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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!


- 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

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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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. 
Good Call Fw 
Fortunately QuakeSpasm Spiked 0.93.2 saves games without any problem. 
Load Bug 
Seems to be a problem with the /branger/b in my file name. I'll patch this along with the JCR softlock and other minor issues in Patch 2 in a week or so. 
Oh, sweet. I'm grateful that works! I tested w/ Arch and Deb in QSS but not QS, next time I'll check against those versions as I didn't know filenames could have this issue outside of new lines. 
Hell Of A Ride 
Great work by everyone! Really fantastic brushwork in each map, gives you a sense of progression from travelling to an egyptian tomb to some place of eldritch evil. The soundtrack was good too, really set the mood.

The final boss however I felt was too much. 30+ enemies attacking you at once, I had to cheat my way to victory sadly. Everything else, excellent.

First run playthrough, hard skill: 
Perfect Secret Map! 
So many plases to exploration and discovering secrets. Always expected to find Jump Bots. Usless but lovely gear. Thanks, JCR!
477 monster on Mazu's map, half of them on final arena! Shure, You crazy:) I newer quicksaving so often before this map. Even playing warps map - most hard map ever! I'm afraid to even suggest what we are waiting for in end.bsp I hope it will be Mazu's map too.
Thanks to the whole Team of project. 
So I was going to complain about how hard it is access nightmare difficulty, but after playing through the last map on hard I'm kind of glad that I didn't succeed. In fact, after dying during the boss fight I decided to start over on normal.

I think it is an uneven episode, but the highlights are so good that it doesn't matter so much. During my second play through I found JCR's secret level and it was a weird delight. Constantly surprising and unlike any other Quake map I've played. Which says a lot after +20 years of maps.

Markie's map is astonishingly beautiful and everything gels together in it. Perfect music, Zerstorer like gibbage, cool sound effects.

I found Mazu's map to be quite frustrating, at least on hard difficulty. It felt more like a chore than fun. I ended up quick saving after just about every kill. And I ended up hating Scrags as well. We'll see if I find it to be more fun on normal.

Anyway, congrats on the release, it's an excellent episode on the whole. 
Thanks Y'all 
I'm glad this is satisfying people's thirsts for episodic content! The reception has been so good, especially outside of the typical Quake community.
Our goal here was to have a tougher, more long-life sort of project that people could always find something new or interesting in. After 25 years, Quake has definitely stagnated in difficulty for a lot of us.. so we're trying to move that forward.

Btw Arkngt, the nightmare secret is exceedingly easy now.. the tunnel was supposed to (and in RC versions it did) move 100% faster. This is why we locked off nightmare like that, so people who weren't cut out or wouldn't be comfortable with the level of difficulty wouldn't fuck themselves over :P 
BUG On D1M5 - "That Which Can Eternal Lie" By Henry 
There are 2 silver keys to the two silver doors on this map. Both doors can be opened with either key, but the sequence matters. Otherwise you won't finish the level!

If you do rocket jump in order to get silver key in small room with one ogre and use this key on door to the left side (big and high room with winding stairs), the door will be open, but not barriers! The map cannot be completed at the moment.

The only correct order is:
1) Push the button on the floor after horde of zombies and spikes. It will open barriers to "abyss" room with silver key.
2) Open silver door up the stairs, not on the first floor! Only then barriers and door will be open at the same time.

I hope this issue can be fixed next patch.

Anyway, it's a great map, like the entire episode. Thank you very much to all the authors of this release. You are great. 
Sorry, there are 3 silver keys and 3 silver doors not 2, but the bug with sequence is still exist. 
#33 And Secret Accident D1M5 
#33, I mean grenade jump, not rocket. I didn't have rocket at that moment.

I noticed a very interesting detail on this map. The hub shows 6 secrets total, but I found 7th by accident and now hub shows 7/7, not 6/6 like before. I didn't know it is possible in Quake or maybe it is another bug of count. 
Your explanation is confusing. The map can be done in any order that doesn't include grenade jumping up to the key to break the sequence, that's the only bug that exists currently.
The secret "bug" is a feature in Copper, "Super-secret" areas only show on the counter when triggered, thus increasing the count. This also happens on many maps, including D1M4. 
My explanation can be confusing, because my English is not native language, sorry.

You are right, the map can be done in any order. I did grenade jumping, because it was natural way for me, especially if the key is so close to my eyes. If you are player with logic like mine, this leads you to failure on maps like this. I agree that grenade jumping is kind of cheating, but after these all years playing Quake, it become regular for more experienced players I think. Such tricks shouldn't be required to complete a level, because beginners don't have to know about these, so this map is 100% correct of course ;) Is grenade jumping a bad habit?

Maybe different keys and doors in different colors would brighten this problem for both players and level designers.

I didn't know about "Super-secret" in Cooper and of course it is not a bug, but for me it is confusing. I want to have more fun on good maps like this, so I do secret's hunt in order to extend a pleasure time and I would like to know when I can stop my hunting ;)

These all are only my personal thoughts. I know your works are all free, so please do not think I complain. I really enjoy "Dwell" and again thank you all very much :) 
You're right to point this out. Grenade jumping of course was not one of the main paths to complete the level, but I had considered it as a possibility and assumed that it would not break anything because of the way I had things set up. Turns out it does break the map after all. This will be fixed in the next version. 
Grenade Jump Was Legalized By Id Softvare 
long time ago on map e4m4
So, rocket and grenade jumpers rights are matter ;)
Due to GJ incredible Bin Dunne Gorne 2 can be completed with only One key on each map, but it not crashes level logic anyway. 
HD textures were not legalized anywhere. 
I mean HD textures like counterfeit, such a pale copy of masterpies, created by artist. But some people likes it. What's bad about it? And yet one: what cost HD textures, created by various autors, and me, of course, without many maps, created talented people for years? Nothing! And I am calm. Everyone on this communuty loves this Game, and they just show it for whole world how strong his love. 
”Btw Arkngt, the nightmare secret is exceedingly easy now..”

Haha, well, normal was fine for the first playthrough. The boss fight was insane, in a good way. Even more so than Mazu's end fight in Realm of the Lost, which I also love.

Next playthrough will be on hard. 
Mazu's Map In Hard Mode... 
... is crazy. No need to compete with the ending of ARWOP, you know.

Seeing as I only found 6/24 secrets (I usually don't look too hard on the first run), however, I suspect there are easier ways to finish this.

Thanks to everyone involved for this great episode. I can't wait for the sequel. 
Mod Crashing QSS 
I tried the mod with QS Spike, and got an app crash while playing map d1m4.

Also, got a semi-crash to the console after selecting the hard difficulty : The first map didn't loaded and returned to the console instead.

I also noticed a weird monster motion when they first appear in front of me, like some kind of laggy teleportation or something. I never saw this before with any other mod.

Here' my settings on app launch :

-game dwell +skill 3 -heapsize 480000 -zone 4096 -sndspeed 44100 -fsaa 2 
What OS? There's a known issue with loading D1M4 with Debian-based Linux systems which will be fixed in a few hours as Patch2 is rolling out.

I'm not sure what all of those extra commands are, you definitely don't need them to play Dwell, as QSS was the main development target engine and runs perfectly on 64bit Windows machines, MacOS and Arch with default settings. 
Also #44 
Yes, the teleportation bug is something to do with how Copper does things. Again, there should be a fix going out in patch2. 
Just finished the episode on hard and, yeah, the boss battle was even more insane than on normal. Took several tries and at one time I killed the boss and happily stopped in my tracks - just to get obliterated by his last missile.

Anyway, I appreciate the effort that has gone into the different difficulties. It's not just the amount of enemies, but power ups and even how some of the traps are set up. 
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