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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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Ijed 
So I am just starting your map, and I appear to be not at normal eye-level. I get to the first weapon (SSG) and can't pick it up. I approach the first grunt, and I have no weapon and he kills me with one shot.

I am not getting very far. I seem to have forgotten everything I might have known. Where am I, why am I here... 
Mike. 
You had your legs blown off in a tragic telefragging accident. You need to carefully ooze your way through the map to find suitably restorative health.

Kinda annoying but it is well worth persisting with that bit for the main map!! 
Oh, Bugger It Shanbler... 
Now, having conversed with you before, and followed your posts since many a long year, I honestly don't know whether this is a helpful hint or a total wind-up. Oh, shit!

(OK, I admit it. I did actually start the map again and tried to sneak past the grunts, but still got nowhere)

Mind you, I also just noticed 400+ monsters and 30 secrets on Easy. I think retirement beckons. 
LOL. 
Truth is stranger than fiction in this case!

Despite the monster count it really isn't as much of a gruelling slog as you'd think. Just....big....very big. And very good. 
The Start 
Of the map is a stealth section where you have to crawl around until you can find a way to heal yourself.

A few more hand-holdy messages at the start would have helped a lot... 
 
Kinda annoying but it is well worth persisting with that bit for the main map!!

Reading this is quite sad considering how this was the initial driving concept behind the map... 
BTW Mike. 
You might think you know what "lost" means before playing this map...

...you don't... 
Heh 
Well, the telefragging bit is just the lowest part of the ladder.

In most Quake maps you go from medium to high power - more weapons, more DPS, better armour, powerup inclusions where you become godlike for a brief period.

I wanted the player to go from powerless to almost constant godlike slaughter. This is why you're literally crippled at the start and having a constant quadrun against the clock towards the end. 
Ijed 
Nice analysis, I hadn't really thought of it so clearly. 
I Hid The Concept 
In a stupidly big map :) 
Praise The Lord... 
... I have seen the Light and I have been healed 
AXE THEM ALL 
 
Mike Is Doing A 100% Axe Run, Blind?? 
SICK DUDE. DEMO THAT SHIT. 
Telefragged On Easy Skill 
As far as I know, the map is almost certain to crash
at a certain point (mentioned in the thread), so Mike,
please be careful and maybe try a different skill. 
I've Got Some Time Off Coming Up 
So may patch that soon, as well as a few other annoying little issues. 
That Would Be Great! 
Some stuff I haven't seen metioned:
Infused secret does not seem to increase the counter of found secrets. Several armour secrets seem to only be triggered if you can actually pick the amour up. 
Nearly Done 
Anyone got a hotfix they want included? 
Hotfix The Missing Legs At The Start Of Telefragged. 
Can't think of anything else to be honest.... 
Turn Off Telefragged Mode? 
 
Nah Not Really. 
 
Locust On August Post-release Test 
Dear Hrimfaxi,

I have tested your submission for the pack back in August.
In case you are interested, I will record demos and send them to you along with screenshots. I have already made a table of contents for the test results.

I think it might help to maintain and reinforce Rubicon Rumble Pack's reputation as a candidate for 'the epitome of Quake mapping(?)', to quote Orl.
Especially if ijed is going to patch the easy skill bug on his map, 'as well as a few other annoying little issues'. 
I Mean... 
if you are willing to fix some issues, it might help consolidate the recognition of the maps as not only
the possible pinnacle of base themed mapping so far,
but as a superb quality release too. 
I Should 
Really upload that D: 
 
The dropbox link in the first post is 404, could a mod delete the link?

Also ijed, this is just a nitpick but the readme mentions the Quakespasm prerelease version that was needed when RRP came out, should we update it in the patch to just say "quakespasm 0.90.0 or later, available at http://quakespasm.sourceforge.net/download.htm "? 
Ijed 
Please do. I wanted to make an all-marked secrets demo.

A crash-free easy skill should be a valuable asset.

I considered testing Telefragged too, but as SDA's qdqstats didn't work in the pack because of the different progs.dat (I guess) and easy skill was more or less broken, I gave up with regards to the seemingly unavoidable confrontation with an incredibly high number of monsters on either normal on hard.

All in all, the patch will be most welcome for a variety of reasons. 
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