Temehuatzl

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Requires: [ Copper v1.30 ] ( not included )

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So this map kinda has some odd history. The first few rooms, before the water section, were originally started for a Prototype Jam 4 map, which got shelved, mostly to work on other stuff, and forgotten about.

A few months after shelving it, I was rooting around old map files for anything that might've been interesting to revisit, and re-discovered that shelved map. I ended up running those rooms through a few different texture sets until eventually landing and settling on Koohoo as the theme.

The other potential texture candidate was some sort of techbase, but I couldn't quite figure out where I wanted to go with that, so I stayed with Koohoo.

After that the map kinda kept getting pushed to the side, mostly due to other things, but also partially due to the water section, which ended up being a lot of "make thing, scrap thing, repeat" (some of those scrapped ideas might reappear later, I just don't think they would've worked too well for this specifically). Once I had the other things done and figured out the water section, the rest of the map was much quicker to make.


The music track used for this is "Runejuice" by Jupiter Skydive, from Quake Music Jam 1: Runic Resonances.



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[ Map Statistics ]


Secrets: 8

Monsters (Easy) - 129

Monsters (Normal) - 174

Monsters (Hard+) - 235


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Tested in:

~QuakeSpasm 0.96

~QuakeSpasm Spiked

~vkQuake

~Ironwail
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Submitted by
ZetaByt
Downloads
668
Views
2,123
Release Date
Oct 16, 2024
First uploaded
Last update

Ratings

4.82 star(s) 17 ratings

Latest reviews

This one deserves the title of one of the best Koohoo maps ever. Inventive layout, even if quite linear, it was complex enough to keep you busy. There's a hint of verticality that eludes you to take a breath and enjoy the architecture. Also, the underwater part was quite fun. Highly recommended!
Really enjoyed this one. Massive Dwell ep2 vibes! Haha. Great work with koohoo textures.

Rooms and layout connections were done well to the point you never get lost. I also appreciated water sections a lot, done in a fun way. Though there is a very good chance of softlocking with bad saves underwater.

Bigger fight arena near the end was a joy. Great looking map and easy on eyes with the dim lights.
Skill
Hard
I may be overly influenced by the excellent custom music and the on-point use of the textureset, but this had a fun sense of place and progression that felt head-and-shoulders above a lot of the other stuff I've been playing.

The sense of going around and up and down -- but in a meaningful way instead of lost/random -- reminded me of Ceremonial Circles or Adamantine Cruelty. I don't think I would put this map on par with those, but it's playing in the same league.

The use of both "big monsters" and mobs of small fry was constantly entertaining, and extra points for putting together a cool underwater combat setpiece. The climax fight near the end of the map is one of the better ones too I think; hectic but manageable, and not just an ammo dump or run-in-circles. Also in general I just appreciated that the map encourages you to use GL and SNG early and often.

Good stuff!
Me after sacrificing 60 rangers to Huitzilopochtli
Skill
Hard
Very, very good. Excellent handking of a texture pack that can be.... challenging.

If this mapping method is valid, then i must have some true gold stashed away on old harddisks. The amount of scraps and experiments i created and have happily forgotten all about... :P

I just love this map.
Thanks for your efforts, and thanks for sharing!
This was a great experience through the music, the atmosphere, the gameplay someotime challenging and especially at the end

thank you for creating this and give me the opportunity to enjoy the experience for half an hour :)
Skill
Normal
Awesome map!
I love that it had a fairly extensive water section. Map looks great also.

Overall it's a bit too easy because spaces are a bit over-scaled. Combat could have been a bit more creative, but I'm a fan of ExaByte's maps because they always have a good run-and-gun feel.

A staple of ExaByte's maps is getting the SNG early and having knights feel like small hordes among other slightly more complex combat. I would just like to see the other high-tier monsters have a bit more of a complex/creative progression in the arenas. The spaces are large, with lots of places to have monsters appear.

Still, I'm glad to see well designed ambitious maps that are made with love, for the sake of just making some good run-and-gun combat.
Keep it up, ExaByte!
Skill
Hard
Excellent map. I had a lot of fun during gameplay.
Thank you.
Skill
Hard
Fairly large map with great aesthetics. There's some great details with the slimy water and lily pads. Surprisingly linear for how much it winds around on itself.

I think my only complaint is that the fights felt a little front loaded in this one, and could have used with some more surprises, but I won't dock a star for that.
Skill
Hard
Nice little romp. Minor issues in the water section with suits but nothing Ironwail's autosave couldn't handle.
Skill
Normal