Really loved all the new enemies… Ah, kicking Bender shiny ass, running after Orb, like in Quake 3… And not to forget fishing ogre ![]()
Great map !
Really loved all the new enemies… Ah, kicking Bender shiny ass, running after Orb, like in Quake 3… And not to forget fishing ogre ![]()
Great map !
FourFeather on The Quake Grave
I have to echo most everyone’s sentiments here that this is indeed a unique and weird little gem of a map. While some of the custom models are a bit of a strange fit for the theme, the beginning area with the quad shape is kind of odd and using the stairs is jarring (see video), there is a lot to like here.
There are a lot of little details through the map that make it worth checking out. The fishing ogre, the custom ogre models, the awesome brushwork with the castle and all around, the assembly line room, the constant surprises around every corner… there really was a lot to enjoy here!
I have to congratulate Madfox on this one because I appreciate all the time he took to add all of these things throughout the map. Nice work!
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Hey ArrCee…, kind of surprised to see your video of “FourFeather”!
The way you commend the parts and bits while exploring the map.
I’m mapping for a while now and this one was an idea from a toppic “inspirations and Reference”. Someone had posted two picures and gave the oppertunity to make them a Quake map. This resulted in this map while I tried to make them fit together. Part of the fun of mapping I got when hussling with models. Reason why there are rather strange creatures like Elden Ogre and Serpent, which are the originals from the first pre-releases of Quake, and Orb which I subscribe as a betrayer of the info camera. Bender is an idea I had when looking for a good robot. The round model is Metrapolis, an Arcade monster from a tetris game.
Other maps I made didn’t had the amount of time in making them, but that is just for the way possibilities have grown, better editors and compilers, and the finc_msg board for asking people’s know how.
I think you’re doing good commenting the maps, it’s a fun way to see them being explored and specialize them them in the way they are being discovered. Sometimes it shows the way of doing them on a way that isn’t even clear to the map maker which way the path follows.
I’m not a rocketjumper, but I see it can work out well.
Here is the reference of the map:
http://home.kpn.nl/lo2kf8/quake/ffeather.jpg
Oh nice! The final map looks a lot like the references. Thanks for all the information on the the enemies too.
I try to be honest and fair when playing any map on The Quake Grave, and I really did like a lot of what you had going on here! The fishing ogre really put me over and seeing Orb again was a treat!
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I love this map. It has great architecture, good secrets, and a fantastic surreal atmosphere. It also has a bunch of entertaining novelties, like the fishing ogre, the painting of cthulhu, and the waterfall and waterwheel.
The new enemies were the only thing I didn’t like: the modified ogres and the manta ray were nice, but the robots didn’t fit in with everything else.
Many parts of the map remind me of Unreal. It’s different enough from Quake that design elements from one game usually don’t go well with the other, but you pulled it off.
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Unregistered user “Burns” posted:
Best map in 2015!
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Unregistered user “Vasya shkolnik” posted:
Very eclectic map, but beautiful and unusual
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