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You could have had the John Carmack model as the boss of the level. Then it would be one insanely fun map, that's for sure. It looks fun just looking at the preview...
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@themuffinator: Well Muffin, I have to agree with you on that one. We all have different opinions for different maps. This map is not the best but it is good.
@deQer: if you cant take my rating then I'm just going to have to give a 0/10
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A change in thought: if you can't appreciate what others have worked hard to accomplish for the good of the community (including, but not limited, to the very mod you made this map for), then I can't appreciate your glitchy map either. 0/10.
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I_like_quake
unregistered
#26 27 Jan 2012
I've always wondered what Q3 single player would be like. These missions were really challenging, yet a lot of fun. I just think there should have been a unlock sequence meaning after you beat the first bot, the 2nd door is opened ( I faced Biker with a machine gun, and died 4 times)
It still is a fantastic map, excellent job deQer
I cant wait for more entity plus maps
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While not at all related to this level or even this game, this YouTube link -
www.youtube.com/watch - is extremely interesting if you have the time to watch it. The vid is from Daz, and is a self-critic for his Half-Life 2, EP2 level, titled Power Hungry (factory), over four version and is still not finished. The level of detail and design choices are IMHO spot-on for a single player game.
Maybe I just want too much from my single player experiences, but I really like how serious and critical Daz is about his work.
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@PaN61: Exactly. Im telling he/she to improve on the map and i specifically said 'Its quite Good' I never said it was bad. I get bad comments on my maps because of a few certain things but i take that advice and fix on that instead of giving everyone a lecture and arguing about it.
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Honestly, you guys ruin it for the mappers. You think mappers want to keep mapping if they get shit reviews, and ratings like this? Nope.
Well, even though I'm still in production of my first map (Just about ready for a beta release), I would be happy to read the advice that other people give me. If it's honestly the bad things or the things that I could improve on my map, I would just take in the advice and try to make a better map next time. If there are good things in the map that are being mentioned in the review or comments, that would give you an understanding of what certain people like about the map. While you can't please every person with one map, you can take in the advice of everyone else and hopefully make it to suit other types of people with another map.
I wouldn't give up mapping if I get a bad review, comments or ratings for a map. Like I said before, you can't please everything with just one map. And above all, people like Tigger-oN, fkd and Emerald Tiger know what they are talking about, since they have made maps in the past, and have also taken in advice from people on how to make a better map next time. Not trying to say your in the wrong about taking in the advice that other people give you. It's your choice, take in the advice or just throw it away. But it wouldn't hurt to read what other people think about your map and how you could improve to please other types of people in your next maps.
After all, this is just my opinion about this whole situation. But it would be wise to read over the comments, and also know that to you, a good map could mean a bad map for other people and vice versa.
Before even starting to make my own maps, I had played countless numbers of maps from here (About 500 maps in total that I still have), and found things that worked, things that didn't, things that could have been improved and things that weren't at all favoured to my type of liking. And the one motto that I always go by is: Never give up, no matter what other people say.
Edited: 13 Jan 2012 AEST
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Personally I hate it when people have nothing but praise towards something I've accomplished - it just reeks of people bullshitting me.
As others have pointed out this map isn't perfect, but it is above average at best if comparing it to community-made missions in previous Quakes. The layout and objectives are dull and boring, so are the aesthetics - and that's coming from a Quake II fanatic.
The voice samples don't have much of a military radio effect, and tbh 'alriiight Marine' sounds too informal and doesn't fit a military radio communication too well. It is repetitive and can get irritating quite quickly.
It's got to be immersive, credible, interesting and fun to be a great SP map. This map isn't any of those. It feels like an experiment, which it may very well have been.
Add what others have said to the above and it's a 7/10 from me (and 2/10 for that piss-poor review by CZghost). You really can't say it deserves a 10/10 - that would be rating it on the same level as Sock's The Edge of Forever which would be dishonest.
Edited: 13 Jan 2012 AEST
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Thank you guys. Exactly calm down. I have downloaded all those maps and btw its not called spamming its called being a good active member and you know what stuff your map coz i gonna change my mind on the rating and my opinion on the map since it was successful yesterday. Since you are to angry and have a bad temper im not saying anything about this map. You made me no choice.
Edited: 13 Jan 2012 AEST
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@deQer:
For the record:
- The download counter does not record bots.
- Your release has bugs (in the map, not the game code), get over it and either fix them or move on.
- A ranking of 10/10 would mean good 'everything', not just 'good aspects'.
- A comment that says nothing more than 'fun' is fine, but how does this help you make a better map next time?
- Texturing and "level of detail" in a work is extremely important - don't ignore it!
To be completely honest, I've seen way better visuals from Quake (original) releases, not to mention gameplay.
If you wanted a pat on the back, go ask your Mother what she thinks of your release.
If you want to be a creative person (that is someone that makes anything for other people to appreciate) then true criticism can be rare and extremely helpful. If you want to ignore it, that is fine, but it sounds like a job where you are told exactly what to do may suit you better.
Also, what would be the point of showering praise on a release that does not deserve it? ..::LvL would be simply an ad for mappers, not a review site. There would be no credibility or reason for visiting the site.
Honestly goes a long way and you don't seem to want to hear it. IMHO that is sad. I really wish people were as critical of my first releases as some have been here.
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You seriously need to control your temper. Everyone here was giving you meaningful advice. There has been 161 downloads, and I'm sure that includes all the commentators and voters here. Don't blindly assume that people are voting out of the blue. There are problems with your mission and they do hurt it, and you need to take this advice to heart and use it to improve in the future; this is what any good mapper does. For example, even though you claim to have backpack spawns, when I die in the fog pit near the red key, my backpack is in the fog, thus I lose all my weaponry. Part of being a mapper is locating these problems through testing, etc. and then fixing them.
Plus, aesthetically it's not all that great IMO. There are very gray, drab looking areas and it can be seen even in the screenshots. It could be worse, yes, but it's still worth noting.
Congratulations on being the first E+ mapper, but don't use that title as an excuse to be rude. You need to respect the players and mappers here because they tend to know what they are talking about, especially fKd and Tig.
Edited: 12 Jan 2012 AEST
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Ok calm down. Ill explain more next time. But we have to say the truth we cant just lie about how we feel about the map. The truth hurts sometimes but you have to face it. I said its 'Quite Good' I never said it was bad. Well im sorry to hear about the review well i Didn't write it so you cant put this on me..
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It would be nice if you explained your rating. I'd like to know what parts I lost points on.
Edited 671.2 days after the original posting.
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To be honest its quite good. 7/10.
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The missing thing was installing the EntityPlus mod. Just using the map file doesn't work....thx for the info deQer.
I tried the1.1.1.zip and also had the invisible wall issue. I am Using EP v1.0.2....it works fine for me.
Keep up the good work and hope to see more map makers using this mod.
Edited: 06 Jan 2012 AEST
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@mrt: New version of EntityPlus exists, this version completely ignores gametype settings, takes only entityplus gametype.
Here:
code.google.com/p/...ownloads/detail
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mrt
unregistered
#13 03 Jan 2012
Thanks, it's working now. I assume the wrong gametype was the reason for the problem. I am new to EntityPlus and I am really glad to see people doing maps for this mod. "Carmack's Fortress" is excellent even though I think the final boss is too hard, even for a skilled player. I also agree with the things said below about closed ways on the map, it's always fun exploring things, even if it doesn't make sense. Nonetheless this map is great fun and brought back a lot of memories. I will register just to vote for this map. Thanks for doing this map, I really hope we'll get more like this! =)
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@mrt: read my comments #2, and #3 (below) for suggested ways to avoid bugs like that. If that doesn't work, then try the map using EP v1.0.2
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mrt
unregistered
#11 03 Jan 2012
After fighting one of the enemies in the first campaign I am unable to leave the room even though I pushed the button. It's like there is an invisible wall. Tried in all 3 rooms, it's the same in every room! I even watched the videos on YouTube until the first fight just to see if I missed shooting a trigger or something but the guy just fought the enemy and then left the room, which I can't.
Any suggestion? :(
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i extracted the map file to the entityplus folder....click mods....then i type in console...(+set sv_pure 0 +set g_gametype 8 +map krep1)
When i reached the top and step off nothing happen...(appart from what tig mention regarding the elevator ''bug")
i guess i am missing something....cheers.
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SW12
unregistered
#9 02 Jan 2012
Its great to see more people than just Eraser is creating maps for EntityPlus and releasing them. However, I had a few (common) complaints with this one. But the comments below say it all.
Anyway, I hope to see many more maps for EntityPlus. I just love those single player maps for Quake 3 where you fight monsters while trying to complete the level.
I have a suggestion for a cool SP map. I'll try and get it on the forum if possible.
Keep 'em coming!
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Good release, I like it. My only "complaints" so to speak would be:
- When the player is on the bridge and about to enter the complex (the bridge you see on the screenshot here alongside the review), there is too much clipping, you cannot explore around. The environment is a part of the map, and should be available to be explored, even if there's nothing there, even if the player just wants to jump off the bridge and die. Items could be placed around, or even enemies could be hiding around a corner.
- A little bit too much cutscenes, they cut the game flow. But that's just my very own personal impression.
Other than that, a good release. Everyone should check it out, also check out the "Testing Procedures" map by Eraser, available at the mod's site.
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@Tig: I agree with what you're saying, and I will do what you've suggested.
With regard to your suggestion about having the elevator stay there, I agree, and I remember doing that in one of my Quake 2 maps. However, it's a known bug for Quake3 that the "wait" "-1" does not work on func_plat as expected, so I can't have it stay at top.
I will explore other ideas/ways on fixing this bug. For example, perhaps I will try a floor block instead of a wall block (invisible door), so that you cannot fall down anymore.
Edited 682.67 days after the original posting.
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I gave 9.5/10
I think, the guards and final boss are too many hard.
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FUUUNNNN!!!! 10/10
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Tig Rep. 2352
#4 29 Dec 2011
@deQer and other EntityPlus mappers:
If you die again before picking up the backpack, you lose the weapons. If you die while trying to get the red key, or get the red key, then go for the red armor, then die, you can enter the final battle without the weapons you collected on the maps. A fix, place weapons with the ammo in the final area - one bug fixed.
The elevator bug is a real one, step off, then wait, then step back on the roof. You (the author) can not tell a player how to play your map. You made the environment and your environment (at the moment) has problems. The best fix for this would be to 'lock' the elevator in the up position. There is no reason for it to go back down. One more bug fixed.
The fact that there are secrets in the maps means you want people to look around and try stuff.
The weapon issue can also be fixed with some careful item placement or simply including an 'armoury area' with the weapons the player is expected to have near the start of each fight.
Seriously, you can't be serious about mapping if you are upset when people have played your release and give you real feedback, not pats on the back. These are real issues in your work, but there are easy to implement solutions. My suggestions are just that as well, suggestions. You can take them or leave them.
As to the fact that no-one else found these issues, well, what can I say other than I guess I have more experience than your beta testers :]
I want to see great EntityPlus releases, I love the mod and think it is fantastic. What I've seen so far is disappointing and buggy, but it is a start. Lets all work together so we can all play some great maps.
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To properly load this map (with no issues, or missing sounds/files), use:
quake3.exe +set sv_pure 0 +set fs_game entityplus +set g_gametype 8 +map krep1
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Reported Bug: When running the map from the EP menu, it appears there is a problem with an invisible door not re-opening after the first battle. This will prevent you from finishing the level.
Suggested Solution: After loading EP, use console to load the map directly with "/map krep1"
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I acknowledge the bug with the starting elevator. I did spend extra time on it to fix it, before releasing the map. I know you can still break it, if you try hard enough; but I felt okay with that.
Unfortunately, I was unable to reproduce the bug for when you lose your weapons after dying. I have "backpack" brushes setup in every location where a player can possibly die, and I remember specifically testing all that. As for ammo, I tried to keep it short; but I do provide a lot of ammo at the end of the map.
Edited 685.09 days after the original posting.
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