News | Forum | People | FAQ | Links | Search | Register | Log in
R U B I C O N R U M B L E P A C K
Is complete. It features maps by myself, MFX and Hrimfaxi. It's based off Rubicon2 and includes a few new enemies and features.

Download links: quaddicted / dropbox

Here's the link to the required engine (quakespasm svn r980):
http://celephais.net/board/view_thread.php?id=60452&start=1108
I'm sure more engines will support this pack with time.

UPDATE 1: Devkit is now available here

UPDATE 2: Patch (bsp + lit): https://www.dropbox.com/s/2lk84vnzy3oeaeo/rrp_patch103.zip?dl=0

Full Patched Download: https://www.dropbox.com/s/5xzckbmk99yz8mp/rrp_v103.zip?dl=0

Fixed Bugs:
HOMS through walkways at odd angles
Zfighting inside door frames
Unmarked / broken secrets
Crash on easy skill
Items falling out of level

New Stuff:
Added coop starts (untested)
Added dirtmapping
Added brushes to better divide the visleafs (performance)
Added some dynamic helper signs to aid navigation
Various miscellaneous tweaks and gameplay fixes
First | Previous | Next | Last
Found A Special Place In Ceci N'est Pas Une Pipe 
I spend a good while exploring the Pipe map by Mfx for all the sekrits. It's a great map, and I did find all the legit secrets. Still ended up 6 kills short though.

Probably the most appropriate thing to see after finding the last of them would have been a message telling me to get some sleep, but I will settle for being saluted. It's all good.

I also found something that I very much hoped would have been a secret, but wasn't. It is possibly a place the player is not intended to go to. There is no message or anything else when you get there, so I can't say. Some things look like things you aren't supposed to see, at least.

I recorded a tiny demo of me going there and walking around a bit. It was such a fiddly route that I had to settle for flubbing the first rocket jump. And well, I'm not that good at rocket jumps.

Link:

http://www.quaketastic.com/files/demos/rrp_pekka_mfxpipe_special.zip

It's recorded with protocol 666 with a recent SVN build of Quakespasm on a 64bit Linux env. I suppose only the protocol 666 bit should matter here.

Mfx might be interested in checking it out as the map author. I'm not sure why anyone else should care, unless you want to know about a place on the map that definitely does not have any secrets at all :) 
Pekka 
LOL !

Nice place, with the holes ! hehehee ! 
Correct 
it's Eurostile (AKA microgramma) bold extended. 
10/10 
Just played through Telefragged earlier today. It was super beautiful, and I'd highly recommend it to all quake lovers. The entry map is also pretty sick. Currently playing through the next map in the pack. 
Still Slowly Savoring The Gameplay 
of a well made SP quake map pack.

Currently at 189/679 in Telefragged with 2 secrets found.

I think this pack will take me 5 to 10 days to finish. 
Belated Comments 
locust - very impressive map although I think the most impressive visual area comes way too far into the map (the big room with lots of walkways and one of the key doors in the bottom corner).

Bit of a lack of progression in terms of objectives (not so much actual progression which was easy enough to work out). Gameplay was enjoyable but I wouldnt call it memorable. 
Telefragged 
well I dont know what to say really. Probably the most memorable map of the pack if not the best IMHO.

The start was an interesting experiment and I thought it worked well enough once you figured out what was going on. But you cannot work it out on first playthrough IMHO which is a design flaw I think. Some short text or a small cutscene at the start could have made it clearer.

I also thought there were a number of quite plain looking areas that kind of stood out compared to the rest of the uber detailing.

It also did become exhausting in a number of parts, mainly because of its sheer size and scale. Never enough for me to quit and come back to later but enough for me to pause the game every now and then.

That's the nitpicking. The rest is fever dream brilliance IMHO. Although the map was exhausting I never found any of the particular combats grinding which is a feat in a map with a monster count that almost reaches 4 figures!

Visually, the majority is amazingly detailed and cohesive and the end sequence destruction is also memorably pulled off.

But above all else, like in Warpspasm, there was a feeling of prevailing evil/dread throughout the entire map, which IMHO is a very difficult thing to pull off, let alone at this scale. It kind of reminded me of the first time through Zerstoerer. 
Pipe 
IMHO this is one of the best looking quake maps ever produced, the architecture and texturing is very complimentary of each other, if not always original. Mfx's improvement in the bisual department has been exponential!

Some of the combat setups were a little odd but on the whole, gameplay was very satisfying.

My favorite of the pack, the visuals get it over the line compared to telefragged. 
Oops 
that should be visual not bisual. 
Lol! 
Freudian slip?
Thanks for your kind, warm words, brother. 
Yes 
Thanks to all who've taken the time to give such considered feedback. 
Praises And Small Nitpicks 
I really like this pack. I love the attention to detail (including effects like the lightly waving flags) and the new monsters and new monster behaviors are on the whole great. I've gotten a lot of enjoyment out of the parts I've played, and there's a still a fair amount to go.

Wanting to nitpick a little, I find a bit odd you can climb ladders with your back turned to them. I'm not suggesting the scripting should be reworked to try to eliminate this, but it's a diverting image escecially if you fire a weapon at the same time. (I'm not even sure if it works consistently with every ladder, but it definitely does with some.)

I also have a comment on the early GL secret in Locust in August. I try to be vague so as not to spoil it for my fellow secret-hunting aficionados. It appeared the intended way to reach it involved finding the button, but I dropped down from above instead and found the GL before the button. How the button worked from the other side was confusing for a few moments.

I regret not recording any demos of my first explorations. I should get into the habit of doing that to give the authors the chance to watch some really really boring Quaking :) (Seriously, though, I understand it's good feedback and I intend rectify my lazy habits in the future.) 
Locust In August 
Great level, never got lost. Died in the slime once, player should be able to get out of there. Nothing else to comply actually, who am i?
Crazy detailing all over. Awesome.
Here is a Demo.
Thank you for your hard work, now to the other maps.. 
8-) 
Thank you Oldone.
Enjoy the other maps! 
AWESOME! 
 
The Long Drop Secret 
Can anyone tell me how to get that "long drop secret"? I tried to activate it for 15 minutes but couldn't find the trigger. I'm so frustrated. 
I Can't Play The Third Map 
I've played Locust and Telefragged. Quake Injector shows me two other maps named "Mfxsp19" and "Mfxsp20". However, when I try to start them, I'm spawn at the start up region instead. How do I play them if they are actually playable? 
Weird 
but try getting to mfx's map from the start map, it's on the top floor. Mfxsp20 is a secret map. 
The Third Map 
I found the entrance, through the exhaust pipe. Never mind.

It tells me that I'm the last hope of the mankind, but they still send me with an axe and a single barrel shotgun... Come on world! I'm your LAST HOPE! 
Secret Map? 
Where do I find it?? :) 
Mfxsp20, WTF !? 
When I try to launch the mfxsp20 "secret" map from the console, the map launches and return to the console after just one second, with this message :

"951 efrags exceeds standard limit of 640"

WTF !? 
Okay, Found It... 
I was using the command -quoth at the start. Removing it gives access to the mfxsp20 map. But then this is a tiny map with just 6 idiots to kill. What gives ?

How do we have access to this "secret map" from inside the levels ? 
 
#108 
Long Drop 
Is broken I'm afraid.

If you noclip down you'll find the platform lowers in order to take you back up - this is the position it should have been from the start.

I did fix this issue, but due to Dropbox shenanigans the fix was lost, along witha few others for HOMs when looking through walkways :[ 
@Barnak 
Dude, if you don�t get it, just shut up and stop shitting here.
You probably can�t imagine what effort it took to make these maps.
I feel sorry for you.

@others
Yes the credits level is only meant to be accessed through mfxsp19. I had plans to make it accessible through the start map, but my poor knowledge of setting it up correctly forbid that.
Maybe next time. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.