, even to the point of crushing shamblers! total respect. :)

@Kyran, awesome thanks, I did not know the map worked with DP. Time to re-install another Quake engine. :)

@nitin, I did not realize you liked midnight stalker so much. This map is different, much more horder fights and variety of floor space. This map also has a lot more choices of what you can do.

@hkBattousai, sorry did not know about the -zone command. I will add that to the readme file in future for QuakeSpasm users. 
Fun Map 
Did it on hard, difficulty seemed just right, had a lot of fun with it.

Not sure why but at the very end I got lost, wandered around for a few minutes before finding the exit pipe, that was a bit anti-climatic (which is weird cause the rest of the map felt really fluid, always knew where to go).

I didn't record a demo because I'm a terrible person. :(
Great map once again, thanks! 
Sock 
yea i seriously stuck there, thought something bugged even. message 'u can jump here' would fix that ;)
also, for me, that spot looked like it was specially designed balcony, not jump spot for some reason. 
Sock 
You are a beast! Will play soon! (bed time now) 
Quakespasm 
Uhm, I never had any problems running this map with 0.85.9, no need for -zone or any other special start options, so you must be doing something wrong (Linux?)... I always loaded the mod/map through the console, which means I didn't have to deal with the sock settings, either. 
RE: Quakespasm -zone 
On which operating system / architechture did you need specifying -zone? (Suspecting 64 bits. ???) 
64 Bit Lunix 
 
RE: Quakespasm -zone - 64bits 
I see; most possibly because of size_t and ptr* being 8 bytes instead of 4 on 64 bit OSs. Might increase the default zone size at least for 64bit versions in future (if I don't feel lazy..) 
I Would Play It, But 
I don't support mappers that make maps that require special engines or special command lines to make the map to work.

At this time, I prefer if the map just worked, in vanilla. 
Lol Deqer 
Seriously dude, this is a standard command-line that I use by default, infact I normally put my -zone at a higher amount for extra juice.

I used to use the -zone command back in the old quake days in the 90's. Plus I have played the map in RMQ, quakespasm and fitz. I bet it would work in directq too. 
Lol Indeed 
this is the standartest way to play. 
Stuck... 
Using Fitz 0.85

2nd Crusher room; killed all enemies, as far as I'm aware, and neither the door, lift or wind tunnel unlock. 
 
Skill 1 demo

I didn't read the thread before playing and went with Mark V, assuming it's the same as Fitz 0.85. I never encountered missing or invincible monsters though? Everything seemed fine.

Brilliant map with great architecture and texturing all through. The SK section felt like a sequel to honey for how damp and gritty it looked. I thought the lighting* could do with more contrast and drama, though.

The gameplay was loads of fun and surprises, the first Shambler lift surprised me completely and the second I did not expect to stop on my floor and nearly got killed.



* - kind of bummed there wasn't an E3M5-style strobe light corridor in this map... 
Oh And 
Please don't force gl_nearest on the player. :P 
RE: Quakespasm -zone - 64bits 
Bumped Quakespasm default heap size to 72mb and zone size to 512kb in 64 bit builds in the svn: http://sourceforge.net/p/quakespasm/code/853/. The next 0.85.10 release, whenever that happens, will have this change. 
Deqer 
if you use fitzquake, which is what the mapper recommends, and really its not a custom engine inthe normal sense because its the standard engine most people have been using for many many years, there is no problem.

Command line dickery or other bugs are being mentioned in relation to other engines. 
Tour De Force 
Superb, nuff said...
Demo on skill 0, yes "0" :P but someone has to do it. 8/10 secrets, didn't fill the monster count because I chose not to take some items on the flashing panels. The "spawning" panels in the "centre" didn't seem to spawn anything once they were cleared; is that because I chose not to take some things?

http://www.quaketastic.com/upload/files/demos/dis_backstein_easy.dz

disrans turns on SoundForge and starts to compile some 16 second sound bites... 
Feedback 
@Bal, wow thanks I did not know you had Quake on your HD anymore :D The final destination pipe is marked with arrows but the visual disconnection is not seeing the pipe blocker being moved. Should of setup a trigger to lower the blocker when the player was closer. I am glad you tried my map, now I just need to get CZG to play my map ... :P

@Vondur, good point. I can always setup the messages to be trigger once.

@quakis, the final fight should release the final exit and lift when the shambler is dead. He is locked in his room until you clear the room. Without a demo I cannot tell what happened unfortunately. :/

@onetruepurple, wow you turn and move so fast in your demo. I am not sure if this is an engine recording thing or not. I thought about the E3M5 strobe corridor when playing the orignal, but that part of the map just makes mt eyes hurt and not in a good way.

@distrans, you are the only person who found the SSG at the beginning, worked out the flanking routes for the GL/RL and explored most of the map! I thought the easy skill was fair, there was a couple of WTF moments but Quake needs that to be fun. Some of the item respawns have been removed from easy skill, I did not think the extra ammo was necessary. Also there is no harm in skipping stuff (RL/GL/YA) that is the choice of the player in this map. 
Aye... 
...having that Shambler over my shoulder in the last arena was a suprise but recoverable (if that's a word). I was lucky that I had the correct number of clamps down to keep it at bay so I could hammer it with impunity. I'm a texture fanatic so when I see something that looks like a misalignment and find it's am inverted sunken treasure I'm very happy. I really liked the way I had the choice about picking up items or not. Once I worked out that the flashing ground panels were "triggers" I was able to apply a possible cost/benefit analysis to the scenario (OMG that sounds rude but exactly how I approached it :( ) Excep of course that you gave me the opportunity to just stand on a tile and perforate two HKs yaaaaaaay! If I'd been a bit more on the ball I should've drawn a shambler into a triple ng trap rather than stand and deliver till I was down to the single digit reds. However, it's a sign of your quality design that I was able to recover and proceed to the end. BTW, the end was obvious and without guile...thank you! 
Szo 
Bumped Quakespasm default heap size to 72mb and zone size to 512kb in 64 bit builds in the

So, now your engine is part of the non-standard category of engines. Okay.

nitin: if you use fitzquake, which is what the mapper recommends, and really its not a custom engine inthe normal sense because its the standard engine most people have been using for many many years, there is no problem.
Sounds like fitzquake has already done what szo just did with his engine: Increased defaults; therefore no longer standard.

It's misleading for an engine to say that a map works, when really it does not(on a vanilla engine).

Forcing people to use a special engine to play a map. Bad. 
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.