|
Posted by sock on 2015/12/25 21:25:00 |
Download! Link
Readme! It's in the damn download zip obvz
Screenshots! It looks fucking amazing what do you expect?
Latest Patch! Here
The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm
and remember ...
RECORD A DEMO
share your experience!
Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command! Always create/use a shortcut! |
|
|
And
#376 posted by Qmaster on 2016/02/06 05:16:42
I found both silver keys
Also Reposting #tf Reactions Just Because I Can:
<onetruepurple> i've already jizzed and i've only read the readme
<onetruepurple> fifth
<onetruepurple> fuck you for making a superior dm1sp than the one i'm working on
<@SleepwalkR> So, play AD or write TB2 docs?
<onetruepurple> play AD
<onetruepurple> and watch out for blue DK's with maces, they are complete cunts
<onetruepurple> fifth you are a fuck
<onetruepurple> so far the swampy map is reflecting the "start off as completely powerless" idea from telefragged quite well
<onetruepurple> ie i am getting fucking owned by rotfish and scrags
<FifthElephant> Btw, if you're recording demos I would heartily recommend opening up quake.rc and setting temp1 to 0.... otherwise be prepared for some interestingly large demo files.
<ericw> what does that do?
<FifthElephant> stops particles and stuff from being displayed
<onetruepurple> fuck no i want particles
<ericw> just 7zip that shit
<FifthElephant> OTP, record a demo of swampy with particles on it... I hope you have a 3 petabyte hard drive
<@voodoochopstiks> watch out for close combat with those crossbow dudes
<onetruepurple> lmo 43,5mb and im not even 10% in the mp
<onetruepurple> whatever mfxs first map was >>>>> swampy
<skacky_> are you on crack onetruepurple
<skacky_> swampy is easily one of his best
<onetruepurple> 285 monsters in and i'm still on fucking ng and like 10 shells
<skacky_> git gud
<onetruepurple> "yes otp....... this is ze experiment in obligatory secrets.................." -mfx on func once i point out how fucking unplayable this map is
<onetruepurple> and i just fucking heard a drole idle sound
<@skacky_> onetruepurple if you thought swampy was hard, firetop will be a nightmare
<@skacky_> it's really tough
<@onetruepurple> bring it SOC
<@onetruepurple> ok well
<@onetruepurple> made it out a fucking dick hard ambush with 4hp
<@onetruepurple> then a spider bit 3hp off and i fell down
<@onetruepurple> dying
<@onetruepurple> thanks santa
<@Shambler> ROFL
<@Shambler> so rekt
<@onetruepurple> ok beat firetop
<@onetruepurple> <@skacky_> onetruepurple if you thought swampy was hard, firetop will be a nightmare
<@onetruepurple> eat a dick
<@onetruepurple> swampy makes warpspasm look like e1m1
<@onetruepurple> the entirety thereof
<@skacky_> onetruepurple is bad
<@skacky_> gonna play through firetop again I guess
<@skacky_> since I got stuck with 7 hp and no ammo
<@onetruepurple> skacky is bad
<@onetruepurple> SleepwalkR I'm sure that the default q1 monsters were made harder
<@onetruepurple> which is pretty annoying considering the amount of new content
<@onetruepurple> monsters go into pain frames definitely more rarely than in vanilla q1
<@onetruepurple> i try to axe some knights as usual and i walk away with 40hp missing
<@skacky_> crossbow knights are much much more dangerous than minotaurs for example
<@onetruepurple> crossbow knights are also BS
<@skacky_> this shouldn't be the case
<@onetruepurple> they look like the weak knights but have the health of the normal ones
<@SleepwalkR> Yeah, the crossbow seems to do a ridiculous amount of damage?`
<@Shambler> @skacky, @otp, @sleepwalkr : please give me your top recommendations of the ideal emotional state for starting AD_v1_b1_final.zip in, thanks
<@skacky_> in a sarlacc pit
<@skacky_> but emotionally
<@SleepwalkR> mentally balanced
<@Shambler> okay that's me fucked then
<@onetruepurple> lmfao mfxsp17v2_final.bsp
<@onetruepurple> i should youtube those demos
<@onetruepurple> kited the last 50 minutes to and through ranging from 2-25 HP and 0-30 shells
<@negke> crazy hard! wow, it's rude to the players
<onetruepurple> i dunno if giving all weapons to grunts and enforcers are like was a good decision
<onetruepurple> at least it's not nehahra where grunts could shoot player rockets and they'd look like every other grunt
<@Bal> well that crucial map was really dark, and often times you couldn't see what type they were before they started shooting
<@Bal> felt kind of messy
<@Bal> I like how quake enemies are not random, you can easily identify them from their silhouette, and know what to expect
<@voodoochopstiks> Shambler you play any HC?
<onetruepurple> Shambler playing anything remotely close to "difficult" = lol
<@Shambler> errrr
<@Shambler> 1. fuck you sideways up the ass otp you gibbering n00b who was crying over the AD swamp map
<@Shambler> 2. fuck playing anything with permadeath
<@negke> you mean like in quake you're permanently dead if your health runs out
<@Shambler> @negke what crack are you smoking?? if you die in quake you don't have to restart the whole game
<@Shambler> actually
<@Shambler> !kickban negke being very stupid
<@voodoochopstiks> ok I am finall un-hungover enough to play more AD
<@voodoochopstiks> nope nvm I was too hungover
<@voodoochopstiks> couldnt last 15 mins
<@voodoochopstiks> managed to finish test3 tho
<@voodoochopstiks> nice style to it
#378 posted by parubaru on 2016/02/06 15:24:22
After finishing all maps of AD, I found myself going back to play Nehahra.
Test Maps
#379 posted by PuLSaR on 2016/02/06 16:58:12
I forgot to mention, that test maps were really nice. It should be mentioned in readme that this mod has a lot of little test maps that are fun to play through.
mfx gets "recognizable style" achievement from me, cuz I thought that ad_test3 map felt like mfx map after finishing it (I supposed that all test maps were made by sock then). Then I got into readme and found that it really was mfx map. Good job!
btw ad_swampy was the most easy map on hard comparing to other entries that were really badass.
mfx gets "recognizable style" achievement
That is true
Stop Playing On Skill 3?
#381 posted by mwh on 2016/02/06 20:21:03
Swampy isn't especially hard on skill 1...
(And there was a point about 1/3rd into crucial where I ran out of ammo both on play throughs, maybe I just suck though)
The New Ogre Aiming
#382 posted by Qmaster on 2016/02/07 05:18:41
makes us all suck again. It's refreshing to be scared by an ogre.
#383 posted by quakeisdead on 2016/02/07 22:01:00
Just replayed Crucial Error. It's really an amazing level, and it turns into the Quake 3 Arena intro cinematic once you get the rocket launcher. Not much else one can ask for in a base map and easily on par with the RRP.
Heh!
#384 posted by mfx on 2016/02/07 22:23:20
Thanks!
Hanger 16 Run All Secrets
#385 posted by Skiffy on 2016/02/08 05:48:30
https://www.youtube.com/watch?v=3x32Qvo52HE
Me doing a all secrets / monster kills run for the Hanger 16 level.
Fun! also experimenting more with my Youtube channel...
Nu Maps.
#386 posted by Shambler on 2016/02/08 14:03:47
E1M1
Very nice design / good base style / tribute to Doom E1M1
Very sparse on health and not enough ammo to finish it without secrets. Maybe partly down to awful projectile shotguns.
Shambler.
You mean the entirely optional projectile shotguns?
OTP.
#388 posted by Shambler on 2016/02/08 14:47:21
I mean the entirely necessary you licking my asscrack clean.
@Shambler
#389 posted by parubaru on 2016/02/08 14:57:32
I tested the ammo situation on e1m1 with projectile shotguns. It is possible to finish without any secrets killing all monsters in the way. I did run out of ammo on my first attempt, but I put it down to my lack of aiming skill.
Nu Maps.
#390 posted by Shambler on 2016/02/08 20:14:08
E2M2
Very very nice design / lovely medieval style / enhancement to Quake E2M2
Fairly grim and gruelling gameplay until later on. Felt like it had been playtested and balanced with normal Quake Ogres and shotguns, then had the new ones put in without rebalancing. Middle of the map was pure quicksave-fest. Exploring for secrets later on was much better and a lot of fun (couldn't figure how to get plasma without GJ tho).
Music
#391 posted by mankrip on 2016/02/08 23:59:56
Quakespasm uses gamedir\music instead of gamedir\sound\cdtracks. Let's see if music will work now�
#392 posted by Joel B on 2016/02/09 00:25:57
Yeah that's the music directory you should always use. All soundtrack-file-playing engines support that directory (including DarkPlaces).
#393 posted by mankrip on 2016/02/09 02:55:42
Question: Are all maps as huge as ad_crucial? I've only finished it today. =P
Also, is there an ending? I didn't notice anything different in the start map after beating Crucial Error.
nah mankrip, they're not all as big as cruical.
Impressions+demos
#395 posted by Vondur on 2016/02/09 09:54:44
start
nice details and atmosphere. cool idea with all those various entrances which adds anticipation of what player gonna expect.
cruical
nice action packed map, loved the complex layout, though alot of totally pitch black places which was kinda annoying.
e1m1
cool detailed remix, loved lighting.
e2m2
awesome remix as well, loved all the neat details and all those mod's new things implementatiotn there.
lavatomb
a bit of annoying map, despite nice visuals and gameplay, especially in the beginning. died alot in lava, didn't finish as was unable to proceed. also alot of totally black areas with ammo/items in them had to blindly vacuum clean there to get some stuff.
mountain
the best map so far. alot of nice details and all those secrets. though a bit hard when there's sequenced combat, but that cuz of my poor skills ;) oh and final bossfight was cool.
still have a lot of maps to play, not hurrying here as i play when having proper quakey mood :)
demos
Minotaur Who Made It?
#396 posted by Skiffy on 2016/02/09 11:29:41
Who made the Minotaur model? I am curious if its custom AD or from some other mod / game? :)
It's from Hexen 2 I believe. A few of the enemies are from it, it's a popular game for quake modders to rip from due to how easy it is to get it to work.
Lost In Configuration
#398 posted by sock on 2016/02/09 12:17:50
@Qmaster, there are two super secrets in E2M2, one is a location and the other is a speed runners delight!
@OTP, I don't get the impression from that TF log that the launch of the mod was liked much. Bal certainly has a good point, the visual profiles of the new monsters is not really obvious and a bit wishy washy.
@PuLSaR, The test maps were designed to test things, nothing more. They were added to the final release for mappers to check out in an editor. I really wish I had released them separate as a dev/map pack, it seems no one is getting the reason for why they exist. :(
@mwh, I know hard/nightmare skill is crazy hard compared to ID/custom maps, but easy/normal should be good? I think the inconsistency with the skill levels is because its by different map authors. Everyone has their own ideas of what skill levels should be setup as.
@mankrip, The huge maps are just by MFX (crucial/swampy/test3), everything else is small to medium in size.
@Vondur, thanks I will check out the demo's. Taking your time is certainly a good plan, there is no rush to explore the content. :)
@Shambler, FINALLY! comments by Shambler! Haha, I was beginning to think you hated the mod! (which is probably true by the sound of your comments) Well if you don't like the projectile shotgun or Z aware enemy system, switch them off! Moaning about the defaults when YOU can change the MOD setup to your OWN defaults, is crazy!
I know not everyone is going to like the defaults, I can understand that, so here is an example setup in quake.rc:
131072 No projectiles/casings for Shotguns
262144 No Z aware monsters
524288 No Enemy/player footsteps
Temp1 = 917504
If you want particles add 1024 to the total.
#399 posted by skacky on 2016/02/09 12:35:01
The launch of the mod was very well liked overall, OTP just picked a few snippets out of context.
Many Model Sources
#400 posted by sock on 2016/02/09 12:57:26
I am curious if Minotaur is custom AD or from some other mod / game?
The Minotaur(white/brown), Spider(brown/green), Scorpion(green/black) and Skull Wizard(red/green/brown/grey) are from Hexen 2 with many new/update skins by me. Quake modders rip models from Hexen 2 because the model format is the same. The palette/skin has to be converted (not a perfect match) and the game code logic has to be written from scratch. Its not a drag and drop process.
Voreling, Gaunt and Drole are from Quoth. Jim is a complete rework of the bob asset from Quoth. All the game logic is written by me as the Quoth source is closed and not available.
The Wraith (+variants) is from Quake expansion pack by Rogue Software, with extra skins by me/Lunuran. The game code logic was written by me.
Centurion and Pyro are from Rubicon2. I used the game code from Rubicon2 as a base and I changed it to suit the MOD with more options.
Soldier (+variants) is based on new HD model from Capnbubs and all the Enforcer variants are based on the ID model. All the game code logic was updated by me.
Zombie Knight and Knight are by Lunuran with Game logic by me. Both models have awesome extra animations and are not the same as previous released models.
Crossbow Knight, Death Guard, Hunter Ogres (chainsaw/mace/hammer), Death Knight, Fury Knight and Sergeant Knight are animated by necros and skin/model based on ID asset with lots of changed by me. Most of the game logic code is new and written by me.
Lost Souls based on a skull model from Q3, remade, skinned and animated by me. All game logic code written by me.
In a perfect world all of the new models (especially the hexen 2) should of been new assets. Unfortunately there was so little time and no one on the team dedicated to creating new assets.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|