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Posted by metlslime [71.202.113.29] on 2007/07/16 07:27:45

The Vertical Map Contest is over, here are the results. Maps were required to fit inside a 768x768 footprint, with unlimited vertical size, and were not allowed to teleport the player. All four maps can be played in the "Quoth" mod.
Screenshots of the entries:
768_trinca : http://celephais.net/stuff/768_tri...
768_lurker : http://celephais.net/stuff/768_lur...
768_rudl : http://celephais.net/stuff/768_rud...
768_spirit : http://celephais.net/stuff/768_spi...
Readme: http://celephais.net/stuff/768_pac...
Download Mirrors: (3.2mb)
celephais.net : http://celephais.net/stuff/768_pac...
quaddicted.com : http://www.quaddicted.com/filebase...

Spirit...
#1 posted by metlslime [71.202.113.29] on 2007/07/16 07:29:25
Could you mirror this on quaddicted when you get a chance?
...first Travail
#2 posted by Eisenfresser [87.168.79.5] on 2007/07/16 08:13:05
..and now another quake release, it's a good July :)
Yay!
#3 posted by Spirit [213.39.186.154] on 2007/07/16 11:26:42
http://www.quaddicted.com/filebase...
lurker's is my favorite. Extremly diverse, well built (crampy but not crampy thanks to trigger_illusionary, thanks!). And I love all the little tricks.
rudl's I haven't finished yet, died on the second room with enforcers because of ammo shortage. :(
Loved the start though with the beautiful rooms. Some textures did look too cartoony for my taste, Quake's palette is quite limiting here.
Trinca's has some great brush/texture-work and space fillers. Lighting was kinda bland. The vorelings are GAH evil!
My map, uhm, I lost my mapping spirit about two weeks before the deadline. I spent a lot of time into texturing and adding "decoration" on the wall.
Cool
#4 posted by negke [82.82.173.208] on 2007/07/16 11:39:16
My rating:
1. lurker
2. Trinca
3. Spirit
4. rudl
All maps are good. Nice work guys.
rudl: I don't see the point of the external textures - they look exactly (poorly converted) as the ones in the bsp. Yay for the sliding carpet. The base part looks somewhat odd, could have used stronger detailing.
Spirit: Neat use of particles. The push triggers are too fast. The arrow battlements look bad because of lacking depth (space is filled with sky), and there is z-fighting at the GK ledge. Some glowing effect for the final ogre would have fit well. Nice Spirit sign and Spirfish.
Trinca: More details, especially for the ceilings (also applies to Spirit)! But it is still ok - I guess one can't go wrong with knave.wad. Next time, turn detail bits like the mugs and the shield/weapons on the wall into func_walls for slight optimization of r_speeds.
lurker: 'n' isn't a field! My favorite map of the pack. Not only is it the largest, there are also many cool objects and gameplay twists, like the 'puzzle piece' stairs, the lift (not so cool though: it has wait -1, I had to noclip upward), zombies/shambler/vore carnage, and particularly the space area.
Nice Maps
#5 posted by than [220.47.251.83] on 2007/07/16 16:02:48
Especially Lurker's - the "hmm, wasn't this bit waaaay below?" feeling I got at the end was weird, as was the ability to gib zombies with the lg. Nearly shat my pants when I saw those Shamblers =) Some neat tricks there. Enjoyed it alot.
Trinca's map was decent but not amazingly creative. The ending felt a bit too seen it before, but there were a couple of reasonably good combats and shock moments earlier on that made up for it.
Rudl's was rather short and weirdly textured. Can't say I enjoyed it that much to be honest. I couldn't tell and haven't bothered to check the .map, but the final area felt like it was outside the 768 area too. A bit dissapointing, but a good effort.
Spirit, your map started off promising, but then I got to the room with the water tube and couldn't find the well hidden button. I couldn't be bothered to spend all day looking, so I just moved onto the next map. Up until that point it was fun though. Am I just stupid or did anyone else have trouble finding the button?
Than
#6 posted by Vigil [91.152.72.143] on 2007/07/16 18:49:41
No, you're not stupid.
Hidden Button
#7 posted by negke [82.82.161.124] on 2007/07/16 19:12:17
It's not that hard to find really. You guys are just bad (impatient) searchers.
The base area in rudl's map is still within the 768 area.
Still No
#8 posted by Vigil [91.152.72.143] on 2007/07/16 19:14:25
I ran through the func_illusionary a few times, thought it was a button that wasn't working, then noclipped through the barrier.
My Vote:
#9 posted by ijed [201.222.201.120] on 2007/07/16 19:48:28
Lurker
Trinca
Rudl
Spirit
Lurker - very nice, the void section was a bit off, killing the sleeping knights or fallign onto an invisible floor. Could have used some tweaking.
Trinca - Nasty. Constantly very low on everything and had to cheat on the final spawn battle since I kept frying myself with reflected lightning.
Rudl - Imaginative and the vertically was more apparent than the other maps, especially the Drole staircase battle. The change to base was a bit odd, more like a chainmap than a single cohesive section. Also didn't have enough ammo to finish off all the monsters and had to exit early.
Spirit - Felt more like an experimental map, although I did find the button for the bar I couldn't get there in time since the trigger push always through me over the platform, which then activated and the bar closed before the platform had properly returned. So then I tried to noclip through it and quake crashed with a missing model func_togglewall. Will try again.
Though / Threw
#10 posted by ijed [201.222.201.120] on 2007/07/16 19:49:12
My Thoughts
#11 posted by inertia [24.164.73.173] on 2007/07/16 19:56:56
are much the same as Ijed's. However, I liked the void section in Lurker's map -- it was well executed, and the novelty of it impressed me.
Making the secret-activating buttons look the same as the decorative-rune-things was evil, though (read: annoying).
Nice work everyone!
Ehehe
#12 posted by Spirit [213.39.186.154] on 2007/07/16 20:34:40
Yeah, experimental as my maps always are. :D
Here's where the button is: Near the teleportwaterthing in the shadows, look from above.
And a trick how to get the lift without any problems (you can also just +moveback when pushed by the second trigger_push :) ): swim back up inside the "teleport"-water
Question: Did the trigger_push -> dog -> trigger_push flight work as I hoped? :D
All Around Good
#13 posted by Orl [70.18.184.56] on 2007/07/16 21:57:42
Interesting maps. Not fond of the 768 limit though, but its good to see something different.
My favorite was Lurkers. It was large, well balanced, and good to look at.
Second comes Rudl, third Trinca, and fourth Spirit.
Of course don't take my word for it, they are all great maps in their own way.
I found the hidden button in Spirits map almost immediately. Its not that hard to find, really.
Comments
#14 posted by lurker [68.217.6.82] on 2007/07/16 23:58:29
on maps:
I think I liked the combat in Trinca's map the most, followed then by Spirit's. Both had some spaces that allowed almost the full 768 square to be used for fighting which was a wonderful break from a week of only playing my map.
End of Trinca's map seemed a bit cliche, but I have a room of Shamblers, so I can't complain :)
I liked the visuals of all the maps, so maybe I have no taste in such matters? I think we each made some strange choices, but I don't think any map was especially hindered by its visual choices. Room for improvement, but no abominations.
rudl/Spirit/Trinca: I have recorded first play demos. If you want them, you can grab them from
http://rapidshare.com/files/433063...
http://www.megaupload.com/?d=9D40F...
or http://www.yousendit.com/transfer....
Spirit: I didn't crash into the dog, if that's what you're asking. My experience was trigger_push -> bark! -> trigger_push .
Comments on comments:
"n" is used by Tyrlite for inverse square falloff. :(
I tried converting these to "wait"s and using aguirRe's lighting tool partway through the project to fix this. To my surprise, the lighting ended up quite different so I reverted.
Wait -1: I thought about making the abyss train's button be pushed instead of shot, but that still might not have fixed the problem. I took the "no teleports" rule very strictly, though, so I apologize if the abyss elevator leaves you behind. I thought it was a risk I could take in this kind of map, but I don't expect to chance it in the future.
inertia: It's too small of a detail, probably, but I was employing a vocabulary with my runes. There is one that is used as a light, one that is used as a directional marker, one that is used on trains/lifts, and one for the secret. The rune textures I selected as "light" and "secret" did look too similar in the end.
Thanks for the kind words. I'm happy my map could entertain you for a few minutes.
Try the map on easy with aguirRe's glquake if you want more entertainment. :)
Lurker
#15 posted by aguirRe [213.101.74.194] on 2007/07/17 01:54:33
The light key "n" should probably be "delay" to get what you want, like in "delay" "2" (here: inverse square falloff).
Neither TyrLite nor my Light uses any "n" key. When you get wsrnings from the engine, it's usually because you're using an invalid key.
Holy Crap
#16 posted by lurker [67.33.131.43] on 2007/07/17 02:18:15
I re-read the TyrLite readme.
Yeah.
I read the block about attenuation however long ago, saw that n=2 is for inverse square and forgot to re-check which key ("delay") to set. So when I was 'converting' to use your utility, I was actually finally making the inverse square attenuation apply.
Thanks for pointing me in the right direction :)
Lurker
#17 posted by inertia [24.164.73.173] on 2007/07/17 04:34:35
It would be pretty easy to open up your .map file and replace all instances of "n" with "delay," if you want to release a fixed version :)
True
#18 posted by lurker [74.160.66.167] on 2007/07/17 07:14:13
but the pack is already out. I'm not sure how that would be looked upon.
( "n"-free version : http://www.megaupload.com/?d=I3IQA...
http://rapidshare.com/files/433569...
or http://download.yousendit.com/5844...
No other errors fixed because that would be cheating.)
Lurker
#19 posted by rj [86.1.160.132] on 2007/07/17 10:15:10
your map was excellent! very atmospheric & fun, with a few original twists. would be interested in checking out some fullsized maps from you :)
trinca's was probably my second favourite, looked alrightish & played alrightish
the other two i had problems with.. spirit's crashed with the error ijed mentioned, and i found rudl's ridiculously hard.. maybe i just suck alot? i beat it eventually but finished with about 5 health, no ammo & a bunch of monsters still alive.. had to take down one of the shamblers with an axe, yikes.
Hmm
#20 posted by nitin [203.214.73.32] on 2007/07/17 16:26:21
cant say I like any although lurker's is easily the best. Full blown map please :)
trinca's, you have to be joking, I couldnt get past the second room.
spirit's was ok as a test map, nothing more.
rudl's was too repetitive.
Sorry for the negative comments guys but that's how I saw them.
#21 posted by Trinca [89.180.89.144] on 2007/07/17 20:06:19
ok play then all
Lurker map was the best with real nice stuff! petty he didn’t share .map file i might
Learned something from it... the game play is superb and the lightning gun with super powers
owned :) love to kick those shamblers and vores real hard! the puzzle owned also.
rudl map is a little messy... i guess he got Orl stile... not a good choice on combination
of textures... and the fight was really unfair and boring... A secret that isn´t a secret
and spwan shamblers...? arrrrrghhh sorry, i now you are new in mapping so i think you are in the
right way if is one of your first maps are much much much better then mines ;) keep it up!
Spirit is a lazy bitch :p he got skills but he is to lazy :p game play was cool, with
intense combat and not unfair at all, the button was easy to find! than go buy a new
TFT!
about my map, u guys decide i had fun on it... hope u guys to! than end is already seen?
what do i suppose to make as a end? spam lots of monsters and once or spam like i did what’s
the difference?
Spirit my map is poor in lights? errr finally made a proper light in a map and you say is
bland... lol lol lol lol lol
:)
anyway, thks guys for this minutes of fun!
P.S-> thks Lurker for demos :) sorry i didn’t record first demos... but i always forget :\
P.S1-> Preach the lurker map crash in the 2 new progs.dat
P.S2-> nitin practice more please... map is so fucking easy... i beat it easily in nightmare...want a demo?
P.S3-> Orl dont get mad with me ;) but your maps are realy weard!!! ;)
I'm Content
#22 posted by rudl [193.171.131.245] on 2007/07/17 20:14:29
Spirit - On the whole i like the map: very experimental and creative.
The arrows on the wall were somehow irritating. I thought they are hints to find the button :)
Lurker - Good map a lot of new ideas, but the outdoor area could have been a bit more detailed.
Trinca - Well it is almost impossible not to create a good map with knave-textures. -> the map is good, but nothing special.
on my map:
Sorry. Is it really that unenjoyable, ridicculusly hard? -> set skill to 0. A map with two themes is always problematic. i should have sticked to one theme. The change to base is odd, but teleporters were not allowed.
So I'm happy if someone enjoyed my map to some extent.
Don't Worry Rudl
#23 posted by Orl [70.18.184.56] on 2007/07/17 20:37:59
Your map is not ridiculously hard. Its only hard for people who have no Quake skills. For the rest, it provides a good challenge.
I thought the change to base theme was good, because it kept the map interesting, and not repetitive.
Keep doing what your doing. You'll realize the more you map, the better your maps will become from experience. And besides this is what, your second map? For a second map its pretty damn good.
So no pressure.
Where Is The EBay Item 21153?
#24 posted by LadiesMan217 [193.38.82.36] on 2007/07/17 20:47:35
* lurker : The bridges reminded me of Duke3d. The more weird it got - the more I liked it.
* Trinca : Nice looking, and plays well.
* Spirit : That little jump puzzle at the start foxed me for ages lol. I gave up looking for the switch (sorry). Not your best, but still cool.
* rudl : I didn't find it too hard. I actually liked the change in theme. Perhaps you could have even done more with that. Like 4 levels, 4 themes or something. Kind of basic overall, but no bad.
-Megazoid
#25 posted by rudl [193.171.131.245] on 2007/07/17 20:49:05
It is the second. for quake.
Apart from that I started a HexenII map bevor quake.(last year)
But making the second map is not an excuse ;)
Well as I already said I'm content with the result.
The Rune
#26 posted by Spirit [213.39.186.65] on 2007/07/17 23:09:47
It's not been forgotten that I offered one of my Quake runes in the contest thread. metlslime did forget about it though, heh. From the comments here it seems quite obvious to me that lurker's map got the most lovers. If it is not ok to anyone if I'd declare lurker the winner please shout. :)
I recorded firstrun demos too, on rudl's and Trinca's maps only until I died (twice) though.
http://www.quaddicted.com/stuff/76...
Also included is a humble speedrun on my map in 0:50 (0:45 should be possible).
That jump-train thing at the start was pretty neat by me (dumdidum) as there are various methods to pass it. I actually thought I had the trigger wait lower and was pleasently surprised when I saw lurker's demo.
#27 posted by rj [86.1.160.132] on 2007/07/17 23:12:22
Its only hard for people who have no Quake skills.
i feared as much :(
..and On That Note,
#28 posted by rj [86.1.160.132] on 2007/07/17 23:31:54
if anyone can complete it (on skill 1 or higher) getting all kills then i wouldn't mind seeing a demo...
#29 posted by Trinca [89.180.89.144] on 2007/07/17 23:33:01
ye Lurker was the best! i´m pretty sure about that
The Definitive 15 Second Micro-review And Ordering.
#30 posted by Shambler [82.38.196.180] on 2007/07/17 23:54:55
1. Lurker. Cool map novel ideas, quite Neg!ke like. First area was great style but underused.
2. Trinca. Good solid map, easy gameplay with tactics, nicely made.
3. Spirit. Quite a nice map, a bit short but some fun gameplay mechanics.
4. Rudl. Seemed quite well made and packed in two styles, but I got bored with Droles and just God-ran through.
The end. Cool pack, well done everyone.
#31 posted by Trinca [89.180.89.144] on 2007/07/18 00:06:22
for noobs nightmare demo :)
http://trinca.planetaclix.pt/trinc...
was first run i made in nightmare... so i made lots of crap like fall a lot :)
Rudl
#32 posted by inertia [24.164.73.173] on 2007/07/18 02:17:19
i didnt record it but i played through on hard no cheats... it was intense as hell :D
Enjoyable Pack
#33 posted by ericw [198.166.251.117] on 2007/07/18 06:37:43
It was the first time I'd fired up Quake in a few months, and it was a lot of fun to play this pack. I played Lurker's first; it was very impressive in all respects. I wasn't expecting the void ending part, and also those statues had me on edge (worried they would burst open to become hell knights.. ;)
I didnt enjoy the others quite as much, but overall it was a refreshing experience.
Spirit
#34 posted by rudl [193.171.131.241] on 2007/07/18 09:00:00
You probably died because you didn't find the granade launcher
Mildly Amuzing
#35 posted by Mike Woodham [81.158.239.232] on 2007/07/19 23:55:12
http://img527.imageshack.us/img527...
The fiend is holding one ogre on its shoulders, whilst another ogre balances on top of that.
They stayed like that until I killed the fiend.
Isn't My Map Awesome?
#36 posted by Spirit [213.39.196.61] on 2007/07/20 10:15:01
Sure.
#37 posted by generic [76.3.11.49] on 2007/07/21 14:37:40
Nice little pack. Here is how I would rank them (no surprises):
1. Lurker
2. Trinca
3. Spirit
4. Rudl
Comments:
Lurker's was well crafted despite some seriously steep hills in the beginning. The knight statues toward the end were entertaining enough but the overall build quality and gameplay put this one to the top. Great job!
Trinca's was Trinca's ;-) I fully expected to be circle-strafing hoard after hoard of bad guys, and was not disappointed. His build quality just gets better and better!
Spirit's was nice although I thought some of the architecture looked out of place -- including the shameless self-promotion ;-) The healing thingy was cool, though. I loved the sound effect it made!
Rudl's textures were tough to look at sometimes and the drole after drole gameplay in the beginning was a little tough. I nicer transition to the base portion would have been nice. Keep it up!
A round of beers for you all!!!
Just Want To Get A Bit More Experience
#38 posted by rudl [193.171.131.241] on 2007/07/21 16:18:30
So which textures really did not match:
was it: the red ceiling and red windows?
Was the base part textured Ok?
I have to ask that, because I'm working on a map with a similar base theme.
Some Stuff Rudl
#39 posted by Trinca [89.180.220.66] on 2007/07/21 16:33:43
http://trinca.planetaclix.pt/joequ...
rotate brushe!
http://trinca.planetaclix.pt/joequ...
not alight
http://trinca.planetaclix.pt/joequ...
http://trinca.planetaclix.pt/joequ...
dont fit at all
http://trinca.planetaclix.pt/joequ...
final room more details!
http://trinca.planetaclix.pt/joequ...
door on wall? next time put grid two and put both inside wall this way dont show up out!
for your second map is very good ;) keep on it!
P.S--> dont see my first and second map please :p
Trinca
#40 posted by rudl [193.171.131.241] on 2007/07/21 17:43:56
I agree about all points, but I'm not shure about joequake007 and 010
007 you mean that the computer thing in the middle in geral or the texture, the crosshair is pointing at, that has been cutted strangely.
010 Is it the computer in general or the missaligned computer texture
I'm more asking for mistakes in the Themes like: "The red ceiling doesn't match to the floor" or "The ogro walls don't match to the ik_base lights"
Thanks: To see my mistakes is very important, otherwise I would not get better ;)
Theme Wise
#41 posted by ijed [201.222.204.39] on 2007/07/21 21:25:59
I couldn't see anything wrong - the medieval / base jump was unusual but mapping would have no fun if new ideas couldn't be done.
Although I reckon it would have made more sense to have the Drole tower after the base section, not before.
The only thing about the theme that threw me (as Trinca points out) is bright textures next to dark ones. It doesn't mean you have to change which textures you're using, but if you've got a bright texture (red window) next to a dark one (ogromet wall) then put a few low intensity point lights there so that it looks like the bright window is bleeding into the scene, and not just a texture on a brush.
Other than those texture niggles (misalignments in pics 7 + 10) there was nothing wrong themetically with the map - nice and grim ;)
Nice One Mike
#42 posted by Shambler [82.38.196.180] on 2007/07/23 11:54:09
Haven't seen many triple stacks before.
#43 posted by nakasuhito [206.81.149.52] on 2007/07/27 02:51:52
i forgot all about this! damn, and i had half of a map finish. :-)
#44 posted by golden_boy [89.27.252.187] on 2007/07/29 20:37:24
Trinca ftw, solid chunky feeling, nice tables etc but the gameplay was too predictable (although fun.) When I reached the end I thought "uh-oh, I know what's coming now." I'd have preferred a Gug or something. I liked the switches in the ceiling thing, although it was a bit predictable.
The others were too weird for my taste, but apart from that Lurker's void section was nice. A bit buggy though.
Those Of You
#45 posted by aguirRe [213.101.74.75] on 2007/08/06 12:09:12
who experienced a crash (I assume QC abort to console) in 768_spirit, what engine and progs were you using? Is it reproducable and if so, what are the steps?
The only problem I've seen in the pack was in 768_lurker when the statues got killed, which is an old progs error and doesn't seem to cause any side-effects.

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