Q4: Devil's Waitin'

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Q4: Devil's Waitin'

Post by Lukin »

A little single player project for "Quake 4".

It's a humble level made only in about three weeks (and only 1/3 of this was for the work on a geometry). Even my mp maps were not made that fast so don't expect the best thing you've ever played.

Nonetheless I think (/hope) you'll enjoy these few minutes spend on the level. There is one moment in a trip trough the map which I am really proud of - I will not spoil anything, hopefully you'll notice.

The most important thing: "Q4" 1.3 or 1.4.0 is needed to play the map (1.4.1 has problems with a sp mode).

The second most important thing: DOWNLOAD

Image Image Image

More ramblings about the map on my uber blog (shameless pimp, hopefully google will notice ;)).
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Boss is very frustrating.

Looks pretty amazing otherwise.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

obsidian wrote:Boss is very frustrating.
Really? I thought he's too easy :| 30 sec of constant machinegun fire and he's gone.
Looks pretty amazing otherwise.
Wow, thanks.

Anyone else tried the map?
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obsidian
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Post by obsidian »

Hmm... really? I've been pounding him with shotgun, rockets and he just won't die. He shoots a rocket at me and if I don't dodge it just right, the splash damage blasts me off the platform.

Maybe I just suck.

I'm really amazed that this is 3 weeks worth of work. The cut scenes themselves look like you spent enough time with. Maybe you should go work on Duke Nukem Forever. :D
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dichtfux
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Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Lukin wrote:The most important thing: "Q4" 1.3 or 1.4.0 is needed to play the map (1.4.1 has problems with a sp mode).
Omg. :icon28:
obsidian wrote: Maybe you should go work on Duke Nukem Forever. :D
Note that the last "F" is a capital letter though! :icon29:
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

obsidian wrote:Hmm... really? I've been pounding him with shotgun, rockets and he just won't die. He shoots a rocket at me and if I don't dodge it just right, the splash damage blasts me off the platform.
You can shoot down these rockets, machinegun is also the best tool for this.
dichtfux wrote:
Lukin wrote:The most important thing: "Q4" 1.3 or 1.4.0 is needed to play the map (1.4.1 has problems with a sp mode).
Omg. :icon28:
1.4.0 and 1.4.1 are not a proper patches, they are a betas. Final version is coming soon.
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pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Finally got around to giving this a look, and it kicks a great deal of ass for three weeks of work! I'm seriously impressed that you got this finished in that sort of timeframe.

Observations/Suggestions:

1) Yeah, the boss is too hard and frustrating. I thought the level up until then was pretty well balanced, with health/armor/ammo decently placed and just enough to keep you alive and nervous, but the boss...ergh. I got to him with only about 30 MG rounds, so just spraying like mad wasn't an option. Trying to do close-range SG along with not getting blasted off the platform (and yeah, I was shooting the missles when I could) was frustrating.

I finally just gave up and went into god mode, and it still took a few tries since I kept getting knocked off the platform. Maybe a bit more MG ammo right before him, coupled with making the plat a big larger would have gone a long way to making the end fight better, IMO.

2. The snowy atmosphere was very well done. It would have been nice to have slightly less blocky terrain, but it was still quite cool. I wouldn't have minded more fighting outside...

3. The lights-out sequence with the tacticals was AWESOME and my favorite part of the level. :D When he kicked the panel and the lights went out...yeah! Nicely done! (Although, if you move slowly down the pipe onto the floor, you can get stuck between the pipe and the floor and you need to noclip. :icon26: )

All in all, just very cool. I wish more people would make fun SP stuff like this.
g0th-
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Post by g0th- »

I been planing to try this out once 1.4.2 releases as its is now it just crashes
[url]http://www.g0th.se[/url]
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

I've made a few videos for thos of you who can't check the map by themselves. They were recorded on an old machine (Vista doesn't like my soundcard), hence the dramatically low frame rate in some parts....

If you're going to play the level than better don't watch these.
Intro + a couple of minutes of game play
The tacticals
Boss
pjw wrote:Finally got around to giving this a look, and it kicks a great deal of ass for three weeks of work! I'm seriously impressed that you got this finished in that sort of timeframe.
Thanks a lot. I was sceptical about this map (due to this short time frame and that this was my first attempt to make a solid sp level) so opinions like this really means a lot.
Observations/Suggestions:

1) Yeah, the boss is too hard and frustrating.[...]
It turned out (on the video) that killing the boss takes me more than 30 seconds (although I missed 3/4 shots thanks to low fps). Ooops ;) Flying on the rockets doesn't mean instant death though ;)

Most probably I won't be fixing this map anymore but I'll definately keep in mind these suggestions and try to make my next sp project(s) better balanced.
2. The snowy atmosphere was very well done. It would have been nice to have slightly less blocky terrain, but it was still quite cool. I wouldn't have minded more fighting outside...
At one point the terrain has twice more polys - unfortunately I couldn't keep it because of a performance. I could raise the fps counter in a different way probably but I wanted to avoid "fake outdoor scenes" where you see the montains, but move only in a trenches, etc.
3. The lights-out sequence with the tacticals was AWESOME and my favorite part of the level. :D When he kicked the panel and the lights went out...yeah! Nicely done! (Although, if you move slowly down the pipe onto the floor, you can get stuck between the pipe and the floor and you need to noclip. :icon26: )
Yeah, that's is the moment I am proud of. I had a lot of other fun ideas for the map, but since I was in a hurry and really didn't know what can be done and what can't (and how much time it takes) I had to save these concepts for later. After all I was quite stunned by the engine possibilites and how most of things are easy to implement. Also, after this experience I'm kind of wary to what new technology brings - I mean things like Unreal Kismet instead of standard scripting, etc.
All in all, just very cool. I wish more people would make fun SP stuff like this.
Yeah, I wish the same and I am glad to see that the single player part of "Q4" mapping is starting to grow (Method and g0th-). I dare to say it's easier and more pleasurable to make a single player map than for a mp mode, so I urge anyone to try it. Just remember to put yourself a deadline - otherwise you will be polishing every single room and adding more and more stuff forever.
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Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

I tried checking the map with the latest patch and it crashed the game twice. I don't want to downgrade my Q4 version because I'm working on a map atm. I did take a look at your .script and I'm impressed. Very solid scripting skills and funny comments (gentlemen start your flashlights). Good work Lukin.

-Method
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