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Posted by Fern [71.208.44.92] on 2007/09/29 13:09:57

From conceptualizing to final compile I think this took about a week... I tried to focus on GAMEPLAY instead of just making everything look pretty.
Oh yeah and it's at least nominally runnable. Play in Skill 2 if you just want to play quake and shoot things. :)
Screenshots:
http://www.suspenlute.com/01/fr3nr...
http://www.suspenlute.com/01/fr3nr...
http://www.suspenlute.com/01/fr3nr...
Download:
http://www.suspenlute.com/01/fr3nr...

#1 posted by Zwiffle [67.53.148.10] on 2007/09/29 23:54:22
Dear lord they're coming out of the woodworks!
Screenshots look ok, so I'll have to play it to find out if it's any good since you seem to want to focus on this "gameplay" thing.
#2 posted by Trinca [89.180.135.137] on 2007/09/29 23:58:12
#2 post but i´m first to post after playing :)
very enjoyable the map :) had real fun! was quite easy on hard, but maby becouse i found all 4 secrets at first :) and two of then gave me real real help (hardcore gameplay)!
good use of these great textures!!! is always nice to see a good mapper like you with such a nice textures like those!
hope to see more from you
;)
Secrets
#3 posted by Fern [71.208.44.92] on 2007/09/30 00:04:51
Nice going, Trinca. For a while everybody was missing at least one. ;)
Thx 4 feedback.
#4 posted by Mikko [91.153.54.88] on 2007/09/30 00:58:46
Great use of Sock's textures! The map could have had at least one outdoor location - now it seemed to lack variety.
It was a fun map, died once and found one secret (wasn't looking for them). Took around 8 minutes.
This Reminds Me
#5 posted by aguirRe [212.151.11.239] on 2007/09/30 01:11:56
Is it possible for me to get the source map for the older fr3n1m3, so I can get rid of the tjunc sparkles?
Happy Hunting
#6 posted by Fern [71.208.44.92] on 2007/09/30 01:24:08
fr3n1m3.map: http://www.suspenlute.com/01/fr3n1...
Thanks!
#7 posted by aguirRe [212.151.12.148] on 2007/09/30 02:31:26
..
Huh...
#8 posted by metlslime [71.202.113.29] on 2007/09/30 03:59:00
i notice the GPL isn't pasted into the map file of this one :)
LOL
#9 posted by Fern [71.208.44.92] on 2007/09/30 04:12:33
nt
Er....
#10 posted by Fern [71.208.44.92] on 2007/09/30 04:13:07
Belatedly realizing your meaning, the reason there's no license text is that I made it from scratch. At the time, I didn't even know about the Q1 source release.
Its Raining Quake Maps
#11 posted by nitin [210.84.4.18] on 2007/09/30 04:15:22
this is some sort of unbelievable release month
Great !
#12 posted by Barnak [70.55.82.242] on 2007/09/30 06:01:04
Cool map. I love it. Now part of my permanent collection. Thanks a lot !
Geez, you mappers are teleporting out maps directly from hell or what, since the last couple of weeks !
Thanks again !
Keep 'em Coming!
#13 posted by Eisenfresser [87.168.94.168] on 2007/09/30 11:05:04
very fast gameplay on this one. Not too much running back and forth, a lot of fun to play.
On the first run i didnt find and secrets, gonna go look for them now.
Shows, that you dont need to change any gamecode like enemies, etc. to still enjoy quake :>
Very nice!
Nice Map
#14 posted by negke [82.82.186.32] on 2007/09/30 11:36:38
Although I didn't enjoy being squished by the lift twice. There was some z-fighting at the MH secret door (which was also the only secret I found). It looks somewhat odd if water surfaces and brushes are at the same height like in the room with the eye-door button. The trim tiles in the corridor leading to the SK were not rotated.
Secrets
#15 posted by Eisenfresser [87.168.94.168] on 2007/09/30 12:15:51
...decently hidden but all with a good use.
#16 posted by Trinca [89.180.135.137] on 2007/09/30 15:48:05
noob hard crazy demo :)
http://trinca.quaddicted.com/temp/...
As Long As You're Going To Nitpick...
#17 posted by Fern [71.208.44.92] on 2007/09/30 17:30:30
The trim tiles in the room leading to the SK DOOR weren't rotated either, so there! ;P Glad you thought it was a nice map despite all the flaws, Maybe I should put a big "Hard Hat Required" sign on the lift.
Ha
#18 posted by Spirit [213.39.214.27] on 2007/09/30 17:52:03
It's using Sock's textures so it's instant love from me. Nice gameplay and good layout too. Can't wait for your next map. :)
Demo
#19 posted by Spirit [213.39.214.27] on 2007/09/30 18:11:06
I tried skill 3 and got 100% in ~10 minutes. Fun!
http://shub-hub.com/files/demos_si...
No Speed, Stuck-behind-last-crate And The Stiff Scrag
#20 posted by the silent [84.222.236.55] on 2007/09/30 20:37:07
...Basically, that's all there is to this. Very sloppy NM 1st run of a real cool and entertaining map. Keep 'em comin' Fern!!!
http://shub-hub.com/files/demos_si...
Sielwolf... Hrimsp3 will be next. ;)
Fern:
#21 posted by metlslime [71.202.113.29] on 2007/09/30 23:32:02
actually, i wasn't implying that you were legally required to GPL the map, only that a lot of people do GPL their maps these days, voluntarily.
Also, inertia was asked to release his map file recently and he put the GPL text inside the .map file itself, which is what I was mainly joking about.
Licensing...
#22 posted by Fern [71.208.44.92] on 2007/10/01 03:32:17
Is for people who give a damn if their stuff is stolen. ;)
Nice Map
#23 posted by ijed [201.222.206.109] on 2007/10/01 03:43:25
Well put together and good gameplay. I only got 1 secret - did the others have GL / DBS? If not and I missed them out in the open then I'm a dunce.
The spawn by the SK was facing the wrong way and nowhere near as challenging as the other combats, a Shambler would have been nice there.
The oblivion base bit at the end - is that a hint to your next map theme?
Fern
#24 posted by inertia [134.53.120.119] on 2007/10/01 04:04:33
you will give a damn sooner or later.
#25 posted by Fern [71.208.44.92] on 2007/10/01 06:12:18
Well put together and good gameplay. I only got 1 secret - did the others have GL / DBS? If not and I missed them out in the open then I'm a dunce.
All the secrets are intended to be reached without trick moves, if that's what you were asking. :)
The spawn by the SK was facing the wrong way and nowhere near as challenging as the other combats, a Shambler would have been nice there.
Originally it was going to be a pack of fiends but I got tired of trying to storyboard it. ;)
The oblivion base bit at the end - is that a hint to your next map theme?
Hopefully.
Fern:
#26 posted by metlslime [71.202.113.29] on 2007/10/01 08:57:14
well, but of course there are a bunch of non-thieves out there who won't use your stuff becuase there's no license.
So I'm not sure why you want your stuff to be exclusively used by thieves. You got something against honest people?
Licences
#27 posted by Spirit [91.62.25.87] on 2007/10/01 09:11:16
If one does not care about just write something like "do what you want with it".
"Honest people" can always directly ask the mapper for a license/allowance to use the sources, that should not be a problem I guess?
Nice Map
#28 posted by starbuck [82.41.204.47] on 2007/10/01 12:03:56
did what it said on the tin, although I have no running skills at all. Simple but neat looking, doesn't look easy to get stuck on anything. Lighting is a bit flat with a high minlight, but maybe that's a speedrunning thing too? I am loving how many releases there have been recently!
Btw...
#29 posted by the silent [82.185.144.141] on 2007/10/01 14:11:51
...what'up with that stuck scrag in the last room?
Stuck Scrag
#30 posted by Fern [71.208.44.92] on 2007/10/01 15:09:06
No idea, it's only happened to you afaik.
Lighting...
#31 posted by Fern [71.208.44.92] on 2007/10/01 15:11:51
Lighting is a bit flat with a high minlight, but maybe that's a speedrunning thing too?
Speed runners just use fullbright. It's more of a "can't be bothered" thing. ;P
Hmmm...
#32 posted by the silent [82.185.144.141] on 2007/10/01 15:22:04
...Engine issue, maybe? The demo is recorded in Joequake, my second run through presented the same glitch. I'll try Fitzquake later ....
The Speedrun-oriented Design ...
#33 posted by Lunaran [24.158.1.74] on 2007/10/01 20:14:35
... probably harmed this map's regular gameplay. I found it pretty unfair in a few cases being spit out of an elevator with absolutely no cover to retreat to (which is okay) but also no cover to advance to (which is awful), and hellknights or fiends or something right in front of me. There was just a bendy hall leading towards the next little chamber. I found myself sort of "speedrunning" a little anyway because of that, in that I'd just run in, grab the key, and dance out, just because I didn't want to have to faff with actually killing anything because there wasn't much room to have fun doing it. :/
Er
#34 posted by inertia [134.53.120.119] on 2007/10/01 22:06:43
this uses minlight? /me deletes...
Textures
#35 posted by Mikko [91.153.54.88] on 2007/10/01 22:13:42
How to browse texture wads? I'm scanning through this directory, trying to find some good hitech/base textures: http://www.quaddicted.com/wads/
Oh...
#36 posted by metlslime [204.15.3.5] on 2007/10/01 22:16:03
by the way spirit, could you take down jf_rubicon.wad? It's the same textures as jf1.wad but is missing the text file that has copyright info etc.
Something Wrong With Doors ?
#37 posted by Seven [84.167.225.192] on 2007/10/01 23:37:40
Hi Fern. I guess its just me, because nobody posted about it before me:
I notice some strange behaviours with 2 doors so far (i didnt finish the map).
Screen 1 shows the very first door (where the double barreled shotgun is). It wount open (from both sides).
http://img229.imageshack.us/img229...
Screen 2 shows the silver key door (its near the first screen door): The silver key door is HALF opened (it stays in this condition when I came there). So you can easily enter the room without having the key.
http://img221.imageshack.us/img221...
I use Darkplaces Engine.
Beside this, I must say, that I LOVE the textures !
Try Using A Real Engine
#38 posted by Fern [71.208.44.92] on 2007/10/02 00:47:02
nt
Metl - Done
#39 posted by Spirit [213.39.223.41] on 2007/10/02 09:53:36
Mikko, try Wally.
Quick Comment:
#40 posted by Shambler [82.38.199.129] on 2007/10/02 16:00:21
Fun for a short blast. Neatly made although I found it a bit bland in places. Gameplay is fun but generally rather easy, I think 50% extra monsters would have been welcomed. Still, it was fun. More maps please ;). I like the theme of the ending and the Quad run before it!
Leak?
#41 posted by MaTi [81.219.236.138] on 2007/10/02 22:43:00
http://img220.imageshack.us/img220...
Re: Leak?
#42 posted by Fern@work [71.208.85.102] on 2007/10/02 23:47:03
Yeah... that one's my fault. :P
Bland
#43 posted by nitin [203.214.32.60] on 2007/10/07 09:34:26
looks wise but that's mainly due to the flat lighting. Texturing is good, actually covers up the plain brushwork to quite an extent but it needed more memorable areas visually.
Gameplay though was quite good, even though I would have preferred if it still had normal skill settings.
My Thoughts...
#44 posted by generic [76.3.11.41] on 2007/10/12 13:58:12
The texture use and gameplay were quite good. The Gold Key door is quite easily passed, of course, but luckily you don't miss much by doing so. I thought the "look for this image" portion could have been more puzzling. Flat lighting, sure, but otherwise it is a good map.
Great game!
P.S. Maybe Spirit's 24-bit Sock tex would spice this one up?
Textures
#45 posted by Spirit [213.39.156.104] on 2007/10/12 14:12:58
I only renamed and included the ones my map uses. This map uses a lot more and thus that pack is not of much use.
Puzzling Maps...
#46 posted by Fern [71.208.50.103] on 2007/10/13 05:13:32
Are a pain in the ass (imo) and when I have the choice I prefer to spend 30 seconds frantically shooting at things rather than 30 minutes searching for the door that just opened across the level when you pressed an unmarked switch..
Anyway, I know we have different opinions about this but that's just my explanation for why the progression is so obvious. :)
I Must Ask
#47 posted by Fern [71.208.50.103] on 2007/10/18 07:14:40
Did anyone find the popefish yet?
The Popefish?
#48 posted by HeadThump [4.136.111.227] on 2007/10/18 07:55:16
btw, sorry for the lack of comments on your level. Usually when I'm trolling on line I'm far away from my gaming rig. I don't have much to add, though I liked the game play. It reminded me of my own Ariadat with the 'fuck with the player' style in certain places in your map that some have complained about in some earlier posts.
I don't get pissed at that sort of thing; it gives me a good chuckle when I'm outsmarted by a mapper guessing my expectations. Instant death traps are a different matter, just say no to instant death.
Popefish
#49 posted by Spirit [80.171.20.96] on 2007/10/18 09:09:12
Haha, cute!
How to find it the normal way (I noclipped)?
Nice
#50 posted by PuLSaR [217.74.245.66] on 2007/10/19 04:24:41
heh it's nice to see another pretty map using the great sock's egyptian textureset. but rather small. also i was blocked 3 times in a row by the first lift in a corner and a fiend. A little more space for moving would have been better imho.
nice one
Nice
#51 posted by PuLSaR [217.74.245.66] on 2007/10/19 04:25:50
heh it's nice to see another pretty map using the great sock's egyptian textureset. but rather small. also i was blocked 3 times in a row by the first lift in a corner and a fiend. A little more space for moving would have been better imho.
nice one
Nice
#52 posted by PuLSaR [217.74.245.66] on 2007/10/19 04:28:43
heh it's nice to see another pretty map using the great sock's egyptian textureset. but rather small. also i was blocked 3 times in a row by the first lift in a corner and a fiend. A little more space for moving would have been better imho.
nice one
If You Read Each
#53 posted by HeadThump [4.136.90.191] on 2007/10/19 04:32:37
of the last three entries, you realize each is slightly different in meaning. It's like a Warhol,
man
Fucking Lags
#54 posted by PuLSaR [217.74.245.66] on 2007/10/19 05:03:58
=/
Sigh
#55 posted by Fern [71.208.50.103] on 2007/10/19 05:37:18
shoot all four pyramids in the first atrium.
Fine Map For Speedruns
#56 posted by Sielwolf [84.130.184.231] on 2007/11/29 20:00:46
Thanks Fern, that was fun, nice chaos at the quad secret :)
It would have been even better if there were multiple routes to choose, also a little bit more space in some corridors could improve the flow, being a map made for runs (not 100%).
Looking forward to fr3nrun3.
demo:
http://shub-hub.com/files/demos_si...

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