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W A R P S P A S M
Is ready. Its a Quoth map pack with some added features, only playable in its own engines.

Download:
http://shub-hub.quaddicted.com/files/mods_singleplayer/warpspasm.7z

Screens:
http://img299.imageshack.us/img299/2757/warp0yy4.jpg
http://img179.imageshack.us/img179/945/warp1vq7.jpg
http://img523.imageshack.us/img523/9906/warp2el3.jpg
http://img187.imageshack.us/img187/8344/warp3wy3.jpg
http://img180.imageshack.us/img180/2144/warp4xx8.jpg
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Engines 
Fragile little things . . . as I say in the readme the Nehahra version is preferred since its got a few more graphical effects, although the red light from the blue plasma burst is an anomaly I never got round to changing.

Dis - I don't remember if you heard the old music or not. Whats there now is much better fitting, also solves the problem of protubent canine testes. 
Warpb! 
Holly shit! This was great! I have recorded a demo on skill 1. I was very carefull after the experience of warpa. Unfortunately I died at the first gug :(
The architecture, lightning and atmosphere were sooo good in this map! Gameplay was great also. I kinda like the "impulse 250" weapon but I still have my problems with the quoth monsters.
http://shub-hub.quaddicted.com/files/warpb_ankh.dz 
7 MB DZip 
I'd suggest not to use dzip for any demos from these big maps, it can't handle the format or edict amount. At the very best it'll just default to std zip (i.e. no dzip compression) or more likely, it'll crash or make the dz corrupt.

Use 7-zip, rar or std zip utility instead. 
Otherwise 
nice demo! I can't believe how you managed to play that far in one go. You were extremely low in the beginning though - 3 health ...

As for the gug fight, it might be easier to leave the zombies in to create a potential diversion for him. Although I've modified the gug code slightly so he doesn't get totally stuck on zombies anymore. 
Uh 
now where do I get that quoth thing? 
Seriously? 
Warpb - Some More Comments 
this map is huuge! It could easily be divided into a 3 level episode, SK and GK doors being the cut points.

great health and ammo balance (on skill 1). can't even imagine how much work and testing it needed.

over 400 monsters and no horde combat - impressive.

monsters spawn after the player passes the area and chase from behind - great!

great replay value

teleporters were very nice, indeed

the scale of the architecture is just right and it feels to be a real world

the green fog - great choice

fighting in this map was very satisfying (the fights after GK door were very nice)

final area - great look and great fight also. Mixing gaunts and fiends in one area without cover is evil :) 
Glad You Liked 
I got the demo last night but couldn't watch yet, and can't watch now because the link seems to be down, though I do remember you found some b0rky brushwork near the start.

The cut point thing is a possibility but try the map in coop and you'll see why it loops through itself so much - I tried to make it easy to navigate back to a place when you'd already been there through teleporters or changing geometry (doors / func_walls).

I'll watch the demo tonight - cheers. 
Demo 
Google.ru 
 
I'm Still Not Finished With This Pack... 
Currently just finished Sealed City. These monster counts are INSANE!$. The feel of the maps are very much like the large custom Doom 2 like Polygon Base and so on. The finale of Sealed City was also very doom-like and cool.

I have to admit that maps of this size (400-500 monsters) are too big for my taste. I think each map could have been split into two-three maps (except the snowy one of course.) I think part of it is a pacing issue, and part of it is an issue of the amount of physical space players have to traverse and remember. An intermission screen not only functions to help establish the tempo of the episode and give a sense of progress, but it also is a point where players can flush their mental-map-bulding process and start anew. It's easier to remember the layout of 5 small shopping malls than one huge shopping mall. 
Also... 
I wanted to add that I think the Sealed City's various sections that had pop-up text (agony maze, etc.) did help reduce the problem I mentioned above. 
Version 1.33? 
Take a look at the bottom of the console in glwarp.exe or winwarp.exe. It clearly says 1.33, but the latest enhanced engine was 1.32. Maybe 1.33 was only for warp compatibility, or is aguiRe hiding a new version of his engine from us? ! 
The Warp Exes 
are just the current beta versions that'll end up in the next release, whenever that'll be.

Ijed couldn't use the previous public release as it doesn't have the -quoth option, which is pretty essential for this pack. There's also an important fix for saving/loading games in coop.

For more details, check out the included readme files. 
Map The Second. 
Okay, I got to about 350 / 522 monsters (on Skill 2) without dying, then annoyingly died with a random surprise spawn hit when I was approximately 0.00001 seconds and 2 inches from a MegaHealth. I reloaded and played a bit past that, but the "trapped in a corridor with 3 Shamblers, no possible escape, having expended all nails, cells and armour on the previous multiple Fiend ambush" impossiblity made me give up for the time being. 2 hours of continuous hard Quake is enough for now....I must be getting old.

If anyone wants a very boring 9 meg (zipped) 2 hour demo until there, let me know ;S. 
Two Hours!? 
on one map? Man, that map must be huge. I must admit I haven't played much of the pack yet as I'm a bit behind with Quake playing due to my hands being a bit fucked, but I did start the level (and got spawned straight away). There are only a couple of Quake maps that have taken me over an hour to finish, and they are both fucking huge. Looking forward to getting into this map.

I still play Quake on normal, btw - the hard corridor looked a bit too scary. 
Again 
If you feel the combat is too easy/hard/boring and you don't want to change skill level for whatever reason, check out the coop possibilities.

There are far more skill selections than usual; they're there to make the pak more accessible for everyone and to increase replayability. 
Than. 
This is less of a map and more of an entire game. I dread to think of there being more of them in the pack.

Two hours and I didn't complete it. Probably 3 if I had done. At least 10 minutes of that was getting the Bounce secret. Not sure why that was so hard.

I was taking a hell of a lot of care to try to get through it though. And spending ages trying to find secrets (was on 8 / 16 I think).

BTW, is it just me who finds Quoth's "silent" monster behaviour a little....twitchy? Or rather it makes me a little twitchy. I presume this is deliberate, getting rid of some of their usual noises? 
Shambler 
2 more:)

I have to say on normal, I had an absolute blast despite dying a fair bit. 
 
I will try the "no quoth monsters" mode for sure ;)
I have also played red777 again to prepare myself for the maps of this pack. 
2 Hours . . . 
That's alot - it takes me just under an hour, but I know it like the back of my hand.

The spawning creatures I tried not to make cheap, they sometimes spawn just around the corner, but there's a few times when I'll bring in a couple of Fiends from behind in order to force the player into the next area, generally so they can have grenades / lightning / whatever thrown at them.

The GK corridor was originally a Gug at the end, but his fire pattern meant that he basicly couldn't hit the player.

The bounce secret is overly difficult because there's a Trinity not too far away, giving the potential for instagib nails (x7 damage) but only if you're very quick indeed. I probably should have made it a bit simpler so you'd actually get a chance to kill stuff with that.

The Quoth creatures aren't so silent, instead thier sounds are a bit less distinguishable, especially with the music built into the levels - though they're all excellent, my favourite being the Gaunt. (Gauntdrop!)

Also Shambler, you're on normal skill - on hard there's four Shamblers. 
Yep 
one of the many things I have liked so far is that the spawning creatures dont feel cheap but more as if they've always been there, lukring around and have finally found you.

I think I'm on the last map now, but I wuld pu this in my top 10, great work ijed. 
Silent Quoth 
I don't recall having changed std Quoth sound behaviour. There's a new sound (or sounds) for the grunt, but I think he's mostly used in warpa. 
Metslime Re: Post #26 
I just got a new widescreen monitor running it at -width 1400 -height 1050 -bpp 32 and there's no problem, but when I went for higher rez it just tells me its not supported.

Thats in the Nehahra engine variant. 
Monster Skins 
If anyone thinks that the external monster skins are too dark (probably because you're used to the idgamma effect) or is otherwise interested, I can describe a pretty simple way to change that using the free XnView. 
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