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Posted by necros on 2011/05/07 02:10:02 |
Being without easy access to internet, Tronyn asked me to release his Map/Mod collaboration pack for him. I'm quite pleased to present Arcanum for your Q1SP needs.
This is a fantastic collaboration that contains 5 very large blue/metal/knave maps + start map; one map by distrans, one map by Pulsar and four maps by Tronyn! Grab it here: Arcanum (18mb)
Please note: This map pack relies on the Drake mod by PM, which features many new monsters and weapons. If you don't have it, you can grab it here: Drake (17mb)
Installation instructions from the readme:
Place all files in your DRAKE subdirectory in your Quake directory, ie c:\quake\drake290111.
Start the game (Quake engine of choice).exe -game (drake directory) +map arcstart.
You probably want to use a larger heapsize. Custom engine required: FitzQuake, Quakespasm, RMQEngine, Darkplaces, etc. You know the drill.
necros' note: If you have a slower machine, you may wish to enable the "r_flatlightstyles 1" console command (in fitzquake variants at least or otherwise try 'r_dynamic 0') to disable flickering lights as some maps have quite a lot of them and it can drastically increase framerate on some computers.
Tronyn was also kind enough to release the source files for his maps if you want to poke around in them. On top of that, there are two extra maps contained in this archive, which are unfinished but still very cool and totally worth a look-see. Grab the sources here: Arcanum Sources (8mb)
necros' note on the sources: at the moment, only Worldcraft users will be able to make use of them, as, though Tronyn did include raw .map files alongside the .rmf files, they contain extended texturing parameters that may not be parsed correctly by other map editors. It wasn't worth delaying this excellent release to try to fix it though. If some solution is found, I'll happily update the archive.
Also note that while Tronyn is gone, he won't be able to respond directly in this thread (although, i believe he mentioned he has somewhat consistent internet connectivity until monday) so he won't be able to answer questions or whatnot but he didn't want to delay this release any longer.
Enjoy! ^_^
Screenshots:
http://necros.quaddicted.com/downloads/Tronyn/arcanum1.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum2.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum3.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum4.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum5.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum6.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum7.jpg |
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That Does Not Seem To Be Possible
The map would look different after conversion. The textures would be skewed. If that would not be a problem, you can simply do the conversion by hand by converting "[o x y z]" to "o" I think.
Astounding...
#146 posted by Orl on 2011/05/12 16:11:29
...doesn't even begin to describe this map pack. While the first map may have been the weakest, it was still fun and clever. The rain looked a bit odd yes, but it convinced me it was rain and I just went with it. But what I liked most about the arc1 was its haunting atmosphere. The music wasn't a bother to me either, it added to the creepiness.
The next four maps, as I said, astounding. The gameplay, the lighting, the brushwork, the textures, everything was stupendous. Its hard to, because of the fast run and gun gameplay, but you really have to stop and admire all the details and interconnectivity of the maps. Some of the best I've ever seen in Quake.
This pack is no doubt a perfect 10 in my book. Congrats on a job well done :)
Map 1
#147 posted by gb on 2011/05/12 22:00:12
Cool brushwork and layout (except those trees). Much too cramped in some places.
I turned the volume down all the way because the music was just too nihilistic to me and there was no way to switch it off ingame. Then I turned the brightness all the way up. That's when I noticed the cool brushwork. I also turned on godmode - on easy :-/
If you make it mandatory to "kill all monsters" in order to proceed, please tell the player so.
If the player presses a button, please tell them what that button did.
The exit was sort of hidden.
-> Too dark, Easy too hard, zombies/axe sucked, music not optional, not always clear where to go next / what to do next.
-> Nice brushwork and layout. Could have been highlighted better by more light.
Streams of blood: A real blood sacrifice is pretty unspectacular compared to this. :-^
-> Drake: Didn't like ported Hexen 2 monsters (use new skins at least). Found the staff a little goofy. Shotgun could have a new sound instead of what people are used to as the SSG sound (it's confusing). Axe should instagib zombies. Beheading was cool.
#148 posted by gb on 2011/05/12 22:06:19
Also, it would have been good to combine the start map and the first proper map of the pack, to avoid the loading screen in between. A start map only really makes sense when you have different branches.
#149 posted by negke on 2011/05/12 22:23:04
The music can be turned of with impulse 117. I agree the new shotgun sounds are bad (ssg sounds weak).
Since the release is going to be updated with the fullvised maps, maybe a few other changes could be made as well? Eg. counter message in arc1, a megahealth for the zombies on all difficulty levels, maybe even monsterjump them off the coffins; NO_INTERMISSION on the arcstart changelevel! And whatever else was mentioned in this thread..
Gb
#150 posted by negke on 2011/05/12 22:25:09
No, a start map also makes sense if you can select the difficulty. That's the sole purpose.
#151 posted by gb on 2011/05/12 22:51:30
That can easily be done inside the first map of a pack, no?
#152 posted by necros on 2011/05/12 22:52:12
yeah, but that won't spawn/despawn monsters...
so you still need a start map.
#153 posted by gb on 2011/05/12 22:55:17
> The music can be turned of with impulse 117
I'm not reading the readme halfway through a map. There are maps which provide buttons for that purpose, which is a good way to do it without breaking the immersion.
#154 posted by gb on 2011/05/12 22:58:46
> yeah, but that won't spawn/despawn monsters... so you still need a start map.
There must be a way to do that, if you're using QC anyway?
#155 posted by Trinca on 2011/05/12 23:11:04
#156 posted by necros on 2011/05/12 23:28:14
no. the skill level entity inhibition is done by the engine, before they ever get to qc.
Separate Start Maps Are Good
#157 posted by ericw on 2011/05/12 23:39:42
I like how they appear to be in the game world, but are a contrivance for choosing your difficulty level. When you step through the exit teleporter, you get the feeling that you're /really/ entering Quake. (also, if dying in e1m1 returned you to skill selection, I think it would break immersion.)
I Dont Mind Start Maps
#158 posted by RickyT33 on 2011/05/12 23:45:24
Its very 'Quake' - I like Guncotton by Kona as a prime example :)
#159 posted by gb on 2011/05/13 00:52:38
Setting all monsters to SPAWNED on all skill levels, then pointing the skill selection triggers at the relevant monsters/entities to activate the ones wanted.
> if dying in e1m1 returned you to skill selection, I think it would break immersion.
Correct, but with checkpoint triggers that'll never happen.
Yeah
#160 posted by ijed on 2011/05/13 02:38:00
But just about every skill dependant activation check is done on map load.
A groundbreaking feature of HL1 (at least in thought, if not implementation) was the ability to change skills whilst playing.
Granted it just modified the damage / health tables, but it was the germ of modifying map content on the fly that led to ideas like L4D.
Which is of itself only a proof of concept. I can see such dynamic difficulty features becoming a standard.
#161 posted by gb on 2011/05/13 04:19:49
It would be much better to have it engine side, yeah. My example is kludgy, even if you combine that with waiting triggers etc.
#162 posted by Drew on 2011/05/13 04:36:19
ignoring whether it is possible or not, it seems kind of ill-fitting to try to deny such a classic quake staple in this very old schoolesque map pack. I do think the no_intermission would work well there though, as in the original Quake.
#163 posted by gb on 2011/05/13 04:41:23
The loading screen sort of bothered me, that's all. I see your point.
Oops...
#164 posted by distrans on 2011/05/13 07:34:02
I completely forgot about the no_intermission option on the changelevel. Would've made the transition effect so much smoother. Ah well, if a patch is forthcoming it's the sort of thing that can be easily changed.
Start Maps.
#165 posted by Shambler on 2011/05/13 11:11:35
Rock. This was a stylish one.
I enjoyed the Arcanum demo immensely when it came out, and I don't exactly like how the rest of the pack deviates from it. The first map was id sized, had plenty of small arms play, and the 'zer meets nsoe' theme was badass.
However amazing looking Pulsar's (mistaken for Tronyn's in the demos, sorry about that) map was, it was another huge, 150+ monsters, Knave-and-only-Knave affair. I liked it a lot at first, but eventually I got tired, as towards the end the map kept shoving me into a climax after a climax, while my health was low (skill 1), and my patience even lower. So I ended up godmoding my way through map 2, and felt numb when I saw a Shambler and 200+ monsters right at the start at map 3.
My 10 years old self might have been thrilled by the "EVIL MEGA SHOWDOWN waiting every next corner!!!" approach, but I've seriously grown out of it.
Sorry.
Five skill1 demos: http://www.quaketastic.com/upload/files/demos/otp_arcanum2.zip
Map 2
#167 posted by gb on 2011/05/13 23:18:05
+ Nice brushwork
+ Size
+ some creative stuff
- too many buttons
- too much backtracking
- confusing layout
- eternally respawning monsters / sea of monsters
- randomly being knocked into void/off the magic bridge
- lots of areas looked the same (knave) except the end
- Easy too hard, as usual
Mixed feelings about this one. The brushwork was good, but the gameplay, although good fighting in some parts, got predictable and uncreative eventually (especially monster placement/annoying respawning/backtracking/getting lost). It felt like work. Hey, monster closets.
There were some traps and a platforming passage, but none of them overly creative. This stuff drowned in the sea of monsters as well.
It looked nice and the environment was competently done, no question. Gameplay not my cup of tea.
Alternate Download
#168 posted by necros on 2011/05/14 21:10:16
Hi there, my first post on this board. Been lurking this board for a little while, after discovered Quaddicted a little while ago.
Anyway, enough about me lol.
Surprised to see so much hate on the first map.
if you had ever played the demo, you'd see the gameplay is much more balanced this time around in the full release.
I remember the ladder didn't even work properly on the demo, you literally had to jump up each step one at a time, which was frustrating when you wanted to get up to get away from monsters.
A lot easier to just easily climb up it this time around.
The map has some beautiful architecture too IMHO and personally I love the rain and thunderstorm going on.
Mind you, I did really enjoy the demo when it came out too, was just blown away by how it looked.
The rest of the pack was fantastic. I'd like to be able to complain about the whole not knowing where to go next problem I sometimes encountered, but honestly that happens with almost all new maps I play, and I'm sure it probably happened when I played the original Id1 levels all the way back in 1996 when I was 7-8 years old, so it's no big deal. If anything part of that challenge is figuring out that puzzle.
Honestly don't really understand a lot of the little technical details, as I've never been a mapper myself, so I'll just leave my post at this haha.
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