The Foxhole Forum The Foxhole Homepage
July 29, 2010, 04:37:21 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
As a Guest, you have a limited read access to the forum. Some functionalities are disabled and some boards may be unavailable to you.
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Quake 4 Map Mini-Reviews  (Read 910 times)
bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« on: February 10, 2008, 02:41:06 PM »

Well, time to tackle another game's add-ons. Quake 4 came out several years ago, but quite a few maps and add-on levels have been created for it, although certainly not as many as the HL2 series. I've been saving up maps for some time now and finally decided to see what they offered.

Set-Up
Perhaps the most important thing to understand is that Quake 4 maps seem to be much harder to get running than other recent games we've played. Not all of them are compatible with the latest patch (now at 1.4.2), and the naming structure doesn't seem to make sense in a number of cases. For example, the folder structure is normally "Quake4/q4base", and you need to add the map pack info into the "q4base" folder. If it is a PK4 file, it should go directly in the "q4base" folder. However, if the map pack has additional folders upon unzipping that include "effects", "guis" and "maps", then you should be able to place all directly underneath the "q4base" folder. The final maps should go as follows: Quake4/q4base/maps/FOLDER NAME/PK4 NAME, in such cases.

To open, you'll have to pull down the console -- which was  CTRL + ALT + ~ (tilde) -- the first time, and hopefully just the "~" (tilde) symbol thereafter. Then you type in "MAP PK4 NAME" or "MAP FOLDER NAME/PK4 NAME". And even in these cases, I still couldn't get a number of maps to open for me, even though I placed them in their own folders, or on their own -- I tried a number of scenarios. Finally, sometimes the author has built a name into the file that is not immediately evident. For example, to open the file "Odysseus", you place the Odysseus.PK4 file in the "q4base" folder, but then you have to type in "MAP JB/ODYSSEUS" into the console, even though there is no "JB" folder whatsoever. Very weird. In all cases, try to follow any ReadMe's that come with the file, as they may have the best naming designation.


Unplayable Files
As I mentioned, there were some files I just couldn't get to work -- either because the naming designation wasn't accurate, or maybe because the overall map-pack seemed to be missing some key files. It also should be noted that a number of the maps reviewed next were created as student projects by the Guildhall, so they may be a bit short.

Here's the files I just couldn't get to work -- you're welcome to give it a shot and post how you managed it.

Terminal - http://www.dobbsdesign.com/downloads.htm
Early Advantage & Data Hub & Room 1 - http://www.ethancompton.com/ethancompton/personal.html
Evaluation Center - http://www.bsoud.com/eval.htm
MCC Inquisitor - http://students.guildhall.smu.edu/~ericy/inquisitor.html
Quatro 1 - http://students.guildhall.smu.edu/c7/26386936/?page=3&gal=2
Quatro 2 - http://students.guildhall.smu.edu/c7/26386936/?page=3&gal=3
The Hapanot - =227&tx_guildhallstudentportfolios _pi1[page]=individualwork]http://guildhall.smu.edu/Individual-Student-Portfolio-T.144.0.html?&tx_guildhallstudentportfolios _pi1[user]=227&tx_guildhallstudentportfolios _pi1[page]=individualwork
USS Heimdall - http://students.guildhall.smu.edu/~sbaroski/ussheimdall.htm
Ventilation Facility - http://www.bsoud.com/ventilation.htm
Vignette 2 - http://students.guildhall.smu.edu/c7/26383257/
Zombietown Beta - http://files.filefront.com/ZombieTown+Beta+121/;7755580;/fileinfo.html
Kowloon City - http://doom3.planet-multiplayer.de/q4mapbase.php?view.134


Looking Ahead
Remember the game Requiem: Avenging Angel? No, well, here's your chance as someone is remaking the FPS for the Q4 body, and they indicate they are near release for this sci-fi, angelic-themed shooter: http://raa.modrequiem.net/eng/.

Also, these two maps have not been released, and may never, but can't hurt to check in on them once in a while:

In Search of Truth - http://students.guildhall.smu.edu/c7/26390862/DFS_1.html
Power Station - http://www.adamreynolds.net/LD.htm
« Last Edit: February 10, 2008, 02:52:07 PM by bobdog » Logged

Joshua-kun
Hero Member
*****
Offline Offline

Posts: 717


Avatar of Ditzy Parisian Nuns


« Reply #1 on: February 10, 2008, 09:18:51 PM »

Oddly enough, Bob, I was able to get Terminal to work. All I did was enter "map ad/terminal" in the console.

Terminal - http://www.dobbsdesign.com/downloads.htm

Anyway, my short take on this one:

This one probably took around 3 minutes to complete. Small, cramped, and filled with a few light detachments of Strogg.  The map starts out with a huge Tank/Shield guy (can never remember their names).  Weapons are scattered one by one on your rather linear path to a giant beating heart (this is starting to sound more and more like Silver's dumpster!); you then push a button to shut it down, kill a few more guys, and the map mercifully exits and restarts. Not really worth the time, other than the novelty of actually playing a Q4 map.

Quatro 1 - http://students.guildhall.smu.edu/c7/26386936/?page=3&gal=2

To run, extract pk4 file into the q4base directory, open up your console and type: map quatro/quatro.

I'm starting to get to feeling that you're not going to get much in the way of gameplay with these class/guildhall maps.  They're obviously just for showing technique and for general learning of basic levelmaking techniques.  This one is even shorter than Terminal with two enemies exactly. After a short elevator ride, you come into a room where a bruiser shoots through some glass (don't recall seeing this in Quake 4 before) in a scripted sequence then attacks you. Another enemy attacks from the upper level. Stairs in the room lead to an empty room.  Unless you want to practice jumping through the glass pane, you're pretty much done with the map at that point.
« Last Edit: February 10, 2008, 09:56:10 PM by Joshua-kun » Logged

Jya-shu-a-kuun
bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« Reply #2 on: February 11, 2008, 09:51:58 AM »

Which version Q4 are you running? I tried with vanilla 1.0, and then also with the latest patched at 1.4.2.

Yes, most of the Guildhall pieces are short and only serve as "demo" maps, maybe with some unique new feature, but I will be posting soon some recommendations, and some interesting Guildhall maps that stood above the rest.
Logged

Joshua-kun
Hero Member
*****
Offline Offline

Posts: 717


Avatar of Ditzy Parisian Nuns


« Reply #3 on: February 11, 2008, 05:50:48 PM »

I'm currently running 1.4.2.  Very odd that I got it to ran and you did not.  What sort of errors are they giving you?
Logged

Jya-shu-a-kuun
Joshua-kun
Hero Member
*****
Offline Offline

Posts: 717


Avatar of Ditzy Parisian Nuns


« Reply #4 on: February 11, 2008, 07:20:19 PM »

USS Heimdall appears to work for me as well.  Plunk in your q4base directory and run command: map sb/ussheimdall.

Is that a fresh install, Bob?
Logged

Jya-shu-a-kuun
bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« Reply #5 on: February 13, 2008, 02:51:01 PM »

Highly Recommended Q4 Maps
Here's a decent list of maps created as Q4 add-ons that I really liked. I've used my earlier clarified 5-point listing, where 3 is a game I'd keep with thoughts of playing again, 4 is really good but lacks a few things to keep it from top marks, and 5 is downright awesome and fun. As mentioned earlier, note that most of these shorter maps were created by students at the Guildhall as part of their theses projects; it would be nice to see more lengthy maps, but Q4 just hasn't attracted that sort of attention.

Again, anyone is welcome to post reviews here -- this section is for everyone's benefit. Here we go!!

The Portal
In this map, your mission is to destroy the facility. Good enemy placement (including a couple of good scares) are augmented by several environmental traps to navigate. The great architecture and good pacing give this a 4.5 out of 5.
http://students.guildhall.smu.edu/~agonzale/work_levels_2.htm

ChopShop
Great level design mimics the Strogg hospital areas and you’ll join a team for a short section. 4.5 out of 5
http://students.guildhall.smu.edu/%7Erbjenkin/chopshop03.htm

Cold Steel
A new intro scene and several cutscenes carry out the storyline. Enemies are extremely challenging, and include several mini-boss battles and a huge final boss fight. Unfortunately, some enemies can be seen clipping out of nowhere and rooms previously emptied, which defeats the immersion factor somewhat. The winding level design includes a lot of backtracking to find keys and open doors. 4.5 out of 5
http://doom3.planet-multiplayer.de/q4mapbase.php?view.72

Disconnected
I liked the overall thought behind this map, which takes you from an interior room to the outside of a Strogg facility, where you’ve got to climb into an overlooking room. However, it needs to be optimized heavily, as I had frightful framerate issues in the interior rooms resulting in a major slideshow. 3.5 out of 5
http://mrbermann.com/disconnected.php

Disgustipator
This level takes you back to the Strogg pits, to fight it out against zombies and the medical Stroggs. Short but sweet. 3.75 out of 5
http://students.guildhall.smu.edu/~tlocke/individual_work/disgustipator/disgustipator.html

Ubilitus
This is probably the most advanced add-on for Quake 4 as of yet. These two levels (yes – two!!) take place in a Strogg factory setting. The authors make good use of hot and cold pacing to keep you nervous. And you’ll even get to join a squad in the first level through most of the second. Great level design and architecture highlight the map, along with a wicket final boss-battle. 5.0 out of 5
http://files.filefront.com/Ubilitus/;8947980;/fileinfo.html

Firefight
The title says it all – you’ll be engaged in a fierce firefight throughout the level, in both indoor and outdoor environments. It’s a little short, but worth the playthrough. 3.75 out of 5
http://students.guildhall.smu.edu/%7Ekmcmahan/personal5.htm

Resistance
This is a short, but very well-done map, with good scripting and challenges, and interesting level design. 4.5 out of 5
http://students.guildhall.smu.edu/c7/26386975/download.html

The Odysseus
This level features good layout in a variety of rooms, but a nearly impossible final arena fight against multiple bosses. 4.0 out of 5
http://students.guildhall.smu.edu/c5/24160933/down.htm

Operation: Silent Strike
This level, which takes place solely in a human command center, is very, very tense and leads to your escape. The author makes great use of ambient noises to frighten you at every turn, and challenging enemies make it hard to find cover as you meander back and forth across the level. 5.0 out of 5
www.twesterm.com/oss.htm

Devil’s Waitin’
An impressive effort that begins with a custom intro scene followed by your character’s start in a snowy outside landscape, which ties into the unique storyline. Great level design is accented by very cool graphics and a challenging end-boss battle. 5.0 out of 5
http://files.filefront.com/Devils+Waitin/;8948107;/fileinfo.html
Logged

bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« Reply #6 on: February 18, 2008, 08:56:13 AM »

Q4 Maps Worth Recommending
Here's another set of Q4 add-on maps that are worth a play-through. Again, most are student efforts, and as such, are somewhat short.

Nexus Run
A short, but thought-provoking level. I wanted to see more. 4.0 out of 5
http://students.guildhall.smu.edu/c5/24160647/nexusq4.htm

Detour
A short map with interesting level design. 4.0 out of 5
=230&tx_guildhallstudentportfolios _pi1[page]=individualwork]http://guildhall.smu.edu/Individual-Student-Portfolio-T.144.0.html?&tx_guildhallstudentportfolios _pi1[user]=230&tx_guildhallstudentportfolios _pi1[page]=individualwork

Power Shutdown
This short seek-and-destroy mission has promising level design with some analysis skills required to get past various areas. 4.0 out of 5
www.brandiaportfolio.com/dfsquake.php

Steam
Several thinking puzzles are integrated into this short map 3.5 out of 5
http://students.guildhall.smu.edu/~rwadams/steam.htm

Strombine
What would Quake 4 be like in the HalfLife 2 universe? Strombine makes that argument in a short traipse through several rooms, where the Strogg engage in tactics much like HL2’s Combine soldiers. Interesting, but flat design. 3.5 out of 5
http://doom3.planet-multiplayer.de/q4mapbase.php?view.126

HardQore
A truly unique multi-map modification of the Quake 4 engine, HardQore is set in a 3D version of a side-scroller shooter. You’ll face various Strogg along the way, but the controls were a little wonky for my tastes – you can move back and forth, jump, crouch, etc., but it was a little challenging when people were behind you. I did make it to the second level, which takes you up an elevator shaft, but because of my fumble fingers, quickly died. Regardless, good effort on behalf of the developers to bring something new to the game. 4.0 out of 5
http://hardqore.planetquake.gamespy.com/



Short Q4 Maps / No Recommendations
Finally, for posterity, here are the remainder of Q4 maps I've been able to dig up. I played through all of these, but they just didn't quite cut it in the gameplay department, either due to design or shortness. That's not to say these map authors should give up, because it's certainly better than what I could create!  turnhappy Only that a little more thought is necessary to boost these maps to the next level.

Lockdown -- http://students.guildhall.smu.edu/c7/26386936/?page=2&ld=1&gal=2
Phobia and Vignette -- =219&tx_guildhallstudentportfolios _pi1[page]=individualwork]http://guildhall.smu.edu/Individual-Student-Portfolio-T.144.0.html?&tx_guildhallstudentportfolios _pi1[user]=219&tx_guildhallstudentportfolios _pi1[page]=individualwork
Mary Celeste -- www.emberdione.com/levels.htm
Outpost 092 -- =230&tx_guildhallstudentportfolios _pi1[page]=individualwork]http://guildhall.smu.edu/Individual-Student-Portfolio-T.144.0.html?&tx_guildhallstudentportfolios _pi1[user]=230&tx_guildhallstudentportfolios _pi1[page]=individualwork
Team Vignette -- =219&tx_guildhallstudentportfolios _pi1[page]=teamwork]http://guildhall.smu.edu/Individual-Student-Portfolio-T.144.0.html?&tx_guildhallstudentportfolios _pi1[user]=219&tx_guildhallstudentportfolios _pi1[page]=teamwork
Cannons -- http://students.guildhall.smu.edu/~sarnold/levelscan.htm
Sleeper -- http://mrbermann.com/QuakeFirst.php
Detour -- http://students.guildhall.smu.edu/~cottonc/Quake%204%20DFS.htm
Detour 2 -- http://students.guildhall.smu.edu/~tlocke/individual_work/detour/detour.html
Garbage Shoot -- http://students.guildhall.smu.edu/c5/24160634/GarbageShoot01.htm
The Bowels -- http://mrbermann.com/QuakeMid.php
Escape -- http://students.guildhall.smu.edu/~hkauder/Escape.html
Logged

mfw41
Full Member
***
Offline Offline

Posts: 141


« Reply #7 on: June 23, 2008, 09:58:34 PM »


Eh bobdog Kowloon City is a MP MOD not a SP MOD. i just checked it out.
« Last Edit: June 24, 2008, 12:36:00 PM by mfw41 » Logged
mfw41
Full Member
***
Offline Offline

Posts: 141


« Reply #8 on: June 24, 2008, 12:35:36 PM »



And also add '+set com_allowConsole 1' to the shortcut this enables you to just press the tilde key to open the console.
Logged
bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« Reply #9 on: June 25, 2008, 07:45:01 PM »

Thanks MFW -- I don't think we'll see any more Q4 maps than these, unless Requiem (see top post) decides to release; however, it's website was last updated in February 2008, so....  Roll Eyes
Logged

bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« Reply #10 on: August 19, 2008, 09:48:33 PM »

Just a quick update that I found a couple more Q4 maps developed by Guildhall students. If the past is any indication, the majority will probably be pretty short affairs. I have not played these yet, but if anyone has Q4 up, please feel free to post what your opinions are on these:

Enmity: www.jordanhirsh.com/enmity.htm
Blaster Master: www.purpleanchor.com/individual.htm#blaster
Graduation Day: http://guildhall.smu.edu/portfolio/pulsemeat/individualwork
Strogg Crisis: http://guildhall.smu.edu/portfolio/pulsemeat/individualwork
Logged

mfw41
Full Member
***
Offline Offline

Posts: 141


« Reply #11 on: December 21, 2008, 12:14:25 AM »


Looking Ahead
Remember the game Requiem: Avenging Angel? No, well, here's your chance as someone is remaking the FPS for the Q4 body, and they indicate they are near release for this sci-fi, angelic-themed shooter: http://raa.modrequiem.net/eng/.

This mod now has a new website:

http://modrequiem.nofrag.com/eng/
Logged
bobdog
Totally Awesome Member - Won A Cookie!
******
Offline Offline

Posts: 1868


Avatar of Curiousness


« Reply #12 on: December 21, 2008, 05:03:46 PM »

I had seen that some time back, but unfortunately, there hasn't been a news update since May 2007. I'd say it's probably DOA at this juncture. Too bad, as it looked like they had developed a lot of the infrastructure for it, and I've even seen like a 3-minute demo video with new monsters, maps, etc.
Logged

Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 0.138 seconds with 17 queries.