1024 Meat! Meat! Meat!

Carter

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Jun 27, 2024
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Carter submitted a new resource:

1024 Meat! Meat! Meat! - A small vertically orientated meaty map!

This map was built from what I learnt from my previous map 1024 Cement Mixer

Instead of a series of tight rooms and corridors I wanted to work generally from a larger atrium taking verticality into account to work within the same 1024 space but hopefully have variation when new routes are opened up and re-tread with different weapons.

The textures were created by myself specifically for the map, apart from the...

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Very cool map. Unusual design, great dynamics. I was always on edge, but not so much that I died. I thought the combat was very balanced.
I liked the opening walls, when the architecture changes and at the same time everything happens in a small space.

I played it twice. The first time I couldn't complete it, because I played with the Copper mod. Something didn't work after the blue door. Today I completed it with the regular ID1.

Thanks for your work. I'm impressed
 
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Very cool map. Unusual design, great dynamics. I was always on edge, but not so much that I died. I thought the combat was very balanced.
I liked the opening walls, when the architecture changes and at the same time everything happens in a small space.

I played it twice. The first time I couldn't complete it, because I played with the Copper mod. Something didn't work after the blue door. Today I completed it with the regular ID1.

Thanks for your work. I'm impressed
Thankyou for taking the time to play it and review it! Im unsure on the copper mod issue but glad you got it working in vanilla ID1
 
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First of all, great work!

I noticed that your teleport boxes were making noise audible from inside the map. It's a simple fix, just set the "Silent" spawnflag (2) on each trigger_teleport.

Other than that, I played in vanilla first and then tried Copper on NM and had the same issue as digs - some of the func_plats don't seem to go down in Copper. Even if I force them to go activate with the mod's invoke impulse, they don't move. I recall your previous 1024 map had a similar issue.
 
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First of all, great work!

I noticed that your teleport boxes were making noise audible from inside the map. It's a simple fix, just set the "Silent" spawnflag (2) on each trigger_teleport.

Other than that, I played in vanilla first and then tried Copper on NM and had the same issue as digs - some of the func_plats don't seem to go down in Copper. Even if I force them to go activate with the mod's invoke impulse, they don't move. I recall your previous 1024 map had a similar issue.
Thanks for giving it a go!

Not too sure about the func_plats in Copper, alot of them are tied up with trigger_counters and trigger_relays wonder if theres a difference between vanilla and copper there not dabbled much with Copper before

Ah! Thats good to know with the teleports for the future its pretty loud on one side of the map!
 
Could you pls check the spawning coordinates of the enforcer on the right? For some reason he falls to the level below in vkquake and QSS.
As a result, the health pack is placed on top of the other enforcer and floats in the air. Not sure whether this is an engine issue or slightly incorrectly placed spawning coordinates?


vkquake0003.jpg


vkquake0002.jpg
 
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Thanks for taking the time to provide some feedback - I'm going to fix this and the above and some other things I noticed with some playthroughs hopefully when I get some time this weekend
 
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I guess the enfrocer needs to move a little bit away from the wall. @vso looked into this and QSS (and vkQuake) have introduced a different collision detection along with other FTE QC extensions.
It's probably still worth using QSS with its extensions to check the initial world spawn as a minimum check.
 
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On ironwail the enforcer is not able to move forward. His initial position is def. too close to the wall.
There is another grunt ( edict 378 ) constantly jumping up and down near the silver key door and the way to the secret.

tc_meat_2025-03-30_16-43-36.jpg
 
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Very cool map! However, in this part of the map it's a very loud portal sound effect. I suggest to move the portals a bit further from the player!.