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The Lost Chapters
info and screenshots:
http://kell.spawnpoint.org

direct download 15.5mb:
http://kell.spawnpoint.org/chapters/chapters.zip
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Mac Quake Problem 
I'm using a GL port of Quake on OS X 10.2.8, not an official Mac Quake. I launch the pack with the right parameters (yes Mac Quake supports them), and it gives me:

"GLQUake has encountered an error. W_GetLumpinfo: inv_laser not found"

I'll just try the pack on my PC with FitzQuake. 
So I Had This Big Response 
but the window shut down and I lost it. Cant be bothered typing it out again, so here's a recap :

Mostly average to above average with some nice designs but generally frustrating and annoying gameplay. Polyps sucked, their skin made it hard to tell when they reappeared anyway since it blended into the backgrounds. Droles were good except their damage was too high and most maps suffered from ammo and health shortage (probably because so much ammo and health was wasted trying to kill polyps and drole hordes).

brief map comments :

ionus - average in all areas, at least new monsters were used well and not annoyingly.

eric - poorest technical execution, big HOM error when looking towards the hill and ran very slow. Had the best collection of ideas though. Most creative map but executed poorly.

zwiffle - above average design, as usual not enough health and ammo. zwiffle, not everyone's as good a player as you are so ease up on the supplies.

kell's lucifer map - least frustrating map, it seems as kell know what the capabilities of new monsters were best. nice design and layout, I thought lighting could have been more imposing.

kell's othe rmap - decent without being spectacular and ruined by polyps in lava room.

vondur - traditional vondur map with solid gameplay and design. My favorite. What was the point og chthon though? He was too far below the player to do any damage whatsoever.

start - best map in terms of lighting and overall design.

necros - impressive design and scale as usual but the combat was plain ridiculous. I dont mind necros's style of horde combat but horde combat with droles?????????

end - pretty good and not annoying but too easy.

Overall, a solid pack lacking enjoyable gameplay and more spectacular scenery. 
I'm Only On My Fifth Level 
Pretty impressed so far -- it is evident that I'll have to heap the most praise on Necros, after all he begins his level in the most proper of fashions -- with a boat! 
Yay 
Thanks too all of you for this. =)
Nice map pack, all of them were worth playing, Vondur's and Kell's were definatly my favorites.
Final map was nice too, too bad the boss was so easy tho (spawning in some other normal baddies would have been good I think).

Great work guys. 
Phait, About GLQuake On Mac OS X, 
are you talking about Fruitz of Dojo's GLQuake 1.0.9?
Anyway if you want to use this port here, you'll have first to unpak the Chapters pak0 and trash the 'glquake' folder+content. GLQ creates a new full working folder+content on launch. This doesn't work with a previous 'glquake' folder inside the pak. Check maybe also for a 'glquake' folder in 'ID1' and trash it. The Chapters pak runs better when unpak'd. At least on Mac OS X, with this port.

The best port actually available for Mac OS X is the MacNehahra engine. It runs the original Chapters pak0 well. If you get some crash to desktop, just process with the pak the same way as with GLQuake. MacNehahra is generally the best choice for big levels+custom models, PC, TC or so (I successfully used it for instance with Kinn's Marcher Fortress and Bastion of the Underworld, The Demon King, Rapture, Malice or XMen MP and such). But, you better have to trash the 'glquake' folder before each new game. Not doing so ends up with errors, crashes, in game messed up models...

PS- Outside of PakRat, not much Mac OS X Quake tools out there. So I run them on VPC+Win98 and simply copy all the files back and forth without problems...

Reading this forum as guest since some times now and sharing a real passion for Q1, I thought these lines could help and finally decided to register. So, hi everybody!

I enjoyed The Lost Chapters as much as Contract Revoked... Atmospheric, deadly, eerie... as H.P. Lovecraft stories... as... Quake! Many thanks to all of you guys involved in this great creation. 
JX 
Hi, and thanks for the contribution :) 
Lost Chapters: 
esteemed quake mappers and their admirers;

a review will be posted at my site "soon-ish". ;) 
 
not enough ammo in Vondur map! hammer that Drooler on hard yeah...

monsters: very hard to dodge attack = bad

polyp does little damage, but it hits you even if you hide behind the corner and seemingly avoid the projectiles (that fly really fast)
I dare anyone to fight these not taking any damage at all

the other monster is devastating and has big area effect and the fireball flies really fast


if you`d make the attacks more dodgeable they would be more interesting and better monsters 
Maybe 
decrease the drole fireball splash damage? (or speed)
It now shoots it from pretty high so it hits the floor and you get splash damage often...
And the running attack is pretty long too - you could make the dash a little bit shorter. There really isn't any weak point in them right now. 
Review Is Up: 
SLACKER. 
I bet it has a score and all =| 
 
I really liked Eric (wonder, who is that) map
That was interesting

Necros looks impressive, but those areas you can't get out from are silly. Gameplay was meh - left them fight eachother 
Forgot That 
"but those areas you can't get out from are silly"

that annoyed me a lot too. 
UWF 
Those screens look quite bright, or is it just me? 
Damn 
I was wondering about this before completing the review
FitzQuake's seemed too dark... I used DP for those shots, and they're completely unmodified
My take was, well, at least you can see what's going on in the shots 
 
screens need some more contrast

but did you rate the levels like said in site faq (out of 10 for construction/looks + out of 10 for gameplay) 
 
hmm, screenshots looks ok to me, although i could adjust them easily.same as most of the other reviews.

As Tronyn mentions, if anything its best to be on the side of too bright, [so you can see the details] rather than too dark. 
Tronyn... 
Thanks for the review, i really like to get feedback to my stuff. 
Some Great Looking Maps, But ... 
Ionous' map was a bit boxy and had too little armor (only in secret), otherwise it had solid gameplay and sufficient ammo/health. Secret were difficult to find and a GL would've been nice for variety in combat.

Eric's was very different and in a good way, having diverse architecture and interesting lighting (doesn't q1rad have any -extra samples ...?). Layout felt explorative although not very intuitive. Combat was challenging, especially with the stiff ammo shortage (mainly shells), but manageable.

Zwiffle's was almost in traditional [Kona] style with two-story layout and with attractive blueish ingredients. Combat was pretty tense with many close-up ambushes but had good balance. Couldn't find the secrets ...

Kell's Lucifer map was very good-looking (in all aspects) and more in recognizable Contract style. However, I found combat too hard and frustrating as well as progress being confusing. Too many teleporters and similar walkways. Btw, why was this map called secret?

Kell's Golden Sorrow map was even better-looking, but gameplay was again too hard. The GK trap felt absurd (taking on four droles and some scrags in a confined space with pea shooters) and the exit arena was also unbalanced with lava everywhere.

Necros' map was unfortunately in the same vein; very good looks (although with an unfinished feel), but frustrating gameplay. Fighting the drole hordes was weird; them having both the power of the RL (while the player had nothing) and much higher speed. Not to mention their rage attack ...

Vondur's map had much better gameplay; even the usually annoying Chthon fight was reasonable, thanks to sheltering architecture. Visuals were good, very vertical but maybe a bit repetitive and some more room for movements wouldn't hurt.

The final boss map was very good-looking but the vermis was tricky to deal with before finding out how to use the shield effectively. The vermis itself had great skin and animation and resembled of the Dune worms, albeit a bit smaller ...

General impression was great theme and still varied maps and the new enemies looked good (especially the drole and vermis), but were unbalanced. The drole and voreling were too powerful/fast for typical fun Quake close-up combat.

Most drole fights were just a matter of using the most powerful weapon as fast as possible and at secure range to avoid heavy damage or instant death. Pretty annoying after a few rounds. The polyp wasn't so bad, except maybe for its whiny sound. Its damage was reasonable and it was rather eager to get into infighting.

One contributor to the unbalanced gameplay was probably the fact that you couldn't accumulate weapons. Some of the maps seemed to expect the player to be heavily armed and not coming in with just the shotgun and no armor.

Still, impressive stuff! I hope there'll be more maps in this style but with better gameplay. 
Hey 
I like the Lost Marshmallow
www.phait-accompli.com/crap/lost_marshmallow.jpg 
Phait... 
re-post with http:// please... 
Doh 
There should be an http:// tack-on bit of code...

http://www.phait-accompli.com/crap/lost_marshmallow.jpg

I dunno why this happened, but when I relaunched QUake and reloaded my save later, the skin showed. At first I thought "what the... is that the monster?" but I wouldn't believe it. ;) 
Phait 
Are you using FitzQuake 0.75 by any chance? That looks like the skybox bug. 
Yep 
 
Phait: 
http://that's http://a http://terrible http://idea.

Also: give 0.80 a try. Some people like it. 
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