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Q1SP: Alkaline: A Base Enhancement Mod/map Pack
Alkaline is out now! After many months of development, the Base enhancement mod/map pack is available to enjoy.
MORE ENEMIES, MORE WEAPONS, MORE FEATURES,
With maps from Bal, Bloodshot, bmFbr, Greenwood, Grome, Juzley, Makkon, Mista Heita, Scampie, and zigi.
More details available about the mod via the Quaddicted forum post below.

Download (175 MB): http://www.born-robotic.net/alkaline.zip

Quaddicted forum post (with screenshots): https://www.quaddicted.com/forum/viewtopic.php?pid=4871#p4871

Trailer: https://www.youtube.com/watch?v=4J9UYEJ9jbE&lc=UgxnrG7n8k9iFAy6sFZ4AaABAg
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@yhe1 
Yeah, I was talking about something else entirely. That was talking about taking Bal's 2 maps from Nehahra, combining them into one giant BSP2 (because they naturally continue) & converting them over to a more often used mod, like Arcane Dimensions or Quoth. I already started that.

Quite a few folks have a helluva time trying to get Nehahra running & some don't care for the narration and/or enemy tweaks, so I thought it might be nice to have another version. 
I Sometimes Wondered 
why no one makes maps for RRP and Rubicon 2, because these are great mods that players love, someone even said that these maps are so beautiful that you want to live in them. But despite all this, they are bypassed by the mappers. Why? Are these mods self-contained? Perhaps the reason is the base orientation, which gives little room for the mapper's imagination? Alkaline is a wonderful mod, perhaps even one of the best, and I would not want it to follow the path of Rubicon 2 and RRP. Some people like Quake for the base levels, others for the medieval, and it's like two sides of the same coin that make up one whole. Look at AD - it is versatile and miscellaneous (God bless Simon!) So why not make Alkaline even better? I guess, and this is just my personal opinion, it would be correct to add some medieval monsters. Look towards Prydon Gate - what high-quality fantasy monster models are consigned to oblivion ... 
Because Base Mods Keep Getting Made... 
Which is because there's a niche for it like how AD mostly serves as a fantasy style mod w/Base elements. As to why those maps don't see use is beyond the scope of this, but let's just say it takes a lot to get this community to adopt something. 
I Have Yet To Play 
But this looks to be another gorgeous addition to the ever-growing roster of amazing Q1SPs. Just peeked at Bal's map and am floored as expected by his lovely geometry and texturing. The custom menus and music are Quakey enough to keep the OG charm, but unique enough to remind me I'm playing something fresh and new. Really looking forward to completing the pack and checking out the devkit. 
Skill Selection Does'nt Work 
with progs.dat bundled with devkit. 
Missing Items In QSS Make Tellus Unable To Continue 
In the first little external base outside of the main space station in alk_tellus, there's a room where you must pick up a chainsaw and a quad damage and kill every axe grunt to proceed. These items don't spawn in the latest version of Quakespasm Spiked, "2021-November-14" so you're stuck in this room, forever doomed to hear the grunts you're supposed to be ambushed by taunting you through the walls.
These items spawn on the FTE/Afterquake engine, at the expense of some broken lighting in some of the hallways.
These items also spawn on Quakespasm 0.94.3, with no other problems.
I installed a fresh copy of the latest QSS release with the default configs and the problem persists.
Here's the real kicker: fascinatingly, the previous release of QSS, Quakespasm Spiked "2020-August-29" works as flawlessly as Quakespasm 0.94.3, with both items spawning and the next part of that area triggering properly.
The latest Quakespasm Spiked release seems to have issues with this particular map. Can anyone else confirm this? 
 
Using Windows 11. 
 
Try This 
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