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A Roman Wilderness Of Pain By PM And Tronyn Released!
Today we are releasing A Roman Wilderness of Pain, the only set of Quake maps to spend a decade in development! These maps went through many incarnations to arrive in their present form as a modern episode. There is an extensive mod by PM with the episode, including new and modified monsters, weapons, and artifacts (see readme for details). This mod also supports NSOE, and can be used to update NSOE as well (again, see readme).

Download (32 MB):
http://www.quaddicted.com/filebase/arwop.zip

Readme:
http://www.quaketastic.com/upload/files/single_player/arwop.txt

Screenshots:
http://www.quaketastic.com/upload/files/screen_shots/arwop1.jpg
http://www.quaketastic.com/upload/files/screen_shots/arwop2.jpg
http://www.quaketastic.com/upload/files/screen_shots/arwop3.jpg
http://www.quaketastic.com/upload/files/screen_shots/arwop4.jpg
http://www.quaketastic.com/upload/files/screen_shots/arwop5.jpg

The environment can be described as "variations on metal/temple/hell." Each map has its own manifestation of the general theme. There is a great start map by PM which is well worth looking around for some secret treasure. There are five skill levels and the episode is pretty challenging so choose wisely.

Thanks to our testers Orl, Spy, Stevenaus, and ijed. Merry Christmas!
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infinite spawning enemies = bad.
especially with a big boss to defeat.

i sat for ages picking off the minions so i could take on the cyberdemon 1 on 1 before i figured they were endless, by which time i just popped god mode on. ending is indeed too hard... although having just played alistair in painkiller, fuck that was a bitch of a battle as well!

should have just removed the ledge to prevent sniping him off, and had a 1 on 1 with the hideously skinned cyberdemon. its only a fraction of the entire pack though, so not a big deal. overall it's very good! 
The Beta Finale 
was just the summoner followed by a dragon, which i enjoyed.
... 
Idea ... 
Maybe it would be cool if the spawn cube could be destroyed. To stop the spawning of new enemies. Then it would still be very difficult but at least you can clear the field in a (relatively) peaceful manner.

Anyway, I really loved this pack, thanks guys,great work ! 
Ooooh! 
I like that idea Ron. But I think to destroy it you should need to use the grapple hook to get behind it and do something, to make it a bit more about exploration rather than just standing in a safe corner bombarding something with bullets. 
 
And a new model, Tronyn's head on a stick. 
Laugh 
Then he'd be immortalised like Romero. 
Good Job 
Loved it. Played on easy. Didn't find any secrets. Going to play again on harder level and look for secrets. Didn't use the grapple but it was cool as was the bow. Wish it had more ammo (the bow). Still fighting the big guy at the end.
Layout was fantastic. Nothing not to appreciate.
What a way to start 2010. 
Nothing Much To Add 
but what a great new year's present! Thanks guys.

I played on easy and found the horde combats were a reasonable difficulty, and I could carelessly blast through some of the less populated areas. Anyone else try to chainsaw the line of scrags outside the castle in roman1? :)

I loved the music also, and the gruesome texturing. Still have to beat the end boss and try some higher skill levels. 
Finally Got Around To Finishing This - Good Show! 
Things I Liked:
- Excellent unique theme. Bloody Roman Hell Metal has never been done before to my knowledge.

- Wide open epic architecture. I'm a sucker for this stuff. I can easily see that this was done over a 10 year period, too (not a bad thing - it's great that all this mappery gets a proper release).

- The wand was quite fun to use. Limited range, low fire rate, infinite ammo, special fire mode - it's well balanced and eases ammo pressure considerably in the latter half. I was blasting all kinds of enemies with the powered-up shot once I got the hang of it, and the knock-back is cool as well.

- Challenging but not insanely hard. Played on medium, did not die much at all until the final boss. I guess I just do not have the white-knuckle, split-second reflexes to deal with 50 bajillion enemies attacking me all at once.

- Extra monsters, mostly good. The nail ogres stood out as the most used and best addition, as they really mix up closer range combats. Gremlins were only used once? I thought that was somewhat odd. Flying imps were somehow more enjoyable here than in NSOE - I think they had previously left a bad taste in my mouth from their respawning in nsoe2. And surprisingly, z-aware grenade ogres did not annoy me nearly as much as I thought they would; I think that's because these ones occasionally under- or over-shot me, as opposed to some others I've seen that have impossibly perfect aim every time.

Things I did not like:
- The weapon order. Why is the uber-special crossbow, with something like 10 shots in the whole game, placed between the super-shotty and nailgun? The following happened to me several times: I'm stalking around corners with the SSG out, then come across fiends or some other close combat monster. I flick my scroll wheel up one notch which usually brings out the nailgun, and start firing away. But in this mod, I switch to the crossbow and waste a precious arrow before I realise I've got the wrong gun out. What I'm saying is, the crossbow should be after the lightning gun, or somewhere way up there, in weapon order.

- Also, why does the Super Nailgun replace the normal Nailgun?

- Did not like the fire-spitting dogs, I thought they were ill-conceived and the skin was terrible.

Don't let these relatively quite minor annoyances detract from the overall awesomeness here. One of the best of 2009 for sure. 
Some Comments. 
The wand has been a controversial addition, with more negative feedback than positive. It also looks out of place in just about any level that does not have a medieval fantasy theme. Therefore, the wand may get scrapped unless Tronyn says otherwise. For future projects, the wand will probably be replaced by a flare gun, which will be a light source launcher with minor damage potential.

The reason the crossbow is placed where it is at is because it felt like an appropriate choice for an impulse 3 (shotgun) weapon slot. For what it is worth, Tronyn voiced a similar complaint. It may get fixed in a patch later. Speaking of the crossbow, it seems most people lament the lack of crossbow ammo. We may add another crossbow and/or more ammo, especially if the wands will be removed.

As for the super nailgun replacing the nailgun, there are only a few reasons why people may use the nailgun once they get the super version. One, to light up dark areas with muzzleflash, and waste one nail instead of two per shot. Two, to shoot secret doors. Three to snipe around the corner with the right barrel. In the Roman mod, the super nailgun can shoot one nail at a time (at least in single player); and the offsets are changed, so the nailgun is pointless once the player has the super nailgun. 
Any Esitmated Date On A Patch 
or should I just dive in? 
Nitin 
I do not know yet. I would like to build a devkit that can be released with the patch. A few days ago, I started writing an entities file for the BSP editor, and will try to do the same for some of the other map editors. Once I finish writing entity files, the documentation is next. 
Ok 
may as well play it now anyway. 
Made It To The Boss... 
roman2 and roman3 were really impressive and fun. Difficulty tuning was really solid, never found it too hard but it was challenging enough to kill me a few times.

That is, prior to the boss. I haven't killed him yet, so I can't say whether it's a good fight yet. I'll let you know when I do... 
Just Loaded It Up 
for a quick glimpse.

holy fuck, the intro to roman1 is epic! 
Too Bad About The Wand 
I think it's really helpful to have an infinite-ammo weapon in these epic 300+ monster maps. Sometimes ammo just runs out. I guess the counter argument would be, just balance the ammo better. But, remember the dispersion pistol in Unreal? It worked quite well there to pick off easier or isolated enemies.

Also, I don't think that the medieval-ness of the wand is a problem. Tronyn's maps have almost always had a medieval/fantasy setting. And besides, Grunts and Enforcers look out of place in anything not a tech/base level, but that doesn't stop people from using them whereever, and it doesn't really matter (to me) as long as the gameplay's good. 
This Is Phenomenal Mapping 
fix up the end and this is easily an instant classic!!

I thought everything was pitch perfect in the looks department, it all fit together beautifully even though it probably shouldnt have. Roman1 has a killer layout too.

The spectacle factor in all the maps was out of control.

Gameplay wise, I loved all the new additions, and found it challenging but not impossible on medium all the way till the final fight. You probably need an ammo and health replenishment once some time has passed after the spoiler 1's arrival (ie same thing that happens as spoiler 2 arrives). 
 
And besides, Grunts and Enforcers look out of place in anything not a tech/base level

I usually hate base enemies in non-base levels but somehow they worked well here. It suited the "multiple unrelated themes merged into a bloody mess" theme.

Environments that bleed into eachother ;) 
 
It worked in Zerst�rer... 
Hm 
And besides, Grunts and Enforcers look out of place in anything not a tech/base level

Not to take one comment out of contex, but, any monster can be out of place if it doesn't fit the theme or the theme isn't done well. The theme can be anything the mapper wants - it's just we typically see variations of a handful of different ones.

Not because the people making them don't have imagination, but because the themes are very strong.

It's an old saying that Quake players have different eyes to everyone else, able to see whole spectrums of brown. If that means we can see wide variations of dungeon, castle, swamp, meatech (etc) themes as well then great.

Don't know what ARWOP's theme can be called - meatemple? 
Someone Else Said 
roman bloody hell metal.

That covers it :) 
True 
 
I -think- 
these maps are T's least adored and he's just getting them out the door, hence the disparate themes. Kick me blue if i'm wrong. 
Good Discussion; Re: Theme/enforcers 
In some maps (ie, if I have lots of Ogres and Flak Ogres, which sort of mix medieval and tech), I'll use grunts (early Unforgiven maps had grunts and even enforcers, but they are now the NSOE goblin variants) since I think they fit with the idea of these monsters having access to earth weaponry if there's an earth/Quake dimension overlap. Enforcers go fully into scifi though, so they are a bit more in that direction, perhaps too much.
The Roman betas actually had Dragons, but I decided to cut them and use Wraths and the Overlord instead to get a more evil rather than fantasy feel; also as the Roman maps are vaguely inspired by Doom and Quake3, in both of which id mixes tech/hell elements all over the place, I thought that going for that vibe instead of a more fantasy thing was more suitable for these maps. Basically, it's a slippery slope from grunts to enforcers! 
Re: Stevenaaus 
well, these are definitely the oldest maps I had to release (started in 99; all my other yet-unreleased stuff was started in 2003/4 at the earliest), so the originals were smallest/simplest out of my maps; but they did have the same mixed themes as are present in the finished product. The only difference is that each of the 13 original small maps had its own variation on the basic theme, so merging 3-4 of them together created varying takes on the theme within the same map - except roman2, which was only based on 2 scraps, both of which originally had the "venice of blood" theme. 
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