News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP: Ne_ruins
Here's my QExpo map!

Stuck atop frozen mountain peaks known as the Fingers of the Gods, your only way out lies in using the Altar of Storms to open a gateway and escape. You will need an ancient Rune to activate the Altar, conveniently held deep below ground in a buried city...

One lonely screenshot

This is a two map mod for Quake. (This is NOT a quoth map. DO NOT use quoth).

Engine Requirements

This mod requires a FitzQuake variant as some parts are completely unplayable without fog interpolation. If you just hate FitzQuake variants, then you will need to turn off fog from the console whenever you can't see.

Installation

unzip the pak0.pak file into a directory of your choosing, eg: /quake/ne_ruins

Running

run quake with: -zone 2048 -heapsize 192000 -game ne_ruins

Make sure 'max_edicts' (in the console) is set to AT LEAST 4096. 8192 to be safe. Failure to set this may result in the map crashing the engine. The pak0.pak contains a config file 'ne_setup.cfg' which should take care of this on it's own.

When using a fitzquake variant, make sure sv_protocol is set to 666 (or whatever your variant requires, 999 for RMQ I believe), otherwise you'll probably get invisible items or other oddities when recording demos (wink). I could not include a default protocol setting in config files because each engine has it's own protocol number.

Playing

Once the engine starts, select your skill level in the console by typing 'skill #' (Replace # with a number, 0, 1, 2, 3; for easy, normal, hard, nightmare.) Select 'New Game' from the menu.

if you want to record demos, you can use the "quicksave, disconnect, record, quickload" trick to record demos mid-map.

Additional notes

This mod includes an autosave feature. Every once in a while, you will see the message 'Saved to ne_autosave.sav'. You can press 'F8' to reload to that point and pressing attack or jump when dead will automatically load the autosave instead of restarting the map.
HOWEVER, if you quit the game and wish to load your autosaved game later, you will need to type 'load ne_autosave' into the console instead of pressing F8. F8 will function correctly AFTER the map has been loaded from the console.

Finally, I recommend playing with gl_texturemode 3 to disable bilinear filtering! :D

Download .zip (47mb)
Download .7z (37mb)
First | Previous | Next | Last
 
The extra skin looks more like snow zombies if anything.

Also, what happened here (sorry for the fullbright):

http://www.quaketastic.com/upload/files/screen_shots/ruinswhat1.jpg
http://www.quaketastic.com/upload/files/screen_shots/ruinswhat2.jpg

 
Thank you, I snorted so loudly that the people around me (train) gave me weird looks. Can't wait to get home. :D


I absolutely love your monsters. Finally someone who gets it. Blindly attacking monsters are so boring in my opinion. Good monsters have distinct patterns in movement,combat and require (or encourage) specific actions from the player (good metroid games and the like are examples). 
 
I thought blindly attacking monsters were typical for Quake. 
Zombies Approaching Critical Mass... 
good lord! that made me laugh too, but a couple of people thought i sneezed.
a hiccup in the spawn checker i guess. must not happen often because i've never seen that before. (trust me, i'd remember THAT).

thanks though, i'll have to look into better ways of checking empty spawn points. i tried a different method from quoth this time, what i like to think of as a 'deferred' spawn check.
the spawner has it's own touch function that is supposed to delay any spawning done. since touch is always called before thinks, this should have worked flawlessly. oh well. :P

thanks spirit, re: monsters. :)
i tried not to make the same mistakes i made with quoth monsters.
in particular, i made sure health stayed low and attacks were dodgeable.
i was also quite pleased to see some people figured out they could jump to avoid the golem knockback. (well, technically, 'knock up' but uh...) 
Necros 
the amount of thought you seem to have put into this pack and its various elements is very impressive. 
Ha 
I meant the skiing idea. How awesome an easter egg would be where you spawn the player on skis(?) on top of the highest mountain. 
Yeah 
That skiing thing was ace. 
You Is Necrius, Genos. 
... 
Quake Map Of The Year 
Nothing much to add here, just to mention that anyone who likes Quake must play this. Even with Darkplaces (which I used), it looks absolutely fantastic.

The architecture, the gameplay, the atmosphere - there is not a single flaw in the whole thing. Besides maybe that it is eventually over and you are screaming for more. :) 
Sidenote 
How awesome would it be if the frozen lake was E4-style bottomless? 
Breathtaking 
Loaded this thing in QuakeSpasm... and the world stopped for 2 hours. This was like a demo of Hexen 3 with Quake weapons. And I just LOVE Hexen 2 and Quake. This map/mod was a journey through the best that FPS games ever had to offer! Thank you from the bottom of my heart!

One MAJOR flaw: there was no award for finding and axing all the frozen spawns (or did I miss some?) ;)

I also found 3/6 secrets (and I would never jump to the RL other than circle jump from the corridor, I can't even imagine how would a ramp jump to that place look like!) I rocket jumped to some unfinished rooms, behind some weird player clips in the moutains, but that's all not a problem, just a pity there were no secrets there ;) 
 
What a fucking experience!!!

This map rockz so much that I'm still with my eyes bleeding of suck a diamond...

The ambience is simple fantastic... what can more be said? You are for sure one of the top 3 mapper in the hole world!

demo... I screw the demo near end because of a bind I had to another map :( I suck :(

http://www.quaketastic.com/upload/files/demos/ne_ruins_trinca.rar 
 
otp: How awesome would it be if the frozen lake was E4-style bottomless?
which lake is this? sorry, i can't recall.
i did want to do more with that outdoor area, but i was basically at the edge of nearly all map limits and was cutting things out to make everything fit.

trinca: thanks for the demo! you are one hyper player! :D

unsurprisingly, some of the qc is broken by DP. the bouncing trip mine bombs are bugged out and it seems the tracelines used by the frost golem's special attacks fail for some reason. :( 
The One 
with the frost golem.

It wouldn't explain the waterfalls though... 
Hehe 
no i meant, what bottomless lake in E4?
i can't recall any. 
Umm 
The ones in start.bsp and E4M2 where you fall through the water? :P 
 
thanks necro sorry for the fucking binf that screw demo :(

you rockzzz, god of mapping you make us cry of happiness 
 
oh, you mean where the water is suspended. sorry, i misunderstood. :) 
Great 
I played it twice, right after as well.

Reminded me of the mountains of madness. 
If Anyone Is Interested In Poking Around... 
5/6 Secrets This Time \o/ 
Played on skill 3 and it was still faster and easier this time (just from map knowledge), just a bit of ammo problems. Last time the void fight took me few minutes, with killing golems, getting ammo, healing in the pools... This time I came prepared and just emptied SNG and LG at the boss, took few seconds :) 
Ne_ruins Start.map 
Now THAT is how you do tri-soup. By hand. With love. Just - "Yes!" ;D 
 
Jaw-dropping really, and kept me up to 1am when i should know better than to start a Necros map late at night ;> ...But lots of flaws too. I don't think mixing lava and ice themes themes has ever worked. 
It's All 
Explained by magic.

Including Necros' mapping, and modding abilities... 
'lots Of Flaws' 
really? I disagree with the ice/lava issue you have - I think it works incredibly well! 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.