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New Q1SP Mission - Travail
Let us start you on a journey...a Quake Journey. Share the Travail!

* 1 new Quake mission
* 2 new episodes and a triple barrel finale
* A 2 level secret mini mission
* 15 single player levels and 3 multiplayer levels
* 2 new bosses, stock and modified after market enemies, one beloved weapon mod, and some new physics
* 4 Easter Eggs, 30+ secrets, countless references to the game and the community

Info, screens and download links at http://www.quakeone.com/travail
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A Little Problem 
This is a very nice mission pack. Travail actually is the first "user made" mission pack i played so much (usually i just play single maps). I managed to go to the third "end" level (qtfin3 or something like that).

However, at this i have a problem. I'm in the room with the zombies, where a tomb-like box opens with zombies inside and with other zombies around appearing once you get the golden key. The problem is that the bars in the entrance to this room close and they don't open when i kill all the zombies. I tried shooting around, walking on walls and even noclipping to see if i missed something, but still i wasn't able to find a solution.

Is there something i didn't notice?

Note that i'm using the Dark Places engine. Although the documentation states that FitzQuake is the best engine to play Travail with, that wouldn't be an option for me since FitzQuake doesn't seem to be available for Linux. However beyond odd monster/item placement in 5-6 cases (they were in middle air or half inside a wall) i didn't saw anything strange. 
Bad Sector... 
... can only assume there's still a zombie somewhere to kill: one that may not have spawned properly and has 'fallen out or through' so to speak.

If you want to test this get to where the problem exists then (OK, here's the Travail coder's Easter Egg) type 'impulse 47' at the console. If the bars move then my assumption above is correct.

Speaking of Easter Eggs, how are people going with secrets etc. Is there need of a listing yet? 
Distrans 
Yes please do: I found some of them (during beta test), but far to find out all of them...

And I forget to say that I still didn't play the pack in its final version (shame on me), as I'm currently fullvising the first map (on three) of my current project... but don't worry, you'll get good news soon ;) 
That Was It 
So that was it, it seems. After typing impulse 47 at the console, an ogre appeared (only one) and after killing it, the bars opened. Then i went and killed Azoth and finished the game. 
JPL... 
...seems Baker is planning something that means it's not a good idea for me to start publishing listings yet, sorry.

I'm playing through 5 Rivers tonight, so go and play the final version of Travail already! 
Distrans 
Don't worry: I have time to play final version of Travail now ;) I''l give feedback for sure... 
What A Long, Strange Trip It's Been... 
Hello everybody,
just finished Travail right to the end yesterday, and I thought I�d post a coupla ramblings straight ahead about the whole thing...
Let me start off by saying all you guys made an awesome effort, large, ambitious and innovative in lots of manners, so, for starters, a toast to you all!

On to the comments, the first thing I have to point out is the way I played through this, that has been quite strange and with lots of time beetween gaming sessions... I�m sure that detracted a lot from the overall feeling. To make things worse, I was not able to get the soundtrack to work at all and I made a mistake that had me play twice the 1st episode to end the journey.
In fact, after having gone through ep01 on normal, back to Y va tan, I stumbled inside the Hard gateway and started off from the 2nd episode without realizing that I had lost the runes from the 1st. My fault, of course, but I think it would have been nice to lock the difficulty settings, once one had chosen, until the end of the full journey...
Anyway, the second pass through made me find all the secrets for all the levels in ep 01, so that�s good... The only one that escaped me is the only one secret in qte1m4 - el lugar feo, if anyone has a tip for this, drop me a mail...

Episode one is a good intro to the whole project, very oldschoolish in feeling, with cramped architecture and generally not so good looking natural spaces. The areas in the open are, IMHO, very evocative, but bring forward some limitations of quake mapping (terrain realism being one) that personally I don� like much... Another thing that I found overused is falls, be it waterfalls or bloodfalls, they look sooo fake in Q...
Gameplay wise the episode has a feeling of exploration of learning how to deal with these strange, ancient races that I definitely loved. Would have loved a new weapon, tho... (Maybe even the riot controller! It rocks sooo bad!!!)
Loved the boss, too, nice idea to have a Scrag Mother... Very nice....

Episode 2 is da s**t!!!
Everything is awzam! Architecture is tops, gameplay is tops, secrets, well... I had that idea for ages floating in my mind! You did it! So great!
The only thing, maybe, is that I never realized I battled a Boss... Did I miss something? Can some of you send me a mail with the sequence of all levels to be played? Mind you... I did not find all secrets, but I think I got the really important ones ;))), just wanted to know the right level sequence, because after a while I was a bit lost and overly surprised to find myself back in Y va tan without having encountered an end of episode Boss.
I would have loved to see more of the new Juggers around... Wait... Were they the bosses? Please, someone rescue me, I�m so confused.

The final...
Well, this is ups and downs...
A slight return of cramped architecture... A very hateable series of climbs and falls in qtfin2 that, personally, did not add anything to the feeling of the level but annoyance, and then Azoth.
Uhmmm.... Azoth.
Azoth... well... It�s got a super nice feature... I love the way he protects himself with the wing... That�s nice, but IMHO the build and texturing, and even animation needed definitely to be worked on.
As it is, it looks stiff, a little funny, maybe, not scary at all... I expected something really scary and bad... But Azoth did not really cut it for me. Sorry guys, I don�t mean to hurt anyone�s feelings or sound presumptuous, just expressing my fellings about the pack....
I felt the same about Nehahra... The end boss really did not make it for me.

While we�re at it, a little OT, anyone would ever consider use of Zerstorer as an ingame boss? I loved so much its looks and animation in the final cutscene of the pack....

Well, well... back to the Travail...
I loved the level names, a matter often overlooked in general Q discussion, the spanish names(or portuguese? Or... well, I�m not sure...) add a really dark and evil feeling...

All in all, the pack is gorgeous and, as usual, all comments are meant to be constructive criticism. I thank you from the deep, dark pits of my old heart for having spent LOTS of your time to bring us good hours of fragging fun, and I look forward to a complete list of secrets and a walkthrough.

And, obviously, your next release...

(Can't believe I wrote this much! The things you do when you don't feel like working! Sorry for the verbosity, guys, I'll keep it shorter next time) 
Yeah 
I finished this a while back, but didn't comment at the time cause there's plenty to say, fortunatly, most of it has been said already, which saves me the trouble!

So just wanted to congratulate you all on such great work, thanks for the great episode! =) 
Century, W000t... 
...thanks again for the feedback, believe me none of it is rejected out of hand. The_Silent, the idea with "bosses" in e2 was to have (except for Chthon the undying) a many headed (so to speak) boss. Inspired somewhat by a deliberate miscomprehension of the notion "my name is legion". Hence, the horde of archenids at the end of qte2m1 and gaggle of Juggers at the end of qte2m4.

So, the guys at the local cybercafe set us up last night and we played through e1 and the finale in three player coop. My first time ever playing Quake with (or against) anyone else. Certainly opened my eyes to building with an eye to coop. Two things stood out...when anyone found out why we were having so many laughs and encouraging each other so much they immediately wanted to join the game even though it's Quake ONE!!! (is coop so lacking from modern games?), the second was the look on the owners face when Azoth went through the final sequence, after which the team and everyone watching broke into a cheer :) Awesome!

Now, we ran FitzQuake on all the machines with a heapsize of 128000 in the comline. Whenever we tried to enter e2 the machine acting as server (yes we rotated it) crashed out with the following error:

SZ_GetSpace: 8044 is > full buffer size

E1 and the fins were error free.

Is it a client related thing? Should we swap to JoeQuakeGL for e2? Spirit, what engine did you run e2 in? Cheers... 
Coop Is Great! 
We played with Joequake as server. We did not play in one piece though (e1 on one evening and e2+fin on another) so we might have avoided that crash by this. 
Coop Issue 
I've checked what happens and it's ye olde signon buffer (size 8000) that overflows in Fitz/Joe/etc when running qte2m1 in coop (with more than one player) on Hard skill. It probably was already close to the limit and the extra players tip it over the edge.

Except for using an engine that can cope with this, I don't think there's anything to do except change the map. I made a quick fix and by just deleting the six last ambient_lavagurg ents, Fitz can play the map with four players (one more and it fails again).

You could try deleting other ents as well, but they must exist on Hard to make any difference obviously. The lavagurgs seemed to be of less importance here ... ;)

I even tried various forms of dedicated server solutions (e.g. running my engine as a dedicated using std protocol 15 with Fitz clients), but I couldn't get any of them to work. The signon buffer seems to overflow one way or another. 
Hmm 
After trying again, it actually seems like it's working using my engine as a dedicated server for Fitz (or other) clients. But the signon buffer size must be kept beneath 8192, otherwise the limited clients will abort anyway.

This means up to 12 players seems OK and I've run several limited clients while mowing my way through qte2m1 on Hard.

The ammo/health shortage was bad though, dying way too many times. But that's a different story ... 
Oh, Good... 
...since we'll probably only be running with three players, killing lavagurgs should do the job :) This map and qte2m3 are right on the edge in terms of many limits, but then it was always about getting as close as possible without breaking things.

Thanks as always aguirRe, and with respect to ammo/health :P :P :P :P :P :P ;) 
Finished At Last 
Played through on hard, mostly by mistake. Was hard! Am going to go through on easy and try to find some more secrets now...

The main impression is: wow, what a lot of work has gone into this. Congratulations to all involved on getting it out the door.

Like many others, I found episode one a bit busy and cramped. Episode 2 was pretty amazing all through. Found the boss battles a bit annoying, but nothing new there.

There's life in this quake 1 thing yet! 
Ummm. 
Played the first level. Overwhelming impression is some cool scenes and desires and some pretty poor gameplay situations that often make the cramped designs hinder the player. It got better towards the end though.

Then I finished and it dumped me back to the start map. 
You Mean 
you played qte1m1, found the exit in the tunnel below water and you didn't end up in qte1m2? That's the only way out of that map ...

Do you have any zipped savegame to upload so it can be reproduced? 
Shambler... 
Are you playing the Travail preview instead of the full release? The demo map returns the player to the demo start map.

I hope you make it to at least qte1m4 in Episode 1. IMHO, it's my best map in Travail. Sorry for all the others, folks. 
Hmmm... 
...what size is the .zip file you extracted from? 
Scragbait 
You shouldn't be sorry for your map contributions in Travail. I feel that they're very imaginative, with great textures and brushwork and a nice mix of oldskool atmosphere and newer styles.

And your dedication to push through, while fighting horrendous tool processing times, is nothing but remarkable.

Keep up the good work and let's see more maps! 
 
yeee, episode two is more good looking becouse of the textures... but episode 1 give us lots of exploracion and old school gameplay

:) hope to see more from you Scragbait... you maps are much much better then mines! 
Scragbait; 
why do i get the feeling that was a 'fish for compliments' type apology? ;)

for what it's worth, i thought the outdoor areas in those maps were excellent & quite inspiring. i'd actually be interested in seeing a collaborative map between you & distrans, since his maps felt more solid & neat, but yours had more creative & spectacular environments. i feel that combination could go somewhere! 
Sure GoldMines, Scragbite! 
you maps are much much better then mines!
My Mines Are Better Than Your Explodes! 
Eh. 
Yeah I exited out of the tunnel.

The zip I've got is travail.zip, 39.4 meg.

The only save-game I've got is from much earlier in the map (pre-outdoor area I think).

Lemme check to see if I can load the second map individually...

Oh okay I see.

I am playing Travail Preview....though I did download Travail itself. Ummm that might explain things.

Victory For Shambler!!!

(Have now installed full Travail and second map loads by itself at least etc etc) 
I Just Found Out 
that qte2m6 cannot be loaded in DM mode, due to missing precached models. Then again, I guess it wasn't really meant for serious DM anyway ...

It's interesting because if you force it to load in DM, there'll still be some monsters, along with respawning items for the player, very handy ... 
Yeah 
It's caused by the modelindex hack, the info_notnull entities are not spawnflagged to be removed in DM mode. None of the maps are meant for it, there no DM settings in any of them. 
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