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Ter Shibboleth Part 2
Welcome to Ter Shibboleth Part 2! Part 2 is not a sequel to Ter Shibboleth but a continuation starting from map 6. Part 2 consists of three maps based on real world locations mixed in with fantasy elements. Map 6 takes you into a cold mountainous village of Norway. Map 7 brings you to a 1940's Paris that has been taken over by darkness. And map 8 transports you to a surreal Roman Greek metropolis. They are large, long, and use the Drake mod to enhance gameplay.

The Drake mod (Included in its entirety in the .7z file) dates back to 2012 with the release of Arcanum by Tronyn and PM. It features many new monsters, weapons, items and gameplay changes most players will be familiar with. The decision to use Drake as opposed to more popular mods like Arcane Dimensions was simply a personal preference and nothing more than that.

As of this writing Ter Shibboleth Part 2 has only been tested and known to work with Quakespasm 0.93.2 (http://quakespasm.sourceforge.net/download.htm) and Quakespasm-Spiked version 0.93.2. (http://triptohell.info/moodles/qss/ ) Any other engine may not load the maps correctly and or crash entirely, so you do so at your own risk.

Ter Shibboleth part 2 is meant to be played starting from shib6 and ending at shib8, but each map has been adjusted to be able to be completed using only a shotgun start. As each map is big and non-linear, it will not be to everyone's taste. If you prefer smaller, more compact levels then this won't be for you. Despite each maps size, great lengths have been taken to make sure the maps are not maze like, so that the players are able to find their way around using landmarks and familiar sights so as not to get lost from backtracking.

Important to note is the included quake.rc file within the drake folder. This file DOES NOT change any key bindings or personal settings you have set. It only changes three specific console command variables in order to view and play Ter Shibboleth Part 2 properly. Those commands are as follows:

sv_protocol 999
sv_maxvelocity 8000
gl_farclip 524288

In addition, it is necessary to add -heapsize 524288 to the command line when using Quakespasm and Quakespasm-Spiked, as without it the engine will close with an error message upon loading any of the maps.

Now comes an important topic of discussion. As mentioned before these maps are large, very open, and have lots of detail. As a result, it is almost a guarantee these maps (particularly shib7 and especially shib8) will not run at a desired 60 frames per second. Depending on your hardware, even those with powerful CPU's and GPU's, you could run these maps anywhere from 10 to 30 frames per second. I understand this is not ideal, but please do not assume that these maps were created for the sake of just being large and overly complex, they are simply my visions come to life. I was hoping they would run better but things do not always turn out as planned. Despite this shortcoming, I believe it is a testament to EricW's compilation utilities and the Quakespasm engine that they are capable of creating and playing maps that are very clearly never meant to be this size and scope in the Quake universe. It undoubtedly shows just how advanced the Quake modding scene has come.

Screenshots and videos:

http://quaketastic.com/files/screen_shots/shib6.jpg
http://quaketastic.com/files/screen_shots/shib7.jpg
http://quaketastic.com/files/screen_shots/shib8.jpg

https://www.youtube.com/watch?v=7fqc6DQVbKs Shib6 preview
https://www.youtube.com/watch?v=5v2iZNSUmrA Shib6 Full playthrough
https://www.youtube.com/watch?v=dfqdJxbPB4s Shib7 preview
https://www.youtube.com/watch?v=ocZRo7U4yU0 Shib7 Longer preview
https://www.youtube.com/watch?v=ugWhW34nstU Shib7 Eiffel Tower segment

Also included are the texture wads and map source files.

Some final words of thought. Whether you enjoyed it or not, I appreciate you taking the time to play it as this project was one of the most ambitious I've ever attempted. Feedback and gameplay videos/demos are welcome. Credits go to Poorchop and onetruepurple for playtesting and providing important input and drake related info. And of course Tronyn and PM for Drake.

Last but certainly not least, Ter Shibboleth is dedicated to Eric Wasylishen for his ongoing support throughout the entire project. I cannot count the number of times he has made changes to his compilation utilities and Quakespasm just to ensure Ter Shibboleth runs. Without his incredible tools, this project simply would not exist at all. I can't give enough gratitude to Eric as he deserves as much credit as me for bringing Part 2 to life for all to enjoy. This one is for you buddy.

With everything said and done, please enjoy Ter Shibboleth Part 2!

UPDATE: version 2 released with some fixes and optimizations: https://archive.org/download/tershibbolethpart2rev2/Ter%20Shibboleth%20Part%202%20Rev2.zip

Original version Download: http://quaketastic.com/files/single_player/Ter%20Shibboleth%20Part2.7z
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Maps Look Almost As Epic As News Post! 
 
-heapsize 524288 
not enough for shib8 on my system. It runs with -heapsize 1024000 
Should Be 1048576 
It's in kilobytes. 
So Many Releases For Quake And It's Only Mid-January! 
That's wonderful, I look forward to having enough time to play this and the rest. Could this be Quake's year? Will necros release a sequel to the Altar of Storms? Will Tronyn make a comeback and release a 1TB episode? Skybox's the limit! 
 
Congratulations!!! Now to find some time to play these! 
Wow! 
Crazy how ambitious these maps are. I can't believe they still fit in 8192 unit box. Or did you lift this restriction somehow? 
 
sv_protocol 999 would let the map go past the 8219 limits 
 
8192 i mean 
This 
Really is a major mapping milestone. I don't think we have ever had a series of maps powered by such unbridled ambition as shib1-8.

Kudos to Orl for pulling it off, and I really hope this isn't your last word. 
Thank You Onetruepurple 
And to all who have commented thus far. But I want make known that unless otherwise announced, this is my last major map contribution to Quake. This does not mean I am leaving the community, I have no desire to do that. I'll always be around. But as far as mapping I feel I have hit my creative limit. Not to mention other outside factors getting involved, until I can get my life back on a path that I want it to be, I consider this to be my finale. But it is not set in stone. 
 
Gonna play this later but I wanted to say congratulations... your last two map packs have been stunning and I have no doubts about this one. Glad you went with a gameplay mod too, and Drake is a good one. 
Good Stuff 
The sense of scale is amazing and awe-inspiring, I would say unique in Quake maps.

Getting some Thief vibes in mission two.
Thank you and congrats! 
VkQuake Support 
I neglected to mention that vkQuake, a Vulkan version of Quakespasm does work with Part 2. You may see a performance increase depending on your hardware.

https://github.com/Novum/vkQuake 
 
Played the first two maps in two long separate sittings. Shib6 has some incredible scenery, outdoing almost anything in Ter Shib Part 1, the aurora effect in particular. I did find a bug in Quakespasm (latest version) where if you enter it from the lower level at the wrong angle you can fall out of the map, though thankfully noclipping back up didn't seem to break anything. Shib7 was, well, incredible, possibly my favorite sandbox-style map in Quake, one of my favorite maps. I'm speechless. All I can say is you did it, man.

I haven't played shib8 yet, but my framerate on that map is MUCH lower compared to the previous two. It won't keep me from playing it though, I just haven't got to it yet. 
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