Smells Like Grandma's

nickster

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Sep 10, 2022
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jupiterskydive.bandcamp.com
nickster submitted a new resource:

Smells Like Grandma's - Musty, medium-large linear map with platforming and a bonus secret.

A linear, but serpentine, Copper map that makes use of a mix of Quake, Quake III, and custom textures. Can you find the big secret?

Warning: This map has some almost Turok-magnitude platforming.

Comes with a New Jack Swing inspired music track to go along with all the shirtless dudes pulling levers spot-lit machinery aesthetic.

Special thanks to Nostalgick and DespairEngine for playtesting!

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Don't feel I can give a rating because I simply don't have the motor skills to get even a 10th of the way through, and I didn't get see much of the map.

Really gorgeous brushwork — the geometry looks like Quake 3 but also plays like it in the way items are positioned, dropping and turning, jumping etc. Agree with alexUnder: especially in the chasms between corridors I got strong Silent Hill 3 vibes. The palette is beautifully rich and dark where Q3 often felt washed out; but it also displays a strength & contrast of tone in little details that Quake 1 rarely provides, even in the modding scene. The convention for bringing Q3 aesthetics into Q1 (Marcher Fortress, Contract Revoked, etc) usually involves a fairly monotone palette and excessively smooth curves, amd it's a totally different experience to see these strong colours & crunchy angles.

Made a fun video of 8 deaths in 8 minutes :p


While the claustrophobic architecture is gorgeous and there's obviously an intention for it to be crowded and brutally difficult, I felt that enemies stacking vertically was a bit ridiculous: a shambler standing on a bunch of dogs is either funny or it's offensive. It's also relatively easy to get stuck in the first wayfinding arrow signpost geometry without monsters hemming you in, which feels on the frontier between sadistic and buggy.
 
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Don't feel I can give a rating because I simply don't have the motor skills to get even a 10th of the way through, and I didn't get see much of the map.

Really gorgeous brushwork — the geometry looks like Quake 3 but also plays like it in the way items are positioned, dropping and turning, jumping etc. Agree with alexUnder: especially in the chasms between corridors I got strong Silent Hill 3 vibes. The palette is beautifully rich and dark where Q3 often felt washed out; but it also displays a strength & contrast of tone in little details that Quake 1 rarely provides, even in the modding scene. The convention for bringing Q3 aesthetics into Q1 (Marcher Fortress, Contract Revoked, etc) usually involves a fairly monotone palette and excessively smooth curves, amd it's a totally different experience to see these strong colours & crunchy angles.

Made a fun video of 8 deaths in 8 minutes :p


While the claustrophobic architecture is gorgeous and there's obviously an intention for it to be crowded and brutally difficult, I felt that enemies stacking vertically was a bit ridiculous: a shambler standing on a bunch of dogs is either funny or it's offensive. It's also relatively easy to get stuck in the first wayfinding arrow signpost geometry without monsters hemming you in, which feels on the frontier between sadistic and buggy.
something is wrong, those shamblers should not be spawning until WAY later...what version of copper are you using?
 
EDIT: 😅 Ignore everything below, I just saw your comment… I skimmed the README and neglected to run this in the Copper folder. Probably explains everything 🤪

OK, I tried pressing on a bit and I'm fairly sure the version I'm playing has got some serious bugs (version 1.0 according to readme, downloaded here in the last few hours). These bugs appeared in QSS, vkQuake & Ironwail.

I wonder if other users are running off development versions posted on Discord and the wrong files were uploaded to Slipseer by mistake?

  1. The readme says there are 6 secrets but the in-game stats say "0/0"
  2. There's a switch to open a gate, a switch to lower the first hegemonizer platform, and a switch to open a door after the first lift. On vkQuake I was once able to see the first switch turn yellow, but in the main they all remained red with no activation feedback.
  3. Normal difficulty puts ogres at the bottom of the pits below the hegemonizer switches. There's no way they can hit you unless you're also at the bottom of the pit — but at that point you have to restart anyway, there's no way of getting back up; whether it's ogres or enforcers, the muzzle flash lighting reveals the floor beneath them to be fullbright black; all this seems wrong.
  4. I caved in and used godmode to try and figure out the hegemonizers puzzle despite the 2 shamblers in that section. I could find and activate 3 platforms to buttons, but activating all 3 wouldn't open the gate to the quad.
  5. Minor aesthetic issue, but there's a substantial delay between pressing each switch and seeing the platforms descend; the platform geometry clipping through the curved ceiling as it descends is prominent and weird-looking.
  6. I noclipped through the gate locked by the hegemonizer puzzle, so everything that follows might be contingent on prior scripting logic I couldn't manage to trigger, but:
  7. The lift after the quad triggered missing sound errors in all engines. I saw this error a few times prior but this was the only time I could confidently associate it with an obvious trigger.
  8. Pressing the diamond switch on the level at the top of the lift says it opens a door, but the only door I could see was the runic one at the opposite end of the corridor; this didn't budge in response, or when I approached it
  9. Noclipped past that, used impulse 9 to see if I could progress any further, but the silver and gold key doors didn't seem to respond to approach either.
 
playing again this map i found 2/6 secrets
i loved how i found lol.
the best way to play this map = quakespasm updated + copper updated.
dont play in vanilla mod.

at this moment, no bugs found.
 
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