News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP - The Masque Of The Red Death
After much pain and suffering, I present The Masque of the Red Death - a seven story nightmare castle full of pain and suffering.

download: http://www.fileplanet.com/dl.aspx?/planetquake/tronyn/maps/masque.zip
readme: http://www.planetquake.com/tronyn/masquereadme.txt
screenshots/etc: http://www.planetquake.com/tronyn/

I'm issuing a warning right now: the system requirements for this map are extremely high, and as far as I can tell it will only run in Darkplaces or aguirRe's custom engines. Also, the map requires Quake Mission Pack 1: Scourge of Armagon.

I've tested the hell out of this thing, and I think it's reasonable, but I don't doubt that some people will find it very difficult. Most players will likely die several times on their first run through. I hope supplies are sufficient and that everyone who plays is able to get it working and doesn't die of frustration either in that process or because of the dense horde combat.

Edit: Skill settings are only functional via the console, not via the enclosed start map.

Thanks to my playtesters - Mike Woodham, Necros, and Kinn. A particular thanks to aguirRe both for playtesting and for all of his technical help and the entity corrections that he made.
First | Previous | Next | Last
Trinca 
I meant without dropping the console and typing skill 3...

I didn't see anything which needed SoA, so I assume that func_spawn (whatever it does) is all that is nedeed.

Btw, I used Darkplaces to play it, if that makes the bug-hunting on the start map easier to find. 
 
Lardarse i didn�t use commands just use the way to the place... 
Very Clever... 
I had to noclip to find it, but then I eventually spotted it...

The buttons didn't work for me, either... I was playing on Skill 1 instead! :-s

No wonder it was so fucking hard!!! 
Aguire 
well like I said, I ran it in your engine forgetting to add -hipntoic, but it still worked fine, 100% kills etc (on normal).

So I dont know if hipnotic is really required. 
Bloody Excellent 
Time: 49:32
Kills: 402/404
Secrets: 3/8

Great work Tronyn, i didn't know if this was ever going to be released, after reading that it would be ready in 2003.

Really great designs, almost felt like a different game by virtue of the huge scale.

For the apprehension i enter with because of your prior warning, i found the difficulty very reasonable. I didn't die once on hard, but i came very close on numerous occasions. I do believe giving just the quad and no pentagram would have made it more challenging and tense.

Some great quad runs on this map, also a welcome thing.

I didn't even know there was a start map, i'm going to go back and check it out.

Thanks for the great map. 
Nitin 
If you ran without -hipnotic, then all the func_spawned monsters (quite a few) must be missing, making for a much easier challenge. In that case, you were lucky not to have progression problems along the way.

If you check the console after startup, you'll probably have a long list of missing monsters warnings ("no spawn function for ..."). Otherwise I don't know, you absolutely need the Hipnotic progs to run this map correctly.

I think the map packs in 215/340/404 monsters so if you had only 259 on Normal, something was definitely wrong. 
Gg On Releasing This! 
it's a damn nice map, and i can't wait to play this again later ^_^

cheers, dude! :D 
Omg! 
tronyn, this is something evil and big!
very well done! and i liked the view from the top! :) 
Tronyn 
Regarding the previous comments, I will play your map for sure... but be patient, I still have a long long fullvis still running on my PC, and I'd really prefer to wait for its end before launching any other "CPU consuming" task...
BTW, the screenshots looks very good... and all these lake of blood are.. brrr... frightening... it sounds very good, and very "satanic" as well... ;P 
Are You Using Aguire's Vis? 
just ctrl+c and finish it later!! ^_^; 
Excellent!!!!!!!!! 
What a great map! I love large maps and I love the horde gameplay. Tons of monsters are teh fun.

46:47
3/8
335/340

Very good outdoor design, grand scale. Well balanced gameplay, not being too hard, maybe only in some places. Bloody and satanic ending was cool.

I thought I was making kinda horde gameplay in my map, now I know: I wasn't.

/me wonders about the scale of Tronyn's arcane wizard maps. 
 
Time: 53:32
Kills: 402/404
Secrets: 3/8

great, great map many,many thks Tronyn for this nice 53 minuts at home in gl i can promiss that i will replay for sure...

:)

P.s.-> view from top is fantastic loved u add many many Ra�s i got about 5 or 6 
Necros... 
Yes, I'm using aguirRe's vis, but I'm really hurry that vis ends its process now (it's running since... more than 1000 hours... yes more than one thousands hours ... you read it correctly..)... I'm compiling a huge map as well... wait and see.... ;P 
1000 Hours 
bloody hell ?

aguire,

point noted, will play again. 
Please More!!! 
this is the kind of map that i love to play, many action and quad runs... :) rockzzzz stuff like these should be made every week :) 
Nitin 
AguirRe is already aware of this... I'm trying to obtain an award for "longest fullvis runtime process ever"... BTW, if it ends correctly, it will prove aguirRe's tool is really bugfree... Anyway, it's off-topic.. I will give feedback about Tronyn's map later... 
Possible Bug? 
First of all, i'd just like to say that I am thoroughly enjoying this excellent map :)

I'm playing on skill 1, and so far I'm finding the combat fine, even with mega-hordes, and the architecture is fantastic :)

But...I'm fairly suspicious a bug is preventing me from progressing any further, simply because I don't remember being this stumped when I playtested it way back then.

Basically, I pushed a button in a large hall, which spawned a quad and a ton of monsters. I killed the monsters and now i don't know where to go. Behind me are some closed bars that says "a beast rots in a cage" or something. To my right is some stairs up to another floor, but the route is blocked. In front of me, lies a series of stairs that leads to some sort of large cage which housed a bunched of shamblers and a vore until I killed them. The door to this cage is blocked.

Any help is appreciated :} 
If You're Using 
DarkPlaces, then that's your problem. A shambler ("the beast") is supposed to appear in the cage near the ceiling, but he's gone in DP (this happens in many maps). When you kill him, the closed bars will open.

If you're not using DP, I don't know really ... 
The Shambler 
didn't appear in the cage when I played it [using DarkPlaces]. He was just on the floor with the rest of the monsters. Killed'em all and the bars opened fine. 
Hmm 
yeah, he should appear in DP, just not in the cage, and you should still be able to progress... if this doesn't happen, I guess the only thing you can do is noclip through the bars behind you, go up the stairs (there's a button up there which opens the next floor), noclip back through them, and then you'll find the stairs up to the other floor (with the flat doors at the top of the stairs) open.

Sorry about this, I haven't had this in DP myself. 
I Am Using The Latest Version Of AguirRe's GLQuake 
and the shambler definately did not appear in that cage :{

(for the record, I am sure I am doing everything else correctly, using -hipnotic etc.)

It is probably worth me mentioning another weird bug that I'd never seen before, that happened in that area. The first time I picked up the Quad...it did nothing o_O. The quad disappeared as I ran over it, but I did not get powered up. I quickloaded and tried it again, and the second time it worked. 
 
<quote>Skill settings are only functional via the console, not via the enclosed start map.</quote>

They appear to work for me.

I must congratulate you Tronyn, this is a very impressive piece! I really liked climbing around on the clifftop, all too many mappers would have clipped that bit to hell.

My only issue with the map, is that I wish Fitzquake could run it, as it's the only engine I've managed to get high resolutions working in. :\ 
Troubles 
Fuck I want to play this, but I'm having troubles.
I don't have the hipnotic pack, so I downloaded aguiRes little 7zip to remedy that.
When I play it in Darkplaces it gets too choppy for me to have any fun with. When I try to load it up in aguiRes custom winquake I get an error message saying "W_Getlumpinfo: inv_laser not found".
What should I do?
Will it run any more smoothly in winquake than in darkplaces for me? I was surprised that it was as choppy as it was, seeing as how I can play any game currently on the market without experiencing that.
thanks in advance for your help. 
Drew 
That error would appear if you forgot to add the -hipnotic option to the engine and/or if you didn't put the mini-pak in the hipnotic directory. Please re-check these and see if it helps.

And I recommend to play this in GLQuake as the performance (and looks) is much better than WinQuake. WQ requires a lot of CPU horsepower in higher resolutions. 
Kinn 
Do you have a saved game just prior to the quad/shambler issue? I'd like to take a look to see how the entity situation is at that moment. Please send me the zipped savegame file if possible.

Otherwise I don't know what could've caused this. I usually play on Normal and this hasn't happened to me. Do you use the real hipnotic or my mini-pak? 
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.