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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
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Its Your Fault 
you started this.. 
Ok I Finished It Now. 
mfx I hereby declare you god-king of everything and supreme ruler of my body and soul.

Can't even remember the last time a map has impressed me this much, besides the mfx map in jam2. I think SPoGsp1 did it? Or zer1m7? Or ikspq5?

Extremely Good Shit. Continue. 
 
If even czg praises it, it must be exeptional... or, something dark and kinky is afoot! 
Idunnoeither 
 
It Truly Is Exeptional. 
But make no mistake, there will be sloppy kisses if I ever see you around here. 
 
m -> c
f -> g
x -> z

shb! wow! 
As For The Other Two Maps. 
Extremely impressive from a sheer tech/size/effort perspective.
They did not tick all my boxes as much as mfx' did, it was too easy to get lost, and at times they were rather overwhelming with the amount of choice given to me. (An absurd thing to say, I agree.)
The telefragged gimmick was hilarious, especially considering this dismembered torso can creep across the floor at 40km/h.

Overall a great release, worth playing. 
Oh I Almost Forgot 
In ijed's map, in the big room you enter after crossing the trainyard for the first time as a giblet with the moving bridge in the middle, when I returned there close to the end of the map, there was a trigger that would 100% crash the game with a stack overflow in the progs. A long chain of multi_use and multi_touch. I didn't get a dump of the console or a save, sorry. :-( 
Czg 
You mean this?

http://www.quaketastic.com/files/screen_shots/telefragcrash.jpg

That happens on easy only, as far as i know, hehehe.
Anyway, glad you liked it.

Next maps won�t be so cheap, i promise:) 
Yes That's The One. 
Yeah I play on easy what of it �_� 
See. 
Told you it was worth installing quackspasm for.

Enjoy ur sloppy kisses mfx. 
There's An Easy Skill? 
 
 
I play most games on Easy. I want to see the content.

Especially with Quake. I've killed these monsters 10,000 times with the same set of weapons. I get it. :) 
Hm 
Got to disagree. I play games for the interaction.

In a game that I know so well, like Quake, I have to put in new features to keep it interesting.

Even when there are no new features I'm always experimenting with the perfect placement and mix of enemy types to break the player from their comfort zone and make engaging play.

Not that I hate 'content' - I just see it as secondary to the reason I'm playing something in the first place. 
 
I'm primarily an environment/prop artist. The content is everything to me. :) 
 
That said, Quake combat CAN still be compelling but it takes a talented level designer to pull it off... 
Levels Are Rarely Fully Tested On Easy 
 
Uh 
Maybe there should be 'my' at the start of that... 
 
I don't really include Quake in my statements about Easy mode. It's just as easy to bind a key to "god" to get by sticky areas. :P 
I'd Count It 
As a failure of the game play design if you feel you have to do that though.

Its why demos are so useful when in beta - its tricky to 100% predict the mood of the player at any given time.

The derpier the demo (Daz reference!) the better as well. Most errors in game play design occur because a specific case wasn't considered, and a demo is great for showing you where those occur.

I find feedback on the other hand less useful, since it means theyve had time to think it over and colour it with their own impressions. It's not necessarily bad, but can distract the LD from their own vision. 
I Fully Agree With WarrenM... 
In Quake1, I much prefer the "content" (architecture, doors and mechanisms interactivity) over the monsters which are just a "condiment" in the game (at least to me).

As Warren, I already killed the monsters in all ways possible before, with hundreds of maps, and it's boring after a while, especially for an old 50 years fart like me.

The map itelf is the real star, in Quake. I love to visit and discover the map and see the beauty of its corridors, doors, floor and ceiling, mechanisms, etc. With the immersion typical of Quake, I feel like an archeologist exploring some old ruins. The "immersion" is why I love Quake1 so much, certainly NOT its stereotypical monsters, and not even the FPS gameplay.

Quake1 give me the feel that I'm really traveling in some "out of this world" place, and this is why I love Quake1 so much. I'm a "traveler", not a psychopath killing monsters just for the fun of killing. I kill them just because they're in my way.

I much prefer to kill the monsters using the mechanisms in the maps (traps, doors, bridge, etc...). That's where the fun is.


But what do I know, since I'm just a shit fly player, and you mappers are Gods !? 
Same. 
 
I'll Never Get Tired Of Killing Ogres 
 
Part Of The Content 
Is where the monsters are placed in the map. Otherwise I'd just make boxes with enemies in them.

So the ogre up on the ledge for Sleep to kill could be covered by a second ogre on another ledge, whose grenade lands in just the right place to mess the player up if they try and snipe the first ogre.

If the player kills the second Ogre, then its death wakes up the third Ogre, who is waiting round the corner at the top of the stairs. He has LOS on a pack of dogs, who also join the fun as he toddles out onto the ledge to throw more grenades at the player. 
TBH. 
Same old monsters doesn't necessarily apply to these maps where you've got Hunters supported by nail enforcers or a chain reaction of spawn boxes or a triple consecutive Quad run.

Then again I quite like being a psychopath killing monsters just for the fun of travelling in some "out of this world" place... 
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