|
Posted by Kell on 2005/11/05 13:07:53 |
The intention behind Quoth is to provide a large portion of content in as easily accessible form as possible for both players and mappers. The components are designed to be consistent with each other as well as the original id content. More is under development and updates will be released as and when they are ready. Yes we are mad, but ours is a madness brought on by divining the blasphemous truths of a terrible cosmos. Or something.
More info, download and images:
http://www.planetquake.com/necros/quoth/
Direct download ( FilePlanet, sadly ) :
http://www.fileplanet.com/dl.aspx?/planetquake/necros/quoth.zip (22 meg)
This pack contains several monster/weapon/power-up modificiations, and some test maps. Additional full map releases posted below... |
|
|
Fuck
#41 posted by necros on 2005/11/06 17:18:47
board ate my post with a recursive sql error something -_-
the gist was: there is something wrong with your gtkr. i have about a dozen def files in my scripts folder and they all load.
you can try just copying all the new def file text into your old def file. if that doesn't work, then i have no idea.
Fun!
#42 posted by Aardappel on 2005/11/06 18:01:52
good stuff... though I wish the different knights were visually more different. The blobby monster is just annoying, but the other new ones are cool.
Loved the style on necros doom maps :)
Gah
#43 posted by Zwiffle on 2005/11/06 18:27:14
Deleted all my Quoth.def files to start over.
Deleted all my chapters.def files, and Radiant still had chapters entities.
Copied all of the stuff from the Quoth.def files into a quake.def file, copied that file over all my other quake.def files, and it still uses chapters entities but not the new Quoth stuff.
Damn you for teasing me with new stuff I can't create with!
Well . . .
#44 posted by HeadThump on 2005/11/06 18:47:53
Worse comes to worse, just use a familar trigger, function, item, etc. then manualy rename it in the entity manager that pops up when you press 'N' when working in Radiant. I wind up doing that a lot anyway.
Zwif
#45 posted by necros on 2005/11/06 19:02:17
if you deleted your chapters.def file and gtkr still had chapters entities, then you didn't delete all of them. otherwise, how was gtkr displaying those entities since you deleted them?
i'd search for all files *.def and see where the one that's actually being used is.
Necros
#46 posted by Zwiffle on 2005/11/06 19:19:46
I did a search "*.def" and manually deleted all chapters.def files it showed. I guarantee there are no chapters.def files on my system, but like I said I don't remember what I did to get chapters to work in the first place.
Hehehe
#47 posted by necros on 2005/11/06 19:21:18
i think you need to talk to spog or maybe an oracle. this is beyond my knowledge. :P
This Sounds Good
#48 posted by VoreLord on 2005/11/06 23:06:45
After a weekend of full blown Quake and Doom lan partying, I come home and find this, but sleep had to come first damn, all refreshed, downloading now, sounds quite interesting.
Monsters And Misc Comments
#49 posted by therealthan on 2005/11/06 23:15:36
I really like the gug model. He is so cool, but I think some of his attacks feel a bit cheap. The earthquake is particularly irritating, and the oozeball things are a bit tough to dodge somehow.
The flying imp things are ok, not really got much to say about them.
The super hell knights are sweet. Love the textures.
The base monsters are all ok I suppose, but not as good as the Zer ME. The drone (Bob) is crap though. I really didn't enjoy fighting bob. Too small, fast, makes annoying sounds, takes a fair bit of damage. Just irritating. Really fucked up my e1m1 quad (or triple damage) run too - totally disrupted the awesome adrenaline rush of that section and spoiled it for me completely :(
Bob as a helper drone would be cool. When I saw him on the quoth page I assumed he was a helper at first.
I like the old Koth monsters. The drole is awesome, and I don't think he needs to be changed.
The polyp is also very cool, but I can't figure out if I am avoiding its attacks or not half the time. I know it has a wind blast, but it feels like I am taking damage, but at the same time is a little unclear. I always seem to be near to them when they die and get slimed a bit... Still, they shit all over the spawn, although don't scare me as much.
Vermis is pretty nice, reminds me of the tentacle pit monster in HL :)
Do you guys reckon you could get some more flexible destructible wall code in there? I have some pretty good breakable wall code that I nicked from Zer and enhanced for an old level I was working on. Customiseable debris models, sounds, amount of debris, type of collision (bbox or bsp) and some other stuff like how it takes damage (can only destroy by inflicting x damage in one hit, for example). The debris stuff is also very easily hackable without code changes, so you can make the debris any model you like and set the sounds to any sounds you like in addition to the provided variations. I can send you it if you like.
Also, last time I was working with your code, the info_notnull explosion hack didn't seem to work properly. I'm not sure if this was a prob with the hipnotic stuff or your stuff.
Nice Map
#50 posted by Pearl on 2005/11/07 01:11:26
Red777 is very, very pretty.
Red777
#51 posted by bambuz on 2005/11/07 07:01:51
It's pretty and nice and inspired and detailed.
but
a) I got lost so much. Reminded me of the chapters maps, "he falls like lucifer" and "false esteem".
b) in very many places I had fps ~40. maybe it was too hard to do vis blocking or something or it's just so detailed, don't know. Please, think of the children.
What was the room in the waterway (left from start) with a red orb. Making funny sounds when you shot? Was that supposed to be echo?
I really dig the art direction, the knave textures, the monsters and their weapons and the sounds and everything in this whole thing.
:O
#52 posted by Mindcrime on 2005/11/07 07:08:49
Great work, guys. Good effort on the new monsters. I'm picky when it comes to them though. Noticed some bugs, but I won't go into all that. I'm sure you'll get plenty of helpful reports.
The gug is a great baddie. As I told Kell during playtesting, I liked him enough to have wished he was mine (even if I think he's tad slow.. giving him some oomph in his chase could have made him even more menacing).
The new start map and e1m1 remake. What can I say. Totally cool. It made me feel warm and fuzzy!
Red777 is sweet, as it was when I playtested. It has a level of 'class' to it not often seen, and difficult to replicate.
Necros: Loved ne_marb*. I loved the feel. Classic scrumptious vibes to those maps. ne_marb brought my mind back to when I was playing Doom. Kudos. I haven't enjoyed myself in a released map this way in a long while. Nice atmosphere. I dare say it's one of my favorites, if for no other reason the response it caused in me. Loved it.
Necros, Kell
#53 posted by Spirit on 2005/11/07 11:30:32
You are welcome to use my links as "official" file locations btw. Of course I cannot promise to be as steady as Fileplanet is, but I think direct download > possible linkchange somewhen in the far future. My intention with the File Archive is to get rid of as many QuakeSP related Fileplanet links as possible ;)
Halfway through red777 I guess, I am very impressed so far. Monsters that walk through teleporters... Awesome! And deadly annoying sometimes :D
Necros / Kell:
#54 posted by I.W. on 2005/11/07 14:59:24
If you're wanting an FGD file for the Quoth content, I could probably sort one out for you pretty swiftly. Though I'm not a Quake 1 mapper as such (due to me never actually getting anything finished and released, heh), I know the FGD format and Q1 entity properties more or less inside out, so it shouldn't be much trouble to set up a file for the Quoth stuff; all the info I'd need seems to be there in the .def files and tutorial documents. Interested?
Re: Multiple
#55 posted by necros on 2005/11/07 15:06:19
than: i think one of the reasons Bob may seem to hard is because he wasn't really designed to fit in as a starting monster.
our attempt with bob was to expand the base monsters into more than just low level monsters.
Bob is intended to be a mid-range monster, similar in difficulty to, say, a fiend. The problem is that besides the ne_basetest map i built, we didn't have any completed maps that had a base theme to put the monster in.
So we had to make do with using e1m1rmx as a base (hehe :P) platform to show off bob.
More likely encounter scenarios involving bob would probably have the player with the SNG.
still though, i do agree he is slightly more difficult to kill than normal monsters. i think that may partially be because he got less testing than the other monsters and because i'm a pretty good player. he actually moved a fair bit quicker than he does now before, but kell made me tone him down.
re: the gug, what exactly is it that makes the gug's attacks feel cheap?
is it the screenshake/quaking movement aspect, or just the fact that it's damage is not easily avoidable (though mitigation is simple enough)?
keep in mind, this monster is supposed to be a fair bit above the shambler in terms of difficulty so a fair bit of health loss is expected whenever fighting them.
as far as the gug's ranged attack being difficult to dodge, that is more of a matter of getting a feel for the monster. here's a hint though. his attacks lead you slightly. also, his prefire animation is decently long. Try tricking him into leading you in the opposite direction that you want to head in. ^_^
MC: actually, i'd be very interested in hearing about bugs. we tried to get rid of them all, but as usual something is bound to slip through. you (and anyone, really) can email bugs to me or kell to fix in future iterations.
Spirit: Totally awesome! ^_^ links added-- cheers, dude! :)
Omg
#56 posted by PuLSaR on 2005/11/07 17:39:54
a very good mod. Nice new baddies. Especially that flying imp (don't know their names, I was killed only by Death Lord and of course by Gug).
Kell's map is awesome. I think it's the best knave map among the others. I found 10/14 secrets there, it was fun. Interesting layout providing a lot of exploration. Those flying erd globe looked great and fitted the theme very good.
Necros' rats map was strange. I wonder if the GL was there. I didn't find it, but managed to finish the map without killing any zombie.
Necros' marb map(s) were good. Nice style and awesome looks in the end. Something unusual.
It was really worth 2.5 hours of download =)
Pulsar:
#57 posted by necros on 2005/11/07 17:49:36
the plasmagun gibs zombies. ;)
Bug?
#58 posted by Spirit on 2005/11/08 01:06:34
I played a bit on ne_deadcity with cheats since I am stuck in red777 at the moment...
There is an unkillable and "shootthrough" zombie now. Take a look at this savegame and you'll know what I mean:
http://www.quaddicted.com/stuff/temp/quick.sav
(It's from Darkplaces, but I think it should be no difference?)
Spirit
#59 posted by sielwolf on 2005/11/08 04:08:26
I think it�s a bug in Quake, also happens to me sometimes in dmsp.You have to reload or restart the map.
To Kell/Necros:
Awesome pack, I already enjoyed chapters a lot, and this is even more of the good stuff.
Great to see some new, challenging monsters.
One thing bugged me though: I started with ne_marb, played ultra-cautious, arrive at the end, get the plasma-gun, but I can�t switch back to it, have to kill the gaunts with sg and get killed by the droles. You cannot imagine how pissed I was !
So please, what is the impulse for the plasma-gun? It�s not 226/225 for the SOA-weapons ?
Red777
#60 posted by gila on 2005/11/08 06:02:37
is awesome!
#61 posted by necros on 2005/11/08 09:08:37
that should have been mentioned on the quoth site, sorry about that.
the select impulse for the Plasmagun is impulse 250.
you can also use the cycle weapon forward and back commands to select it.
+
#62 posted by necros on 2005/11/08 09:09:36
while were on this topic, the bomb selection impulse is impulse 251.
Comments And Knights
#63 posted by Preach on 2005/11/08 10:50:09
Had a poke around looking at everything, very nice work guys! The monsters seem pretty well balanced, without the power creep that you usually see with custom stuff. Obviously the gug is on the powerful side, but that's clearly the intention : - ). Played through the new maps too, liked all the rooftop views in red777 and the end to ne_marb especially.
Also, somebody in this thread mentioned that the death knights were kinda hard to tell apart visually. Would you guys like another knight model for use in a future version? I've got one that's modelled and skinmapped but not yet skinned right now. If you want it, I'd probably leave the burden of skinning it to you guys, so that it's more likely to fit in to the quake/quoth style, but I can probably get it animated. Looks something like this:
http://people.pwf.cam.ac.uk/~ajd70/knight.jpg
although use your imagination a bit, it's not a serious attempt at skinning it :- ).
Fuck FIleplanet
#64 posted by vb on 2005/11/08 23:53:22
Bugmenot.com FTW
#65 posted by Trinca on 2005/11/09 01:39:37
great great pack love the penaples guy :) rockzzzz very well done... like the test maps of kell as well, the new monster�s rockzzzz good job!!!
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.
|
|