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Go Back Home > Forums > Quake Talk > Single Player > Well of Lost Souls Search Forums

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Unread 03-12-2017, 01:25 PM   #1 (permalink)
Grunt
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Well of Lost Souls

Dive into the Well of Lost Souls and see the twisted past of these tormented beings come back to life...







(Originally posted over in my Episode 3 map thread)

Download here: (Updated on 3/15/2017) https://drive.google.com/open?id=0B_...2ZuQ3Nic2s0MVE

Check out the readme for more information/how to launch.

I set aside work on my Runic maps for a while to scratch an itch I had with this Episode 4 themed map. Once again, I have gone for a classic " Quake the way id did " style, with strong influences from Sandy Petersen's visual and gameplay designs. According to the feedback I've gotten so far, this one is " effin' hard " lol. It may be a bit easier now that I've tweaked a few things, but I'll let you all be the judge. Feedback is welcome as always!

Last edited by MissBubbles; 03-15-2017 at 02:45 PM..
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Unread 03-12-2017, 01:59 PM   #2 (permalink)
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honestly i didnt find it very hard at all, even on nightmare skill

just played through it, took me 10mins with only 1death at the part where the ogre comes out of the trapdoor behind you after pressing the switch

fun map though, but short-ish... but you managed to make your map action-packed without resorting to dick-move traps....

.

the fiend in the narrow corridor with arches wasnt a very good choice though....
the tight enclosed space made the fiend defenseless cuz he constantly bumps his head when jumping at the player making the fight easy as pie


the water-trap was to obvious what you had to do and i ended up not finding the trap dangerous at all because of that

you also gave the player grenade-luancher waay early which made most of the fights to easy.
especially the shalraths were made easy to deal with by the fact the grenade-launcher was available right from the start

you perhaps couldve also swapped some of the knights out for hellknights on harder difficulties,
that wouldve helped to keep the map from feeling to easy on the higher difficulties


overall: short but action-packed fun map.... but the tight narrow spaces actually kinda work AGAINST the map here i guess
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Unread 03-12-2017, 02:21 PM   #3 (permalink)
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Thanks for the feedback! I will consider relocating the Grenade Launcher, as well as upgrading some of the Knights to Death Knights. I can also adjust the brushwork in the hallway with the Fiend too, thanks for pointing this out.

The water trap wasn't really intended to be hard to figure out, it's mostly just there to put a bit of pressure on the player for a moment before being free to move around again.

It's hard to gauge difficulty as it can be very subjective. One of my friends, who is quite familiar with Quake, but does not play it regularly at all, struggled a lot with the map. My boyfriend, who is also familiar with Quake and frequently plays twitch shooters, also struggled with it a little bit, but he does not play Quake often either. I take it you must play a lot of custom Quake maps and know what to expect, so a map of this particular style must be trivial.
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Unread 03-12-2017, 02:34 PM   #4 (permalink)
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<I'm reposting my post from MissBubble's other thread in the interest of keeping all of the topics of this map in one single thread>

Just played through on Hard, another fantastic map!

Pros:
* Very well balanced, just the right amount of ammo.
* Excellent monster placement. The ambushes were awesome, especially the second shambler emerging from the shadows and the fiend in the dark hallway. Also the last 2 fiends, you set a delay time on their teleport which was awesome. I thought I was home free when I dropped down from the sky room.
* The atmosphere was spot-on to an episode 4 map, and it looked a lot better than the originals. I can tell you drew elements from E4M2, and it had some pain maze and nameless city vibes as well.

Cons:
* Really, not any. There were a couple places I might have added a few more detail brushes, but I only mention this at all because I can't think of anything else to say.
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Unread 03-12-2017, 02:39 PM   #5 (permalink)
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I also want to add that I agree with talisa about the hell knights, and fixing the hallway fiend (i forgot about his lack of mobility, I was too freaked out shooting everywhere trying to find him lol). But I think the water trap and GL are fine in my opinion. I don't like maps with a bunch of shotgun cannon fodder: I barely have the patience to plug an ogre with 8 shotshells, let alone a shalrath...if you feel the need to change it, maybe just swap it out for a double barrel shotgun.
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Unread 03-12-2017, 02:42 PM   #6 (permalink)
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Originally Posted by Dutch View Post
I also want to add that I agree with talisa about the hell knights, and fixing the hallway fiend (i forgot about his lack of mobility, I was too freaked out shooting everywhere trying to find him lol). But I think the water trap and GL are fine in my opinion. I don't like maps with a bunch of shotgun cannon fodder: I barely have the patience to plug an ogre with 8 shotshells, let alone a shalrath...if you feel the need to change it, maybe just swap it out for a double barrel shotgun.
I was actually thinking of doing just that - replacing the GL with the Double Barrel and finding a new home for the Grenade Launcher, possibly just swapping it with the Double Barrel's location.

Thanks for reposting your feedback in here by the way!
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Unread 03-12-2017, 03:21 PM   #7 (permalink)
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Trying the map out with the DB at the start instead of the GL. So far, it feels more fun because you have to dance around the central column with the Vore instead of just fragging her right away.

I'm making adjustments to the placement of the zombies in the water trap as well in accordance to the delayed GL pickup. Without a reliable method of removing the zombies during the water trap I don't want players to get stuck on the lift. I'll wait until I get more feedback before I consider releasing an update with these changes though.
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Unread 03-14-2017, 04:56 AM   #8 (permalink)
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yeah that was mostly what effed me about receiving the GL so early on.....
that you could just straight-up murder that first shalrath so easily because you had the GL right away.

it takes the challenge out of the shalraths, if you can just spam them with grenades

.

regarding the water trap:
maybe you could move the water trap area in its entirety to later in the level and give the player the GL not to long before reaching the area?
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Unread 03-14-2017, 05:43 PM   #9 (permalink)
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I'm glad that you've made another map, and again very old school style. About the feedback, I agree with Talisa about difficulty
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Unread 03-14-2017, 09:43 PM   #10 (permalink)
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Awesome! I will check this one out soon.
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