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Dwell - Episode 1 Released!
Announcing Dwell, a brand new four episode mod project that is currently under construction.
Episode 1 is available now, with the others coming soon!

Trailer

OVERVIEW:
- Four Episodes featuring varied and unique themes.
- 4 custom bosses, one for each episode.
- Brand new monsters to face, including many returning from other Quake worlds.
- New weapons to hunt down and utilize.
- Complete custom soundtrack by Alekswithak.
- Support for up to 4 player co-op.
- Episodic release - Get it while it's hot!

Download and Screenshots

THE TEAM:
Fairweather - Project Lead, Level Design
Alekswithak - Lead Composer
Khreathor - QuakeC, 3D Models
Danz - 3D Models, Sounds, Textures
Markie Music - Level Design, Sounds, Music, Textures
JCR - Level Design, Sounds
Greenwood - Level Design, Textures
Maksim "VoidForce" Maksimov - Level Design, Textures
Henry "h4724" Ambrose - Level Design
PoolboyQ - Level Design
Pinchy - Level Design
Mazu - Level Design
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I Have Dreamt 
of a project like this. The screenshots look nice, it looks like a lot of effort went into the levels. Good luck with finishing the other episodes!

Hope I find the time to check this out soon. Fingers crossed it works with Mark V. 
Nice 
Played only first map, it gave off some Unreal vibes like at the beginning where you escape from the prison ship.

Also I have a feeling this is based on Copper or has certain traits of it (Ogre drops 1 rocket, Enforcer is firing like turret and doesn't drop anything, etc...), but I haven't seen anything mentioned about it in README_dwell1.txt 
 
In Quakespasm-Spiked I see that issue which also plagues Copper a bit, where sometimes you'll see a spawning-in monster (I guess?) flicker/zip quickly across the map to get to its start location. 
 
Anyway, just able to peek into the first map quickly at the moment. Already a big fan of the new music and sounds! 
 
#1, it's tested and is compatible with MarkV! Have fun :)
#2, I've included some stuff about the Copper mod in the Quaddicted forum post, and I'll be updating the readme later today to expand thanks / talk about Copper and it's changes.
#3 Ah, yes. This seems to be a problem we can't really solve very easily.. it's on the tracker for episode 2 / a patch of some kind!
#4 Cheers Joel! :) Aleks really hit it out of the park with the new music, and those menu sounds are to die for. 
Impressive! 
lately, quake level design is reaching new levels.

congratulations!

some minors error messages in the console, but I'm using 0.92.2 ADMOD 
@Icaro 
this is a mod, so trying to use a different mod with it will probably break things 
@Icaro 
These maps have enemies and items that ADMOD doesn't have... so of course you'll have error messages in the console, everything that makes this mod unique isn't loading. 
Played It To Completion 
Didn't know that this was in the works. I've been cleaning up my Quake backlog for the last two weeks and this showed up in Quaddicted today. Awesome job. The build quality varies from map to map due to each one being handled by a different author yet theme handling / overall experience feels consistent throughout. I especially liked the fact that it gradually gets otherworldy along the way. Soundtrack is great too. And cheers for the Copper base. Hope this project will reach completion.

Here is a gig worth of first run demos 7-zipped down to 40 megs. 
P.S. 
Demos are recorded under QS 0.93.2, protocol 666. 
Played Only Thru Four Maps 
as usual on skill 2 and it damn hard! I enjoying it. On map d1m2 (Duet with Duat by Greenwood) after the offer to take a serious swim, I got scared, waiting for the Serious Boss to appear, but everything turned out well.
d1m3 (Under a Funeral Moon by VoidForce) seemed to has most real Egyptian look among all Quake maps.
Modified VF_* textures are incredible.
Both maps are so serious ;)
Secrets! Secrets so hard to find and it motivate to replay this game again (an again :)
Keep it up guys! 
Patch 1! 
Patch 1 has been released, including updating Pinchy's map to the release version, which stupid me forgot to update in the main folder. My apologies to Pinchy! 
Great Stuff 
I played through 3 maps last night. It looks, plays and sounds super impressive. I particularly appreciate the soundtrack. Most Quake maps lack their own OST so it's refreshing to hear something different.

I love the lighting too. It really creates a sense of 'place'. My eyes appreciate it.

BTW: I just tried to DL the patch but I get a 502. :( 
#13 
Quaddicted is down for maintenance at the moment. Should be back in a couple of hours. 
502 Error Too 
And why that compression format? It's ackward. 
Are You Serious? 
It's a 7z file, it's 2020, it isn't awkward. 7-Zip has been around for two decades. 
Either Way 
It's a .zip now for the time being, but yes.. .7z files are almost as old as I am. 
#3 
From my observations, this is not a Copper issue but a Quakespasm Spiked issue. There is a similar effect with the Shambler's lightning attack point of origin sliding all over the place. You can easily see it in a dark, high contrast environment like dropping down the fake pool in e4m2. Quakespasm doesn't do this, which is why I'm staying pat. 
FWIW 
Not a fan of distros using 7z. How much compression do you gain really?

Convince me. I sometimes have an open mind.

It's like using a docx as opposed to a pdf! 
#19 
About 20% extra than zip. Either way, the point is null now because we're not even using it anymore! :D

Also yes, the issue is with Quakespasm Spiked, not Copper. If it works perfectly in all other engines, and then has problems only in a very specific engine.. that's on them to fix :) Fixing it in progs would only cause more minor problems for other engines, so I'd rather keep it there to save the strife. 
Playthrough 
9 Demos in QS 0.93.2.

Visuals look slick with some modern designs, mixed with old school 90s abstraction.

Gameplay is highly difficult, playing on normal, with some quiet exploration provided on some of the maps.

It was great to see the return of a certain Rogue enemy. Although I was hurling obscenities at the screen for these invisible wind walls that seal of the arena (fog walls anyone?)

The secret map (JCR?) was a real treat.

http://www.quaketastic.com/files/demos/demos/red_dwell1.zip 
Bug Report - D1M4 
Saving the game (quicksave or regular) at the beginning of D1M4 crashes my engine. This does not happen for the previous maps, and I haven't tried the other ones yet.

Some more info: I'm running QuakeSpasm 0.93.1 on Debian 10.6, and the actual error is:

Saving game to /home/myusername/.quakespasm/dwellv1/s0.sav...
*** buffer overflow detected ***: /usr/lib/quake/quake-engine terminated
Aborted

Let me know if I can provide any other useful information.

Oh, and I also noticed when loading d1m4 that a sound file is missing (it's not a case issue, it is simply not there):

Couldn't load sound/sound/lain/darkchoir.wav 
#22 
Thanks for the report. Not sure about the saving issue, but it looks like it's something to do with Debian. Could you please try playing the game through QuakeSpasm Spiked for me?
I tried it on Arch and it's fine. 
Install Gentoo 
 
#22 And #23 
I have the same issue on Quakespasm 0.93/Linux Mint 19. It doesn't happen on MarkV. 
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