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New Q1SP: Something Wicked This Way Comes
Screenshots:
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked1.jpg
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked2.jpg
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked3.jpg
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked4.jpg

Download (36 MB): http://www.quaddicted.com/filebase/something_wicked.zip

Quaddicted page (thanks Spirit and negke!): http://www.quaddicted.com/reviews/something_wicked.html

This oft-delayed release began as one of the maps to be included in last year's Unforgiven episode, but it soon expanded way beyond that. The end result could not even fit into the normal expanded BSP format, and therefore in order to play this map you MUST use an engine that supports the BSP2 format. Right now this is only the RMQ Engine, which is available at http://kneedeepinthedoomed.wordpress.com/downloads/ (other engines support earlier versions of BSP2 or will support BSP2 in the future, but don't work right now).

The main map is based on scraps by Tyrann and Necros. It features lots of exploration and 30 secrets. The latest version of Drake is required and included. System requirements, as usual, are high, due to lots of monsters and large open areas.

Please see the readme for more information and the much-deserved credits for everyone who made it possible for me to finish and release this map.
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Yeah 
I don't think Quakespasm supports the format this map is compiled in, BSP2. You need to use the RMQ Engine or FTEQW; see earlier posts in this thread or the Quaddicted page.

Sorry, the coders are still figuring out BSP2. 
Sorry Tronyn 
I should have sent you the most recent version as well... 
Huh 
played again - now there's a weird error: when I enter the water the water texture itself covers my whole screen, so I can't see anything. It's really strange. Only seems to happen in Wicked, and didn't happen before - not sure what's different now. 
Mac 
The only BSP2-capable engine that has a Mac version, to my knowledge, is Darkplaces, but afaik it doesn't accept 2PSB. The format change was actually LH's request.

The FTE engine Makefile contains the following:

#linux->macosx (FTE_TARGET=macosx) or (FTE_TARGET=macosx_x86) Contact Moodles for crosscompiler, only works with Mac OSX 10.4 Tiger.

Mac people, consider contacting Moodles and pestering him for a recent Mac binary?

http://www.fteqw.com/contact 
 
Grenade bugs happens for me with ijed's most recent release. 
 
Try with a Quake installation without any other third party content. Only id1 with pak0.pak and pak1.pak plus the wicked directory. 
 
However, the Grenade bug didn't happen with the rmq engine that came with the rmqdemo 3 
Screenshots Looks Amazing, 
I really like the fog. GJ! 
Wicked. 
Ignoring the first map (great structures but too big just to wander through), the last map (arenas don't interest me), and the engine issues, let's focus on Wicked.

Pretty damn impressive and pretty damn good fun for a ridiculously big monster-filled map. It never felt boring nor overly hordey. The opening shortcuts were useful but there could have been more of them in places.

I got through in 99 minutes, 667 kills and 21 secrets, first time. Nearly died revisiting the outside area when I got careless, but managed to hold it together.

Some of the architecture was brilliant, as were some of the secrets and some of the scale - I didn;t mind it being overscaled as there is enough action to keep it interesting. I appreciate that it is made of map scraps but I would have liked more harmony between the areas, either in designs or details. Some of the latter were confusing and it was hard to tell what was details, or doors, or potential secrets. It's also a bit unrefined in that aspect, but I guess that is partly a function of the scraps.

Generally the gameplay was good throughout. The Drake monsters and weapons are kinda MEH apart from the imps which are cool, but equally they are functional and innoffensive. The Quoth monsters were used pretty well - challenging but not overused. I liked the utility of both the pent and quad returning to the outside area.

I had fun (more than on many 600+ monster maps!) and it was well worth scrapping together and making :) 
Love 
This map looks so damn good.

I think I might just play it :) 
Will This Map Be Quakespasm Compatible? 
I installed FTEQW for this map. It displayed better graphics, but controls were terrible (I think it has different inner variables, my configuration didn't apply to it). Also it was somehow different. It wasn't even showing blood; you can't make sure if you hit a monster or not.

Will this map be playable in Quakespasm soon? If yes, I will be patiently waiting for it... 
Mac RemakeQuake Engine: 
That Should Be News^^^ 
Big news. 
Baker, 
I played half through Wicked with this build. No grenade bug. But ugly black squares instead of explosions, huge sound stutters and fps slowdowns in wide spaces and, worse of all: quickload once Quake has been quit crashes to desktop. I assume my MacPro 2x3.2 Quad Core is ok but this build is far from optimized, the least I can say.

I was lured enough to play further, so I simply installed the last RMQ engine (grenade bugged) on XP Bootcamp, same machine. All I did was to load a copy of the Mac quicksave and play more until I finally switched to the RMQ engine of rmqdemo 3 to avoid the grenade bug. From there, everything ran smooth til the end.

Probably a fresh Mac build with recent resources might work... 
I Admire Your Persistence 
heh, sorry to put everyone through this, but I guess it had to happen sooner or later. 
Only Thing I Can Say In The End, Tronyn 
I won't spoil it more for those who keep waiting for the best moment or setup to play it, but my first wandering across this masterpiece (142:28, 7/30, 323/361 easy) was such a reward for every second of struggle to get the best config. Thank you for this awesome Quake chunk. Now I'll have to go back for a secret hunt... 
@xmas 
I played most of RMQ on this Macbook Pro using the SleepWalkR build. I did have stalls occasionally but not the other problems you mentioned.

Macbook Pros use ATI and MH used a lot of OpenGL 2.0 and ARB extensions (maybe with fall-backs?) like with the lightmaps using some fancy way of updating.

I was just pointing out the Mac exists. If I recall I had similar stalls on my humble Windows 7 laptop running the RMQ engine that has an ATI mobility. 
 
OMG!

That's all I can say. 
Tronyn, You Are A Mapping Beast 
So far I am about 200 monsters in, but I'm taking a break. These extreme large maps usually grind me down a bit, and I didn't manage to complete Warpspasm for that reason. I think I'll go back to this later though, because what I saw so far was really awesome. Lots of fun combats, great layout, awesome architecture and generally great design throughout.

Those axe guys are cunts though. I hate them. 
Yeah 
This is awesome, it runs hella smooth too which I wasn't expecting on my archaic laptop...
Also I love love love the new axe guy who throws axes and chops you up, I laughed hard! Is this specific to this mod or is it part of something else?? 
Awesome! 
Fantastic map tronyn there it goes my first and second demo :p almost did it in the second :)

If you have pacience to see the demos :) they are a little fun :p always with a rope in my neck!

http://www.quaketastic.com/upload/files/demos/wicked_tr.7z 
Wow. The Most Epic Map In A A While (ever?) 
This map isn't just HUGE, but it somehow managed to be fun the entire time I was playing it. Such a crazy variety of enemies (particularly long range sniping enemies) and weapons seemed like it would get annoying, but it wasn't at all, and the complexity of the map was made quite manageable by all the shortcuts that opened up all over the place.

It's fairly relentless, but you know when you are going to trigger a horde, so you can prepare beforehand in most cases.

Anyway, I don't think I died, though I was close on many occasions.
664/690 (skill 2), 10/30 (wasn't trying very hard), 83 min

It was a lot of fun. Thanks, Tronyn. 
Oh And... 
I think the reason I didn't die was not that I am an awesome player, but more that I am a crafty bastard and was luring hordes into choke points in order to cut them down quickly with a few rockets. The dragons are a piece of cake when you cheese them to death by luring them into a doorway :) 
Doh 
Actually I did die once or twice near the start. I think I was the victim of axemen. Usually I quit if I die and haven't saved recently in big maps like this, butluckily I only had 1 minute or so to replay, so it was no big deal.

Anyway, I'll stop spamming the thread. Awesome map. 
Shit... 
I didn't realise there was another (INSANELY FUCKING IMPOSSIBLE) map afterwards. Avoiding the spawn whilst some fucking wizard is shooting all manner of crap is not easy.

Needless to say, I died plenty of times, but after having died a whole bunch of times you figure out how to get the items without rocket jumping and you realise that the megahealth respawns fairly often, so it's not impossible after all... 103/106 :/ 
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