QUAKE

I actually just noticed that I compressed this wrong! When I archived it I dropped the extension in the file name, renamed it to .zip when I used .7z originally. Now the file on the page is an actual .zip and works properly. Sorry for the inconvenience!

You could just rename the original file .7z if you don’t want to download.

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https://www.slipseer.com/index.php?resources/the-immortal-lock.371/

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this would be a great spot for a secret

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most of this play time was spent wandering around taking screenshots, and trying to find that last damn secret/those last 7 monsters. There’s a shootable wall that reveals an ogre, some explosive boxes, and a ring of invisibility that seemed like it was a secret but did not trigger anything. If that was the secret I’m missing, I’m relieved. Otherwise I’m stumped as to what the last secret is. EDIT: I watched your demo and spotted a secret I didn’t get, so that must be the one I was missing. Well hidden!

Is the gold key area optional? It was my favorite aesthetically, but I reached the end of the level without ever going through it so I had to reload an earlier save and backtrack to find it. If it is meant to be optional, I like it, and if it’s not, I probably did some trick jump without thinking about it while secret hunting.

Two things I love about these areas pictured here: you’re using bars and grates to great aesthetic effect. I like the warping of the bars around the spawn chamber/waterfall. And this is the kind of signposting I love to see; using windows, floors, to direct the player towards later areas, often without showing exactly how to get to them.



this is a place where I would’ve placed the lights behind the bars, so that they would cast nice venetian blind shadows on the room. Same for the elevator down to the gold key area.

I really liked the nonlinearity of the level. It made me think of sandy petersen levels except with a sense for aesthetics. Looking forward to your next map! You used spawns well! Just a bit of spice.

some bugs, disregard if you just want to move to a new project

untextured button

same elevator, if you jump down to this area without taking the elevator again, you can’t get back up to the hall with the silver doors, softlocking.

Forgot to take a screenshot of it, but the button by the shambler sniper depresses too far and floats behind its plinth after you push it.

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closest I could get to 100%, still can’t find those missing monsters


and a fast play through

I like just how much of the level is optional, and the fast playthrough confirms that I didn’t need trick jumps to skip the gold key. I could definitely do it faster, this was just a casual attempt to see how much I could skip.

Given that I’ve played through three times tonight, it is fair to say I enjoyed your level. It’s a fairly low difficulty level (both my latter attempts were with sound muted as my headphones ran out of battery) but I really enjoyed how you went for something so exploration focused.

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Omg. This is so cool to read!! I worried a lot as I was making it over the past year that somehow I would fail to communicate this idea about adventure, but everyone I show it to seems to get that very clearly, which just amazes me. It was very deliberate to allow people to skip over things or find weird navigational routes I hadn’t considered. I did very little deliberate work to block that sort of stuff, except where soft locks were concerned. The gold key area is technically optional for this, but I think it has some of the best stuff in the map and was for a long time not optional.

I might move the silver key somewhere up there, near the tower with the elevators to encourage people to go there more.

Thanks so much Tulpa! I think I will patch those bugs you found, make these lighting tweaks, and release an update. My guess about those seven monsters is that they’re the zombies in the dried up waterbed area at the base of the dam, and inside the cave down there.

This is one of the nicest things that I could be told. Thank you so much!

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Last wing of the my second map is coming together quite nicely. Learned how to do emissive textures and I’m working with metal space base textures for the first time here too.

Oh, and @Tulpa I also went back and fixed those errors and softlocks and moved some things around in the map you played. Thanks for the feedback. It was fun to issue a patch to something for the first time.

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TAINTED

a really solid, challenging collection of large maps, most of which make good use of 3D space. mostly slick dungeon aesthetics, very abstract dungeony designs with great flow, and fun enemy encounters. some of the tricks can be a bit predictable and repetitive, but not enough to sour the experience. doesnt lend itself to rocket jumping exploration, just fyi

actually uses spawns well!

the final map is really cool, was the highlight aesthetically if not designly.

the epilogue level was very cute, too. recommended!

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What’s that…? Ah! It looks like a fully-sealed, feature-complete and totally playable alpha version of my second Quake map!

Let me assure you that your eyes are not deceived.

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https://fixupx.com/AmelieCLanglois/status/1830105710967034364

Meat Jam is now released! A community map jam for Quake 1, where participants had one month to create a level focusing on meat. Runs on the Quoth mod, which adds new enemies, weapons, and powerups.

quake: guts edition

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huge = huge guts

rip, tear, etc.

I am looking for some playtesters to provide feedback on my latest map, You are the Inch Valley Captive!

This is large somewhat non-linear map with three dungeons that spoke off from a central hub area you will begin in and frequently return to. I am curious if there are any softlock situations, confusing moments, and about difficulty tuning. I am also curious about any obvious issues with geometry or slight suggestions, but at this point I am looking to just complete the map and move onto the next thing. There is still some detail work and tweaks I’d like to do in later parts of the map, but I’d say this is about 80% ready for publication and I just want to do all I can within reason to make a map that is fun and more balanced than my previous one.

Download links and details about installation and demo capturing

First of all, because of some unknown engine limitation (I’ve talked with folks in the mapping community to confirm this) You Are the Inch Valley Captive will unfortunately NOT run in the Quake rerelease. This means you will need to use a modern source port. And right now I can only confirm that it will run without issue in Ironwail, which is a fork of Quakespasm so I imagine it will also run there as well. If you discover that it doesn’t run for some reason, that is great to know! Also, I have no clue how this plays on difficulties higher than normal.

Here is a download link to inchrevision.zip which includes the requiredmod and the map files. To install, just dump the entire contents of this zip file into the main directory of Quake, alongside where your id1 folder would normally be located. To play my map, you would just need to follow these steps, more or less:

  1. Launch Quake and get access to the console (in Ironwail you need to start a new game and get to the start map before this can happen)
  2. In the console type and enter game nr-mod
  3. When you have access to the console again, the next command to type and enter would be map inchrevision which should bring you to the start of my map.

I would appreciate any media you can capture to help me reflect on your feedback. A video would be really helpful. But you can also record an in-game demo and share the file with me when you’re ready, which I can play back and watch in my own client. To do that, once you are in the map, just:

  1. In the console, type and enter record <whatever you want to call the demo>
  2. To stop recording simply type and enter stop

I believe these get saved in the nr-mod folder when they are created. They should be small files and easy enough to share with me over discord or something (and mine btw is vodselbt, feel free to add).

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I would play it but Quake is the sort of game that can give me migraines :face_with_diagonal_mouth: because of some of the weapon effects if nothing else. It’s possible that I could modify Ironwall to add a motion blur effect that would help, but I have so much on my plate right now that unless it turns out to be very easy I probably won’t manage to do anything like that soon enough for your purposes. If I do manage it soon enough though I’ll take a video.

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That’s very kind! I have people in my family that also get similar reactions to other games. Please, do not feel obligated to hack anything together just to help me out. Unless curiosity compels, of course! I know that urge can be a great motivator for strange tasks sometimes :sweat_smile:

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I am pretty curious, since it seems like you’ve thought so much about Quake level design. Also, then I could play Quake in general. :smiley_cat: I probably will do it at some point at the very least.

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count me in! i’m technically working rn (:wink:) but i’ll give it a go tonight if i can; i’ll try to get a full recording too.

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Wahoo thank you!!

I’ll try it, possibly tonight, but possibly tomorrow

Thanks Tulpa! When you played my first map and gave me feedback, I wasn’t expecting it, but it was really invigorating and useful to hear someone else’s perspective on something I was so familiar with. And I had never had anyone look at my maps before. Now I want to incorporate sharing and reacting into my normal process, more and more.

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