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New Q1SP: SurveylLance ZtateMent
This map is brought to you by hexcalk, now with crazy advertisement ripoff statements such as "lightning gun not included" and much more! Well, yeah, something like that, but the map surveylLance ztateMent focuses on a detailed aesthetic built upon sock's tp-industrial texture wad, which was used in his concept map "The Bridge Crane". I put in over 1 month of effort into this novelty, and as a result (coupled with beta-testing), it's a marvel of interesting artworks.

Beside that, the gameplay gets harder than preceding hc maps. Ammo and health are now barely enough to catch up with the most intensity, though it's not too scarce. Enemy/monster encounters are more varied because the map is more dynamic than hc1, and thus the average amount of enemies you see per room is denser; some of it's tight-quarters, and some of it's otherwise. Also, the lighting got more varied and darker.

surveylLance comes in two flavors, one grey ceiling-oriented, and one yellow ceiling-oriented. By the way, I didn't take a screenshot of this level since it was too hard to do so with the still-visible corpses and hordes.

Alternatively:

"I inaccurately denied that I did a screenshot, for that I did several of them for hc3.

I just took this one recently in response to your needs for the screenshot."

Screenshot link: http://www.quaketastic.com/files/screen_shots/hc3.png


Quaketastic download: http://www.quaketastic.com/files/single_player/maps/hc3.zip
surveylLance ztateMent yelow: http://www.quaketastic.com/files/single_player/maps/hc3yelow.zip
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Gameplay was fast and fun but the map isnt good in general. I think you should examine the classic maps of quake and Arcane Dimension maps more. Examine the size of certain areas, how much space the player for moving in the terrain, where are the enemies positioned, and how the lighting is set up. You are making progress Hex!

http://www.mediafire.com/file/657nl38wa6r7vxr/hc3nait.dem 
"The Map Isnt Good In General" 
FifthElephant commented in a demo he sent to me of him testing the beta version of this map that there are no rooms over rooms, so that's one of the reasons why hc3 wasn't perfect for both him and you Naitelveni. 
Screenshots ! 
Can't we have screen captures, before downloading !? 
Response(s): 
@Naitelveni: I tried playing the demo, but I received errors about it. I wonder why.

@Barnak: I wish a screenshot of it must be made and shared on this func_msgboard thread. 
@Naitelveni 
Oh wait a minute, I had to download it from mediafire in that link you sent to me. 
Screenshots Please ! 
 
Took Some Myself. 
Here's A Screenshot: 
I inaccurately denied that I did a screenshot, for that I did several of them for hc3.

I just took this one recently in response to your needs for the screenshot.

Screenshot link: http://www.quaketastic.com/files/screen_shots/hc3.png 
@Breezeep_ 
Nice screenshots! ;) 
 
I think you should examine the classic maps of quake and Arcane Dimension maps

The phrase "walk before you can run" might be relevant here. I'd recommend learning with the bread-and-butter stuff like id maps and czg's terra, before you go off trying to make the next ad_swampy. 
Yeah, Czg (indeed). 
So yeah, I think I can study maps by playing them (at least). 
Ok Map... 
Another hexcalk release, and not surprisingly every single comment in this section is by hexcalk explaining some mistake or reiterating the meaning of some previous comment. But that's neither here nor there..

So, this map has some strengths hexcalk. I like this unique texture theme and ideas with the colours. The problem is the lighting is abysmal, entire sections appear completely whitewashed and it looks as if the map was compiled without light. This needs work.

Ok, so the combats have some exciting bits, I like picking up the grenade launcher and then blasting the hordes near it. Here is the problem, the majority of rooms have a tight entrance with all monsters facing it aggroing immediately. The monsters are stacked in rows and cannot attack the player so end up killing each other. Half of the kills were infighting, this was not intelligent infighting. You need to place monsters in tactical ambushes, behind corners, more tactically spaced throughout the combat rooms.

The vore ambush is a good idea but the issue is the vore spawns so far away and there is no tactical cover in the room with the vore so the only option is to shotgun snipe it from 2 rooms away. BORING.

The final Shambler ambush is good. Its an ok classic ending, but a little boring. Need to spice it up with some close range mobs to add challenge.

The monster theme is random, I don't know why random knights are in a tech base ventilation shaft, and a room full of zombies placed perfectly in grid formation. This seems lazy. Zombies belong in medieval sewers or graveyard theme. I understand the ending seems to be leading to another dimension, but then the exit portal appears in a different room with no explanation or indication it is a wind tunnel. This is confusing. Theme needs to be consistent.

Ok you have some strengths here, but needs more work. My honest opinion. Keep mapping. 
To Claire Redfield: 
Your opinion's great, I like it. I'll keep mapping indeed. 
SurveylLance ZtateMent Extend 
A new version of hc3 by me is out on Quaketastic now. Some notable differences are not by large but to be expected.

Quaketastic link: http://www.quaketastic.com/files/single_player/maps/hc3xtend.zip 
Hc3vis 
I prefer calling the vised version of hc3 "hc3vis". 
Why 
 
Why Hcvis 
Because I forgot to compile the orignal version of the hc3 map using VIS, so I had to use VIS to make hc3vis. 
Why Hc3vis 
Because I forgot to compile the orignal version of the hc3 map using VIS, so I had to use VIS to make hc3vis.

(Note: In my last post I forgot to put the number 3 in the title of the comment "Why Hcvis".) 
For Hc3vis 
So after making hc3vis I updated the hc3.zip file folder to include hc3vis. 
Please Notice That... 
..."For Hc3vis" was my 108th post, because 108 is a lucky number. 
Ok Cool Thanks 
 
You're Welcome 
 
.;'~ COMMENCING SPACIAL TRANSCENDENCE~';. 
heres a playthrough of your other works, hexcalk.

https://youtu.be/iX-EvLiWs2Q

___END___ 
I Watched It This Morning 
Unfortunately Arceee missed out on this one because of preproduction. 
Arrrcee's "Hexcalk's First 3 Maps" 
Amazing! I enjoyed it well, very well. I noticed in the video's beginning that he stated that I avoid map jams entirely and release my maps individually independent from jams. Exactly right. 
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