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Ter Shibboleth - A New Quake Episode
Presenting a new Quake custom episode, Ter Shibboleth. You will traverse through new environments including a tropical hotel resort, a far east structure nestled on the edge of a cliff, and a western mining town. Each map is designed to be as non-linear as possible, so don't be afraid to explore and take different routes as you progress. While each map can be played with a shotgun start, the episode was designed to be played from start to finish. Saving periodically is encouraged, you will face hard encounters.

This episode MUST be played with the customized Quakespasm engine that was included in the release of ad_sepulcher (Quakespasm 0.92.2-qss-r7-admod). It has been included in this .zip as well for convienience. Any other engine has not been tested and probably will not work as intended. The next official Quakespasm release will be version 0.93.0, and will have the ability to run these maps without issue, so you have the option of using that instead once it is out.

While also stated in the readme, I will repeat it here because it is important.
sv_protocol 999 must be used at all times. Likewise, gl_farclip must be set to 100000 or higher. Quake's soundtrack is also recommended. All skill settings are available. You will more than likely encounter framerate drops when looking at far distant scenery. I only hope it will not hinder your experience when playing.

Map sources and texture wads used are included in the .zip for your convienience.

Demos are always appreciated, but not mandatory.

I give great special thanks to EricW for assisting me along the way with this episode, for if it were not for his expertise and development tools these maps simply would not exist.

http://www.quaketastic.com/files/single_player/Ter%20Shibboleth.zip

Please enjoy the episode and be sure to share your thoughts. I look forward to hearing from you!
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Jus' An FYI 
People are going to demand screenshots, or your head!

D'loading now...

And wow, outta nowhere, gg. 
Screenshot 
Some Proper Screenshots 
https://i.imgur.com/dHwyUx3.png
https://i.imgur.com/exr8Kof.png
https://i.imgur.com/pYZPaOJ.png

Seriously, these maps are fucking huge. It's unfathomable how the q1 engine can handle this. 
Screenshots 
This Is Great 
Thinking outside the box is strong with this one! It's gonna be fun. 
Orl You Magnificent Bastard 
I was almost convinced this was a fake. 
Looking At Screenshots 
holy fucking shit

downloading... 
Buying A Bridge 
Holy damn these are some good screenshots to make someone mash the download link (even if the actual download is slowwwww, thanks Quaketastic). Is that 'gravity switching' I see in one of those preview videos (and screenshots) using teleports with sideways destination targets? Seem to remember one of the mapjam packs including a similar thing in one map, but only in a limited, proof-of-concept type fashion, really eager to see it in action! The Oriental temple looks great and that cowboy town is immediately making me think of Fortress Forever of all things. 
Stream Time 
Starts in 90 minutes.

https://www.twitch.tv/ionous 
Oooooooh! 
 
 
Those screen shots are unreal.

Have not seen themed genre-style maps in a single player in ages.

http://www.quaketastic.com/files/screen_shots/shib3.jpg
http://www.quaketastic.com/files/screen_shots/shib5.jpg 
 
Hey, this zip doesn't have any content that requires loading with a -game switch. Does that mean all the spinning-object shenanigans and various other things in the previews (about to start playing, so haven't seen it all in-game yet) are done using the various map hacks? 'cause that does funny things in my pants.

I tried opening one of the .map files in Trenchbroom to check and they're actually too big for TB to load. 
Uh 
Guys, this is the biggest, craziest, mind bogglingly twisted wierd fun I've had in Quake all year. Download now!

Sock = big, elaborate, detailed, interconnected

Orl/Ken (same guy?) = gobsmackingly huge, suprise after surprise, insane fun


Best Quake year ever 
Bah! 
I'm still trying to process this all. Every new map sueprised me. Still need to finish the end... 
Definitely Looks Very Unique And Awesome 
 
"I'm Free!" 
Fun maps overall, I especially liked the constant usage of map hacks for rotating and animating props galore, most notably the flags in the Orient level, all the ceiling fans in the resort, the eye-in-the-sky and the clock in Scarabrus, and the drills in the walls at the start of Blastocyst which I thought was friggin' neat as hell. Never felt especially easy or too difficult playing through on Hard, didn't find all the secrets so I might've gotten an explosive weapon a bit late (had 100 rockets by the time I finally got the GL and oh how nice it felt). Did have trouble with finding the multiple-key doors a few times, and was slightly disappointed to find that most of the map size was empty and/or out-of-bounds and was only there for appearance.

Found a number of ways to either get stuck or finish maps early, so spoilers ahead. Namely: first map, if you jump into the beach bar where the Enforcers are you can easily get completely stuck and have to noclip out. In Sun, you can jump off the bridge onto the roof lip, run along to the edge, and if you're good with air strafing, steer yourself around the pillars, then jump to the spiral tower, climb it and finish the level, hastily scribbled over the tally screen here. Scarabrus allows tricky players to grenade jump over the triple-keyed gate (found the silver and gold keys, couldn't figure out how to make the third cage lift up. probably missed something super obvious.), and you can bypass the entirety of Tattered by jumping onto a few roofs at the level start, then looping around behind the spawn point and jumping the fence at the end. I made a demo of it here (the demo file is upwards of 12mb for some reason- due to map size?). 
 
It's unfathomable how the q1 engine can handle this.

Well, it can't, which is why you have to use an engine fork that was released in 2017 lol. 
@ Onetruepurple 
when i launch, it looks like your #2 post screenshot.

i typed the relevant commands into the console upon launching.

can anyone help, i clearly seem to be missing something. 
 
sv_protocol 999 must be used at all times. Likewise, gl_farclip must be set to 100000 or higher. Quake's soundtrack is also recommended.

Also, make sure you have the latest quakespasm 
 
I typed them in and it worked just fine. 
Vis 
No vis blocking? 3,4,5 are almost unplayable. 
 
Is this gonna be the theme for the next jam. 
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