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Q1SP: Mire Prison
Hello everyone, here is my first map. I had a great time learning how to use Trenchbroom and receiving feedback while working out the final kinks. I designed it with the loose idea of e1m3 meets techbase..sort of. I'm looking forward to improving and bringing you guys more in the future, and hope you enjoy this for now!

Screenshots:
https://drive.google.com/open?id=1lx4StnlerIKVFypm22Ykd7KLn40EJNnO

https://drive.google.com/open?id=1f8ue9XC63Nsy7pSQN-mxEv7cdOIxTbSO

https://drive.google.com/open?id=1Za-uP4pLf35AyQGHKFY0RFqwGJI8PY18

Download:
https://drive.google.com/open?id=15-xC141D44QLO2Cr4XzGPL9KiZjuvaDb
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My Blind Run 
When I noticed the map didn't have a lit file, I got excited and decided to play the map on the "oldchool" winquake mode of the Mark V engine, so I'm not sure if the demos (first run, skill 2, 100 %, one death, around 14 minutes) will run on Quakespasm.

I agree with Poorchop's compliments on the mechanic of keeping the player moving with the zombies, that remain unkillable for a large portion of the map, until he or she find a GL/RL.

As you'll see in my demos, I was able to "break" the map by being accidentally able to come up for air in the water pool, which is why I was just barely able to survive the pool. Poorchop's comments were pretty much spot on on the place. I, too, ended up wasting time trying to secure myself a breathing spot, instead of just concentrating on finding the shootable button. Maybe you could have some bars shut the way above the player as soon as the player is flung into the water? Then it would be more obvious for the player to not even attempt to go up. Maybe also add some health pickups to give weak players some health to drain while running out of air?

I liked the aesthetics of the map, which was an interesting blend of medieval and base. I think the mix worked really well! I think I liked the underwater ruin area the most, though. It was brimming with detail and the large number of air bubbles somehow just stuck out as a nice detail in particular.

I think the secrets were pretty nicely done, too. I'm not sure if I would have survived with only one death, though, if I hadn't found them. Also, had I played on nightmare, I probably would have died more often. I was actually going to play on that difficulty, but accidentally had chosen hard instead, which may have been the right choice after all. xD

All in all, a really nice first map. Good work! 
 
Here's my playthrough (skill hard/ all secrets and enemies)
https://www.youtube.com/watch?v=QToENSpmRDw

I already played the beta version, so it's not a "blind" playthrough. In the beta, i went into the water first, so this time i went first to the prison, just to make the playthrough different (and more challenge without the nailgun) =D

I love all the changes you made, the gameplay is more enjoyable without the handrails in the prison, the lightning-gun is easier to reach, the zombies in the last arena are more menacing (and now i can go to the second floor) XD

This map is great! Thank you!! =D 
 
Good map, but the last door didn't open after I killed all enemies. 
 
Thank you all for the feedback, I really appreciate it. 
Mire Prison On The Quake Grave 
https://www.youtube.com/watch?v=UUS7hN7bXEk&t=3556s

First of all, welcome to the community!

I have a lot more notes for you in the playthrough as I traverse the map, but I will say that you have a lot of ideas here all meshing together which is good! I love the waterfall area with the secret and the idea of the zombie prison in these terrible conditions was very cool too.

I do have a few issues with texture usage, some of the brush work and how you get around to certain areas (watch the video for more) but overall this is a very strong first map! Nice work! 
Cool Little First Map! 
Nice architecture, decently detailed. Love all the ruined bits. I noticed a graphical bug under one of the staircases (see demo).
Skill 2 combat is a bit on the tough side (died 4 or 5 times) but not too unfair. I liked how you used the zombies as unkillable turrets until the player gets a GL and/or quad.
Secrets were nice - only got the YA one after it could be of any use, though, but that's totally my fault: I should've known that these tiny ledges near the stained glass windows were there for a reason...
Here's my blind skill 2 demos, 100% kills, 100% secrets. 
First Map? 
It is hard to believe cause its very detailed and polished for a first map. Congratulations!
Lots of cool ideas and nice underwater areas. Really good job. Hope to see more from you.
Thank you 
@anon 
Check out SM184 & SM185, he has one map in each pack. I haven't played SM185 yet but his SM184 entry is pretty good. 
 
Thanks for the feedback, guys. I just finished watching your demo, mug, and I appreciate how much time you took to check every little corner of the map. I've learned quite a bit since this release and it's great looking back! 
You're Welcome! 
Yes, I'm the slow kind of player that likes to look at everything. Not only to gorge on the scenery but also to hunt for secrets - I don't enjoy doing it after completing the map, as I like the extra supplies within to actually be of some use. I've just posted a review (with demos, yay!) of SM184 if you want to check it out. 
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