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New Q1SP: The End Of Solace Inspired by E1M3 and started way back in late 2015, this is technically my first solo single player release.



Since starting "The End of Solace" I have contributed to RetroJam 6, MapJam 9 and sm179 but I finally decided to finish this one. I'm pleased with how it turned out and I hope you enjoy it!



11 Secrets / monster counts are:



Skill 0: 82

Skill 1: 93

Skill 2: 101



Coop is supported but not tested.



Screenshots

Download

[Includes bonus screenshot you've probably seen above]

Readme



Tested with Quakespasm, Darkplaces, Mark V, FTE and others. Not Bad! Not Bad! http://www.quaketastic.com/files/demos/shamofsolace.zip



Pros:

Main rooms have some real strong designs

Consistent E3-ish theme

Blood is a cool addition

Little wall damage / alcove things cool

Nice secret alcoves to explore

Generally fun gameplay

Double Shamblers good



Cons:

Design structures pretty inconsistent in terms of angles / styles

Stronger design ideas not capitalised on

Coloured lighting really needed toned down by half

Some areas could have been better used / more populated

End-game relatively weak Pros:Main rooms have some real strong designsConsistent E3-ish themeBlood is a cool additionLittle wall damage / alcove things coolNice secret alcoves to exploreGenerally fun gameplayDouble Shamblers goodCons:Design structures pretty inconsistent in terms of angles / stylesStronger design ideas not capitalised onColoured lighting really needed toned down by halfSome areas could have been better used / more populatedEnd-game relatively weak In Short. In Short. I had fun playing it and some areas / details grabbed me, but I think there was something more amazing trying to get out here. I Like The Grimy Green Variant Of That Blue Texture. I Like The Grimy Green Variant Of That Blue Texture. shots look kvlt this was quite cool, somehow completely missed NG/SNG on skill 1 @Jaromir83 @Jaromir83 A couple of the items are released by killing baddies. Maybe you missed one the of the enemies. Weird tho no one in testing missed those. My "streamed" Playthrough, Skill 2 My "streamed" Playthrough, Skill 2 https://www.twitch.tv/videos/181301474?t=01m15s



Streaming is better for me as the rips make for sooo many fragmented demos :(



Also, I haven't streamed in a while, bit rusty with the settings(mic to low), sorry.



I tried to update my channel to show I was playing it but it kept giving me an error, meh... whutevah!!!



Really fun level, it just felt fun/right.



Thanks dumptruck Streaming is better for me as the rips make for sooo many fragmented demos :(Also, I haven't streamed in a while, bit rusty with the settings(mic to low), sorry.I tried to update my channel to show I was playing it but it kept giving me an error, meh... whutevah!!!Really fun level, it just felt fun/right.Thanks dumptruck @damage_inc @damage_inc Thanks so much for the stream - it's so fun to watch people play after playing it myself a million times. You can never expect what people are going to do. It was great to watch someone play on skill 2. I only tested it a few times. Glad you liked it! liked the geometry/lighting/gameplay (final fight should not be avoidable imho tho). did not understand how to get to gold key room (blocked corridor with defunct trap/button?) or what gold key was good for too Demo Demo



PROS

-interesting/diverse layouts

-good pacing (introduced to a new space often/consistently)

-tasteful bit of platforming



CONS

-could be more condensed (smaller map with 1 or 2 stong visual themes more deply integrated with gameplay)

-colored lights too saturated

-some misaligned textures



Good map, IMO. However, the spaces felt more suited for doom-like combat rather than quake. I think the vanilla quake map design is best (fast, tight, often vertical 3-5 minute maps). Large spaces seem to be the norm in modern quake mapping and people appear to like that just fine, so maybe take my advice with a grain of salt :P 98/101 kills, 5/11 secrets, skill 3, 1 death (I think you know where), 31:31 time. demo (quakespasm, if that matters. I normally use MarkV but I'm unfamiliar with demos/compatibility).PROS-interesting/diverse layouts-good pacing (introduced to a new space often/consistently)-tasteful bit of platformingCONS-could be more condensed (smaller map with 1 or 2 stong visual themes more deply integrated with gameplay)-colored lights too saturated-some misaligned texturesGood map, IMO. However, the spaces felt more suited for doom-like combat rather than quake. I think the vanilla quake map design is best (fast, tight, often vertical 3-5 minute maps). Large spaces seem to be the norm in modern quake mapping and people appear to like that just fine, so maybe take my advice with a grain of salt :P @ Jaromir83 @ Jaromir83 I am baffled and not sure how you could have avoided the final fight and still got out. Would you mind recording a demo of that? You can use cheats but the final switch is not available until all enemies are dead. Maybe I screwed up something with the final exit accidentally -- it should have a func_wall blocking it until you hit that last switch. @killpixel @killpixel Thanks for the demo! I can't wait to watch it.



As far as the size - it's my issue with the map too but I am proud of that final facade area after the gold door. It felt cool to me - but was a bitch to light.



The number one problem I have in all of my SP maps is the initial scale I block out. From my latest speed map to Jam 9 everything is just too large. I started this map in 2015 having never made an SP map. I learned so much by participating in the map jams and I think as time went on ideas started to flow better.



I say all this all for the benefit of new mappers. Take killpixel's advice. In almost every case tighter is better. If you look at Ionous' maps they feel expansive but he is limiting the play area with good design. Something to learn. final facade area after the gold door



Yeah, I agree, it is cool. I'm looking forward to future maps! I didn't even finish my first/only quake map for a variety of reasons, one of which is that I planned for it to be huge.



I just noticed, demos stop recording upon death so the demo I linked only has like half the map :( I'd replay it but then it would't be a blind playthrough. I should of just made a video, sorry about that :/ *have, Not Of *have, Not Of @killpixel @killpixel No worries about the demo. Your suggestions are great though. Thanks.

Here are my skill 1 demos.





http://www.quaketastic.com/files/demos/solace_ankh.zip Gloomy map. I liked the style.Here are my skill 1 demos. Thoughts On The End Of Solace Thoughts On The End Of Solace I won't go into things I didn't like. I assume that map authors can discern for themselves, artistically, what was bad, or good, from watching playthru's of their maps.



Besides, there's enough constructive criticism to go around without my adding to it ;)



Let's proceed at random...



This map was very easy to navigate, your brain just "gets it"(for the most part). Although I had a brain fade going for the Gold key door, hehe. I only mention this due to the fact that I for one get tired of endlessly being lost in a Quake level. This map was not the case.



I really liked all the little open nooks and crannies that not only gave a visual to another area but was also used for fight scenario's. It was a nice touch.



As stated above, the colorized green texture while simplistic in use, was neat visually.



I played on Hard but to be honest, it didn't feel like Hard, Which, I think I'm okay with ;) There is a spot that I failed at numerous times, ad nauseam, but hey... I play like a newb mostly! It's not that I choose to play bad, I just don't choose to play better!!!



Health, ammo and monster count were all decent enough. Neither one out pacing the other.



IDGAF who you are..."Under the lift" secrets still RULE, even in 2017, GG. There I said it. lul



The traps were implemented well and, again, I liked how it was just easy to put it together. Similar to the navigation. You were instantly like... "Hey, I can use this to MY advantage".



In the end, I play games to have fun, first and foremost. This qualified.



Anyway, congrats on the technical first release, very solid and enjoyed playing it, as was evidenced in the video.



Thank you very much for your time and effort,

- damage_



gold key room unreacheable, no gold door, avoidable final fight



I start game like

quakespasm -game bastion +r_farclip 100000 +sv_protocol 999 +sv_aim 1 +scr_conscale 2 +gl_flashblend 1 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1 +map endofsolace



maybe bastion mod corrupts the map? I use it for better axe/SNG sound/explosions visuals demo https://uloz.to/!yjK7ZEjh2jUL/aaaaa-dem gold key room unreacheable, no gold door, avoidable final fightI start game likequakespasm -game bastion +r_farclip 100000 +sv_protocol 999 +sv_aim 1 +scr_conscale 2 +gl_flashblend 1 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1 +map endofsolacemaybe bastion mod corrupts the map? I use it for better axe/SNG sound/explosions visuals yeah, works ok without the bastion mod, sorry LOL You Had Me Worried LOL You Had Me Worried yeah, works ok without the bastion mod, sorry



Oh yes this was only designed for id1. Although I played thru it on AD to check out some of the mapping tools integrated into that mod. Hah -I don't even know what Bastion is. Will check it out. Congratulations on the solo debut! It was a fun map. Felt very retro, in a good way. Really enjoyed the secrets (found 7; will have to go back for the rest).



One thing kind of bothered me is that the RL secret seems to be required for progression, as the only trigger that opens the doors to the higher level is located inside this secret area. Once I had passed through said secret area I went back to a saved game and out of curiosity tried to continue without opening the secret, but couldn't not see any way to do so.



Or did I miss something? Great Map Dude! Great Map Dude!



Just wanted to let you know I played using the Quakespasm-spike engine and it work flawlessly; absolutely no issues whatsoever! Some screenshots:



https://steamuserimages-a.akamaihd.net/ugc/878624711069117376/B508C5F5F107B2CB86291DEEF30A484A8C09CAF4/

https://steamuserimages-a.akamaihd.net/ugc/878624711069108483/C43521367043C076068BE0FEEE4B3AD7846D4BE8/

https://steamuserimages-a.akamaihd.net/ugc/878624711069118676/F9E65D3414488953F10C5260998015790A3E7D5F/ Loved the gloomy look and retro feel of the map. Gameplay was very fluid and fun. The 2 Ogres in that first hallway attacking from above really brought back memories of the original E1M3.Just wanted to let you know I played using the Quakespasm-spike engine and it work flawlessly; absolutely no issues whatsoever! Some screenshots: Going To Be Playing Through This In About An Hour Going To Be Playing Through This In About An Hour https://go.twitch.tv/ionous Congrats On The Release, Buddy Congrats On The Release, Buddy skill 3 demo, 20min of actual play and 10 minutes of me wandering around and looking for secrets 9/11



thank you http://quaketastic.com/files/demos/spy3_dumptruck_eos.7z Congrats Dumptruck! Congrats Dumptruck! https://www.youtube.com/watch?v=0JS9TY17qFQ



Had a great time on this one, felt retro and pretty believable that it could've been released back with the old id maps.



I'm not much of a mapper so I can't speak to detailing the map much, but what I can say is the language to the player and the flow of the map is really good. I love that the shooty button at the beginning lets you know, hey, there will be some of this in the map and then the rest of the map keeps that shooty button theme going for secrets and the one trap hallway.



Speaking of flow though, I loved how this map bounced form area to area. I never felt lost and each room offered up a new and different challenge. From platforming, to traps, to ambushes. Nice work on the variety here!



I didn't really get that shortcut area with the teleporter an d ogres at the end that leads over to the main exit. Was that a joke? I was a little confused by that. =) Had a great time on this one, felt retro and pretty believable that it could've been released back with the old id maps.I'm not much of a mapper so I can't speak to detailing the map much, but what I can say is the language to the player and the flow of the map is really good. I love that the shooty button at the beginning lets you know, hey, there will be some of this in the map and then the rest of the map keeps that shooty button theme going for secrets and the one trap hallway.Speaking of flow though, I loved how this map bounced form area to area. I never felt lost and each room offered up a new and different challenge. From platforming, to traps, to ambushes. Nice work on the variety here!I didn't really get that shortcut area with the teleporter an d ogres at the end that leads over to the main exit. Was that a joke? I was a little confused by that. =) Thank Guys! Thank Guys! @Butane thank you for testing it out. Those shots look great! Really glad you liked it.



@Spy - will watch your demo this evening THANKS for playing it.



@ionous - will def watch the replay tonight as well thank you!



@Arrrcee I posted this on your channel but it's important that others find out about his little bug:



Hey Arrrcee. Thanks for playing the map! What source port do you use to play your maps? There seems to be a bug that occurs on that smaller teleporter across from the larger Stargate looking exit. When you approach the teleporter there should be a message that says: "Explore?" The message should go away when you hit the button and lower the spikes blocking the teleporter.



I obviously messed this section up though. You definitely will not be able to enter that little teleporter until the spikes lower on the main exit. Weird that the "Explore" message didn't trigger for you though. I've seen one other instance of this but it works for me.



The two monsters you missed? I think they were in the first spike trap area. You bolted thru that. Two Ogres above. Thanks again!﻿ Posted My Playthrough Posted My Playthrough https://youtu.be/9nwPkD_2u6E



~18 mins, 6/11s, 101/101k.

Be advised it's all in french, but whatever. ~18 mins, 6/11s, 101/101k.Be advised it's all in french, but whatever. @Ch0wW @Ch0wW Had fun watching your playthrough and was much more careful with the readme this time! No Quoth required. LOL.



Thank you for playing! @spy @spy Yours was my favorite demo so far. A few funny things like the grunt's head bouncing in your view in that final area and how you lured another grunt to walk on top of a grenade... hilarious!



You are the only person who rocket jumped up into the Ogre platforms near the "zombie chapel." I feel bad for not putting at least a clue or secret there!



There are two secrets in that same chapel area you missed. Both in plain view. You were very close to one - recall the clue: "The darkest light the way." I think only two other players have found that. Also, you get the rockets but didn't trigger the secret correctly. I need to clip and killtarget stuff like that for expert rocket jumpers like you. I usually will not require rocket jumps for secrets. Just a preference of mine.



I don't want to spoil anything for subsequent players... so that's all I will say. Thanks for the demo was great fun to watch! OT: OT: where exactly do I put HD shambler files to be used with these ID/vanilla only releases/maps pls? Jaromir83 Jaromir83 where exactly do I put HD shambler files to be used with these ID/vanilla only releases/maps pls?



The mdl files go in id1/progs. Alternatively, you could create a directory called e.g. "ShamblerHD" in your Quake directory, and put the mdl files inside ShamblerHD/progs, and then launch the game with "-game ShamblerHD". That way you can always decide whether you want to play a map with the HD model or without it. Anyone Order A Demo? Anyone Order A Demo?



http://www.quaketastic.com/files/demos/redfield_eos.zip



Really enjoyed the old school feel, and all the broken bricks and parts where you could see into other sections. Combat was ok, never too difficult and ammo was plenty.



Some strange parts I got stuck at, a portal that opened but I couldn't enter, and figuring out how to progress past the rocket launcher, but otherwise no big deal. Couldn't find the super secret...



Good job. E1M3 lives again! Full playthrough with commentary, 1st run hard skill, no deaths:Really enjoyed the old school feel, and all the broken bricks and parts where you could see into other sections. Combat was ok, never too difficult and ammo was plenty.Some strange parts I got stuck at, a portal that opened but I couldn't enter, and figuring out how to progress past the rocket launcher, but otherwise no big deal. Couldn't find the super secret...Good job. E1M3 lives again! @redfield @redfield Glad you like it. The teleporter bug was caused by a late addition of mine in that area. So frustrated that I let it out that way! I explained it above in #26



Lesson learned. Don't be in a rush to release your map after making a change to teleporters! Test and test again!



Not sure why this has to break the limits.

Enjoyable level, and a fairly useless shortcut (should have been at the bottom instead?)..



Demo Good one, cheers for finishing it eventually. Classic-feel map with a touch of Zer thanks to the red liquid. Many easy secrets which seems to add to the classic feel.Not sure why this has to break the limits.Enjoyable level, and a fairly useless shortcut (should have been at the bottom instead?).. @negke @negke Thanks for the demo - will check out.



Not sure why this has to break the limits.



I'm fuzzy on limits overall TBH. I've mostly made DM maps over the years so SP is kinda new for me. I playtest in multiple engines that are readily available. If you have any suggestions or can point me where to learn up on what you're referring to, fire away. Quakespasm prints warning messages in the console when loading a map in developer mode ( developer 1 command). Depending on what it is, there are a couple of things one can try to fix it. Usually it's about optimizing the map towards using fewer entities or simpler structures. If anything like this comes up in your next map, let's see if we can figure something out. In addition to that, I often use winquake.exe for testing things, since it's the official id engine, and still works on modern Windows. (question, is that wq100.zip the right one to use?) @negke @negke Cool beans. Can Quakespasm dump those errors to a log? Quaddicted Link Quaddicted Link



https://www.quaddicted.com/reviews/endofsolace.html Here's the Quaddicted link if admins want to add to OP - if not here 'tis. Can Quakespasm dump those errors to a log?



yeah, use the "condump" console command (saves current console log to gamedir/condump.txt)



or alternatively add the "-condebug" commandline option (saves console output to 'working directory'/qconsole.log) @ericw @ericw Awesome. For my reference and anyone else who cares, here's the dump:



]restart

SpawnServer: endofsolace

Clearing memory

Programs occupy 403K.

maps/endofsolace.lit loaded

47 entities inhibited

walkmonster in wall at: '-352.0 480.0 441.0'

Warning: 10314 byte signon buffer exceeds standard limit of 7998.

Server spawned.



FITZQUAKE 0.85 SERVER (24778 CRC)

Serverinfo packet received.



The End of Solace

Using protocol 666

Warning: 260 models exceeds standard limit of 256.

FindFile: can't find music/track11.ogg

FindFile: can't find music/track11.flac

FindFile: can't find music/track11.wav

CL_SignonReply: 1

Warning: 242 static entities exceeds standard limit of 128.

CL_SignonReply: 2

CL_SignonReply: 3

233.0 megabyte data cache

CL_SignonReply: 4

]condump



I missed the monster stuck in the wall. Poor guy. Spawned directly into rock!



As far as the other limits, I assume static entities are func_wall, doors etc. Models are obvious. No idea how I exceeded the signon buffer or what that or how to avoid it.



Am I really supposed to stick to limits from 21 years ago if I am making a vanilla map? Models = precached mdls + individual brush entities. Simplest way to reduce is turning triggers (e.g. monster teleporters) into point entities.



Static entities = torches, flames, illusionaries, ambient sounds. Trickier in your case, but there are some things one can try.



Signon buffer = all visible (or audible) things that spawn on map start. Not sure, hard.



Basically, what I mean when addressing issues like these is:



1. Unless it's a huge map that's way beyond the limits - if there's a chance to optimize a map to work within 'vanilla' limits, it's worth the effort for players outside of the Quakespasm+ circle.

2. Even if it's only for the learning effect - assuming you also want to acquire some deeper understanding of the tech and not just content yourself with 'duct tape releases'.

3. Ignore OTP. @negke @negke You can be sure I always want to learn and improve. So #42 is appreciated. :) Hey Dumptruck Hey Dumptruck I did a stream yesterday and thought I would share my thoughts on your map.



The area directly to the right of the start area, the hole in the wall. If it looks like the player can go through it, they will try. Please don't do this =P



Theme wise, excellent choice and execution. One thing that I really liked was the green runic stuff on the pillars which contrasted really well with the red blood/water texture.



Very good visual language at the start with the gates and doors, makes it easier to remember paths when there are bold memorable colours to the areas. The names of the doors probably help reinforce this.



I really liked the long hallway area with the extending bricks. Very cool.



Some of the secrets were waaay easy. But thats ok I guess.



Gameplay was pretty good too. I have no real complaints here man. Good job. @Shamblernaut @Shamblernaut Thanks! I'm glad you got a chance to play it. That area at the beginning was literally the last thing I added and I was a bit careless. Lesson learned for sure. :)



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