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New Q1SP: Wenl Mine (megad2lvl3)
Tested in Quakespasm, please use that. Fitzquake should play mostly fine, but may have some items falling through plats in one place? (Not gonna mess with that any longer.)

Please record demos and send them to me or post them here. I wanna see you play!

- my first map for Quake
- 266 monsters
- 30-45min
- ~25 secrets
- Medieval/Rune
- this is a remake of Descent 2 level 3
- In D2 you destroy the reactor and then have 30secs to find the exit. In Q I don't see a good way of signaling this, so no timelimit. If you've got any ideas... Anyways, if you see the exit, take a note where it is. You might need to return there.

- easy should allow for some exploration-style play
- normal is hard but not evil
- hard /is/ evil and very hard, but the way it's supposed to play.

Advice for skill 2
- generally, Descent requires you to take deliberate decisions more
- resource management is something you should think about (some more) in this map
- choose weapons wisely, a shambler might lurk behind the next corner
- use gl/rockets
- use nails for enemies that need nails
- be careful with when you use sg vs ssg
- don't pick up stuff you don't need yet
- plan where you are going and what it will do to your ammo
- if you're low on anything, you can always hunt for secrets, which
there are plenty of
- secrets can be behind walls that you either need to shoot or just walk through (this is a hommage to Descent also)
- some secrets require more backtracking than you are used to in Quake
- never flee to front, will just aggro more enemies
- if you're low on health, don't put yourself in too defensive situations that are a disadvantage

Thanks so much to onetruepurple, Daz, mfx, distrans, khreathor and Vigil for testing and advice! Also, so much help in #terrafusion. Would be a much worse map without you guys.

Screenshots

Download
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Thanks A Bunch! 
- awesome demos & videos. Esp. the voice comments are really helping to understand feedback better.

- the switch next to the big elevator triggers spawning of the scrags, but only works thrice, and only after you visit specific points in the map. It sort of works like D2's generators, but they just trigger immediately and don't have a seperate switch. Generally, I tried to use the floor switches instead of trigger_once as much as possible.

- I should really do a recording of the D2 level.

- It's nice to see that the rock death trap is liked by everyone ;-)

- the only trick with the two step platform is entity removal and spawning (thanks preach!), and then some carefully placed clip brushes for the items. 
Any Ideas How To Hint At The Exit Better? 
There /is/ a msg when you step on the elevator first, but nobody seems to notice ;-)

Maybe I just need a bunch of arrows pointing upwards... 
Well... 
...this was amazing.

Dare I say it's the best of the 2017 bunch? Not kidding. I enjoyed it THAT much. 
 
It really is quite good. 
Hey Megaman 
Initially I didn't want to play this map, because to me the concept was weird. I couldn't really imagine how a descent 2 map would translate to quake.

I ended up playing it on stream (on nightmare) and was pretty awestruck by it.

Let me say right off the bat that you did an amazing job. The gameplay was excellent and the brushwork was fun. It felt very quake, you wouldn't really know it was based off a descent 2 map unless you were told.

I only have one complaint, and that's the apparent lack of clip textures. I was put into situations many times where I was caught up on small geometry when trying to strafe away from monsters.

The difficulty was pretty spot on for nightmare, man that rocket launcher room vore encounter is mean XD

I loved the end lift. I did notice one oversight though. If you hit one of the side switches last and jump into an alcove for cover, the lift can go up leaving you behind with an unavoidable pit death.

Great job. 
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