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Deep within the Grendal Gorge is a small monastery and chapel built by the
Silver Knights of Tresden. The central tower of the chapel was constructed
from the legendary white rocks of Vineford and soon gained the nickname
of 'The Ivory Tower'.
The monastery was surrounded by many dark caves and eventually the knights
discovered that the foundations of the Ivory Tower were riddled with large
amounts of gold. The knights soon abandoned their pray and meditation for
the axe and cart as they ventured deep underground in pursuit of their
new god, gold.
The Ivory Tower was replaced with gleaming spires of gold as the Knights
found comfort in their new found wealth. After many years of greed and
decadence the Knights turned to dark rituals for spiritual satisfaction
and so began the journey into madness.
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Sometimes it is fun to sit down for a short while and create brushwork
experiments. Quick scenes designed to explore a theme and not have to
be hampered by gameplay (AI movement) restrictions.
This map is made from several brushwork experiments mashed together
to form a story of events. The construction is designed to show the player
location history by revealing layers of details stacked on top of each other.
Many of the locations are designed to be revisited from different heights
and angles and there are several key points where the view is setup to
show where the player is going to be next.
The map flow is not linear and there are several routes which can bypass
large parts of the map. This means that the map can be replayed several
times and new routes can be discovered. The downside to this strategy is that
the player can get easily lost or turned around, but the map is small enough
that the feeling of being lost should be minimal.
The map contains ten secrets which range from button finding to player
movement (jumping) skills. No secret requires rocket/grenade jumping to be
reached and the mechanism to operate the secret is often within close
proximity. All skill levels were tested without the use of any secret stash.
The start area (skill selection) is the Ivory Tower before the gold rush, I thought it might
be fun to play with what happened to the canyon area instead of a generic
skill selection area.
The skill levels are selected from different routes / archways in the start
area with easy, normal and hard on the ground floor and the nightmare portal
close to the exit. For players who like to explore there is a Super Shotgun
hidden away via some ledge jumping. Once the skill has been selected
the map will restart and everything should be setup correctly.
Each skill level has different monsters types, in different positions
and can be played progressively for a different experience of the map.
All weapons, ammo and health are the same on all skill levels. It is
assumed the player will be more frugal with ammo/health consumption
on higher difficulty settings.
The final room contains three floor/ceiling crushers which are button operated.
They are designed with a dual purpose (crush or cover) and give the player a
choice. They can either make the fight easier by crushing enemies or creating
cover to hide behind from long range enemy attacks.
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- | Create a new folder called "ivory" in your Quake folder |
- | Copy the Zip file into the new folder |
- | Extract the contents of the zip file |
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- | Create a shortcut to your preferred Quake engine |
- | Add the following to the command line: |
| -heapsize 64000 -game ivory +map ivory |
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- | Run shortcut and make sure map loads |
- | The first part of the map is a skill selection area |
- | Remember to record a demo once you start the map! |
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- | The map was designed and tested to work with the following engines: |
| Mark V - http://www.celephais.net/board/view_thread.php?id=60831 |
| FitzQuake 0.85 - http://www.celephais.net/fitzquake/ |
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Map Type | SP (Single Player) only |
Difficult | Easy 69, Normal 84, Hard 101 - Monsters |
Development | Three weeks |
Textures | Mostly by ID Software, with lots of additional detail textures by me |
Skybox | New yellow version of ID style racing clouds |
Source | Map and texture WAD included in the PAK file |
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- | ID software for creating Quake |
- | Additional map feedback and testing by negke |
- | BSP Compilers (txqbsp,vis,light) by Bengt Jardrup |
- | Coloured light and LIT support by MH |
- | newskip by John Fitzgibbons (hides skip textures) |
- | TexMex 3.4 by Mike Jackman (good for organizing textures) |
- | AdQuedit 1.3 by Hicks Goldrush (perfect for pak files) |
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