|Posted by KenChennar on 2017/09/01 19:36:21|
|Presenting a new Quake custom episode, Ter Shibboleth. You will traverse through new environments including a tropical hotel resort, a far east structure nestled on the edge of a cliff, and a western mining town. Each map is designed to be as non-linear as possible, so don't be afraid to explore and take different routes as you progress. While each map can be played with a shotgun start, the episode was designed to be played from start to finish. Saving periodically is encouraged, you will face hard encounters.
This episode MUST be played with the customized Quakespasm engine that was included in the release of ad_sepulcher (Quakespasm 0.92.2-qss-r7-admod). It has been included in this .zip as well for convienience. Any other engine has not been tested and probably will not work as intended. The next official Quakespasm release will be version 0.93.0, and will have the ability to run these maps without issue, so you have the option of using that instead once it is out.
While also stated in the readme, I will repeat it here because it is important.
sv_protocol 999 must be used at all times. Likewise, gl_farclip must be set to 100000 or higher. Quake's soundtrack is also recommended. All skill settings are available. You will more than likely encounter framerate drops when looking at far distant scenery. I only hope it will not hinder your experience when playing.
Map sources and texture wads used are included in the .zip for your convienience.
Demos are always appreciated, but not mandatory.
I give great special thanks to EricW for assisting me along the way with this episode, for if it were not for his expertise and development tools these maps simply would not exist.
Please enjoy the episode and be sure to share your thoughts. I look forward to hearing from you!
@ Onetruepurple / Breezeep
it's to do with the simple quake launcher.
launching the map directly causes issues.
upon entering the two console commands then reloading the map with mapshib1 and the problems go away :)
Excellent episode! ORL proves it. He has really delivered a series of great maps that are huge, experimental, unique, and different from each other. Settings are what make them stand out from every other Quake level the most. A tropical hotel island near the San Francisco Golden Gate Bridge, an industrial refinery with some rotation stuff and a healthy amount of puzzles, a Japanese/Chinese/Asian/far east/"you name it" world concentrated on these dojo buildings on the cliffside, a crazy twisted take on the traditional id1 Quake themes of wizard and metal, and a wild western mine town with some underground areas, all of them very well done to a degree that oms3 can't catch up to the new Quakespasm-admod limits (like oms3 can't be bigger than these 5 levels). This deserves to be called a "masterpiece". "Instant classic", indeed.
raising the benchmark springs to mind :)
I wish someone could speedrun this episode.
Finished Map 1
because of the sunny resort feel, i decided to play narkopop 5 from the new gas album, and it worked wonders for me!
such a distinct feeling of detachment was felt as i wondered around this map.
it was touch & go as i emerged from out of the first initial hotel area, as i was about to run out of shotgun ammo (i shell left).
and i am not used to wasting shots, so this was alarming.
until i decided to use the lightning gun for enforcers so the ammo used on them would be roughly replaced by their dropped backpack.
High Praise From Sock
Quick tip, if you get low framerates on the first map, try setting "r_oldwater 0" ("1" is the bad looking triangulated version that is only useful on ancient PC's).
When are we going to crash the fvf server trying to play these coop?
Would take Spiked Quakespasm admod to run the maps in coop.
This Might Not Be My Preferred Quake Style.
But fuck me it's impressive. Makes Neil Manke look like Hexcalk :o
Yup Well This Is Bonkers.
I guess there is not much to add as it's strengths and weaknesses and general impressive worth are pretty obvious. As far as this sort of non-Quake style goes this is possibly the best I've seen, simply for how well it's done, and the epic scale of the maps involved (which suits Quake gameplay well). I salute you for that Orl, if anyone asks "Can I do a real-life style map in Quake?", this is now the definitive answer.
I liked the gameplay for the most part, although supplies were very limited in a couple of places (this might partly depend on route choice, and having so many choices were good).
I do think these maps could have benefited a lot from modern engine enhancements (fog, coloured lighting, skyboxes, etc - would have worked well with the large scale and more realistic themes), even some AD enhancements although I realise that would have been getting quite complex mapping.
Played up to map 4. This is incredible. The insane teleport/jump puzzle box in map 2, the Wonderland-esque huge vertical wizard map 4. Damn. Congrats ORL, and Eric W, this is amazing.
The Angled Rocket Towers And Out Of Control Clock Tickled Me
Is This Normal?
shib3 start and the whole level is been drawn. Same deal with the rest of the maps bar shib2. Have tried everything I can think of to find a fix. Any suggestions?
Are You Using The Recommended Engine?
I Read The Readme Yes.
Nothing fixes it. Clean install of qs-admod and 0.93.0, both with sv_protocol 999 + gl_farclip 256000.
The vis is broken somehow.
Running windows 10 64 bit.
I don't think these were vised.
Not sure what the difference is but did you try it in the qs-admod "spiked" version?
Not A Setup Issue
shib3-5.bsp are unvised, so the whole map will get drawn
Started To Stream The Pack...
If Anyone Wants To Attempt To Vis Maps 3, 4 And 5
Please, by all means :)
I'll Probably Give It A Shot
after I finish the pack!
How did you do your flags in Sun? I want to attempt something similar for a waterfall effect.
These look incredible but I guess I'll wait till they've been vised, I recall playing a big unvised map from a jam a while back and getting single digit fps.
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