News | Forum | People | FAQ | Links | Search | Register | Log in
SM178 - Base Theme.
Speedmap 178 session under the name "24h Jam" is released. We have for you 3 small retro style maps with fun action by mappers: Mukor, Naitelveni and Newhouse.

The theme was base and the mappers had 24h hours.

Screenshot:
http://imgur.com/a/3gqsd

DownLoad:
http://www.quaketastic.com/files/single_player/speed_maps/sm178_pack.zip


Go kill some Enforcers!
First | Previous | Next | Last
Jack Bauer Jam 
Skill 2 All secrets (I think)

http://www.quaketastic.com/files/demos/24h_mjbdemos.zip

Nait:

You have great talent when it comes to brushwork and creating environments but the gameplay side of it is pretty poor. I am not a betting man but I could see people quitting out of the map after entering the second door. I can see what you were trying to do but you can't predict that the player will know to do the same thing. My first instinct when I encounter that is what you see in the demo.

I also do not like how to progress one must go through hazard liquids. Again, you give resources to handle it but this could run out before one reaches the point of use. I don't think they respawned but I could be mistaken.

That said, the main area looks nice enough and it's neat with the large open sky. Also it is always enjoyable to nail down hordes and hordes of grunts.

Also put a title for your map.

NewHouse:

Nice choice of style here, love the red sky and dull green colors. The trap gimmick doesn't work the best because my first instinct is not to get close to numerous enforcers when I just have a shotgun. The other nitpick is that the deadly slime looks like safe dirty water...I was completely surprised when I exploded. I see that if the starting enforcers got dunked we would know but as you can see, that is not what the player (me) did.

I liked the two secrets considering the teeny tiny size. You didn't spend 24 hours on this...it was more like 4 hours right? If so, very nice! The best visuals for me.

Mukor:

By far the most impressive in terms of level of detail if you truly spent a full 24 hours well...that's just nuts! I like the use of monster jumps throughout...more mappers should do this in my opinion...but it can look silly if used ad nauseum. The map just ended before I knew it as I accidentally ran into the slipgate!

I like the rocks on the higher sections and the general height of everything. Now go MAP!

So just a note, I noticed that "Think of E1M1" was a part of the original thread. Was that just to explain what a base theme is or did every mapper not follow this! I am going to assume the latter because we got the whole menagerie of quake in this collection.

Congrats to all, quite impressive for so little time. 
Feedback, Good Poimts 
@Mukor
+ Visual feedback
+ Claustrophobic areas
+ Interesting ambushes (didn't expect seeing shamblers and vores)
+ Style was very id base, lighting did it job*

@Naitelveni
+ Spacious areas / abstract feel
+ After couple tries, out running shamblers scene, turn out to be really interesting idea
+ Interesting use of teleport textures, in order to create that red hallway.
+ Red id style looks refreshing.
+ So much enemies 
@Bloughsburgh 
Thank you. I think some players have more courage to try out pushing that button that is basically in middle of the screen when player starts, so player is immediately curious what it does. 
 
Hmmph. The ending battle didnt sequence for you Bloughsburgh :( im not sure what happened there :\ ah well. thanks for the demo.

One thing I'll definitely be putting more work into on the next one is item placement. I either give too much or too little. Need to put more thought into the number of enemies and how much damage they need with each weapon/ammo type etcetc.

and, yeah, i kind of got liberal with the monsters. :P sorry for side skirting the E1M1 notion 
@Bloughsburgh 
Oh sorry, it was indeed made in 6 hours, I spend yesterday writing down layout but didn't have time to actually start making it. So I just opened editor quickly tried something I haven't yet tried. Sorry, I should have introduce many things, before showing off this trap thing. 
Shitting Out Like Diarrhoea 
lmfao 
Bloughsburgh 
Thanks man! I really appriciate the commitment on playing these small maps. The shambler area should have been constructed alittlebit more carefully. The idea was that you should run and be left with 25 hp.

Mukor's map is impressive! Consistent and true to E1M1. 5/5

Newhouses map has a nice idea, good visuals but is abit short. 4.5/5 
Naite. 
How does one get past the smalbers on Skill 3? 
@Naitelveni 
Maybe two shamblers in skill 3? I really hope quake would have nightmare spawnflag too. 
@Naitelveni 
Thanks for your feedback, sorry that is was too short.. next time I will try harder. 
Shambler 
you cant run past them on skill 3? 
Nope. 
But you can jump / shambler boost... So I guess it's okay. 
Shambler 
Ill have to reduce the distance to the safeplace. and add a double door hallway that has a crusher so you cant avoid the shambler encounter. 
@mukor 
I liked your entry and I'm impressed with LOD. Favorite little detail was the way you cut out the buttons. Subtle but a nice detail and I don't recall seeing that before. Thanks for your restraint in colored lighting. Less is more in Q1. +1 for monster jumps 
I Agree With Skacky 
...on the time frame of the announcement - you would have had more entries and I for one am not of terrafusion. 
Topher 
Thanks. My favorite part about the buttons is the lights. it starts with a red light then when pressed, trigger_relays to turn the red light off and and another trigger_relay to turn on a yellow light. :D 
You Mean Dumptruck 
There's no post by Topher in this thread... 
 
Yeah not sure how that happened haha. :shrug: 
 
maybe for this?
http://www.celephais.net/board/view_thread.php?id=61393&start=74&end=77

??

i will play this later. maybe today. or this weekend. 
 
any chance of getting this on quaddicted? <3 
Demos! 
skill 2

mukor. this one is the one that i liked more in this pack. the jumping monster made some unexpected action.

newhouse. this has the mark of your style like the retrojam6 map with traps and other things. the red sky is nice too

naitelveni. this one is interesting. i didn't like the visuals very much, the red colored lighting was a little overdone (i mean, it's a good choice, but they need to be a little more subtle). but the gameplay was good.

http://www.quaketastic.com/files/demos/sm178_demos_topher.7z 
 
Thanks for the demo!

theres supposed to be a little battle at the end but it doesnt seem to trigger properly on skill 3. 
 
Thanks for the demo, it is nice to see people still trying out this little pack of maps. 
 
https://youtu.be/njzMXt8fXWc

GGRC did a video of this pack. 
Cool! :) 
 
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.