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Quake Episode - Epochs Of Enmity
Announcing Epochs of Enmity, a new "unofficial 6th," 10 map episode.


Epochs of Enmity (EoE) is a collection of 10 maps (12, if you include the start & end/credits map). A group of some reputable mappers have been gathered together to form a nice little “vanilla feel” episode.

The goal was to create an “unofficial 6th” episode, to follow Quake’s unofficial 5th, Dimension of the Past. The focus was to create a series of various themed maps, since Ranger is traveling through time to stop the evil that is tainting the time continuum.

Main maps had to include at least one quad, stay within the range of 100 enemies (more if multiple quads exist), and not use external models or sounds; however, skyboxes, colored lighting, and fog was okay.

Download & screenshots:

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You're welcome!

I am glad to see that you are enjoying it. :) 
Thanks for playing and for the compliments! 
it's my business and my way to have fun with this very old game, not yours.

It's his maps, and his business how others play it. 
Early Christmas 
The amount of quality releases we are getting this year is unbelievable... and to think we can expect at least two more great packs (HW jam soon and, I assume, XMas jam)! I'm looking forward to trying this out. A big thank you to the whole team for putting this together! 
I understand Barnak, because I've became addicted to projectile pellets and other AD goodies too, after which vanilla seems not so cool anymore. 
Congrats On Yet Another Epic Release 
I've not finished it yet, but so far it's very good.

Also, can we take a moment to appreciate Greenwood's torches (or should that be "Greenwood's touch"?) on the ground?
Every time I see them I think to myself "Greenwood was there" :) 
Finished. That final battle was ROUGH!

Forgot to mention that music is also really good and fitting as well. It's not quite common for Quake releases to feature their own music, at least not until recently, if I'm not mistaken - Dwell1, Raven Keep, Tears of the False God, and now EOE. Which is great and adds to the atmosphere. 
Yep, The Music Is Great Too And Adds A Lot To The Atmosphere. 
This is also why I would like to unpack the pack files, to use the music tracks for other maps/mods... 
Demos for maps 1-3 while they're fresh on my mind...

Map 1:
Still kind of freaked out by that alarm sound in the music track, really set the mood right. The secrets were mostly on the easy side (also not sure if all of them needed to be explicitly tagged), but I had fun poking around the map to access them. Maybe even too much, since I kept trying to access an area that ended up having nothing :-)

I liked the tiny fiddly tech details and the dark night time atmosphere.

Map 2:
Fun idea with starting at the bottom of a mountain and climbing it through the inside, brought me back to the best bits of Nehahra in a way. Kind of wish the indoor part of the map wasn't basically one big room with bits in it, though, and some of the texture alignment was iffy. Died once to what looked like the Fiend instadeath bug - could have been fixed with Copper code.

Map 3:
Very interesting looking city map, with lots of work spent on micro details... maybe even too much, since the architecture was kind of on the boxy side of affairs. That "waving" flag caught me offguard by how clever it was, though.

I appreciate this style of map but I think the layout, and the gameplay, was too compartmentalized - would have been nicer if there was more connectivity and interaction between all the discrete buildings, as well as some Zendar-like big showdown in the main courtyard. 
PS On Map 3. 
That one lava trap was just straight up nasty, proper 1998 design. 
And Map 4.

Lol 120MB demo, I guess Quake didn't like the fact that I paused the game and left it running for about two hours.

Easily my favorite map so far, the closest to the episode's "vanilla feel" with a nice layout and interesting, loopy progression - a nice change of pace since the last two maps were good albeit quite hard on backtracking. I especially liked the mixture of the map unfolding before me with extending bridges and receding walls, and just getting to explore older areas from another angle.

I haven't died in this one, but I felt like this one was the most action packed and dangerous, with some sections being pretty scary at first sight (you know which ones). The spikeshooter section was great fun, always love it when you can turn the traps against their makers.

The secrets were plentiful, and one in particular was very satisfying (+ rewarding) to figure out. I only got 7 in the demo, but I'd already gone back and figured out the remaining two.

Very well designed, and lots of fun. 
Quadruple Post Extravaganza. 
Adding onto the above: I think what made map 4 tick so well for me is that it got the sense of scale right, in a way the previous three maps did not necessarily. Map 2 in particular kind of suffered from being vast and open, while utilising little of the real estate it had claimed for itself, and map 3 was lots of tall buildings with quite simple architecture. 
Nightmare Difficulty Bug (vkQuake) 
The entry for the Nightmare difficulty seems to be not working correct in vkQuake (1.04.1). I found the entrance and when I enter it it puts me back at the start of "Toward the Within". Picking any other difficulty like hard puts me at the start of the next map "Called to Muster". 
Please forget what I wrote. I took the wrong turn when entering the area with the Nightmare difficulty because it's late and reading is hard XD. It works as intended. 
Is EOE and the improved monster models compatible with each other? 
If you are referring to the authentic model pack that NightFright updates, then yes, it is compatible; however, a some models might be overridden. Like Copper, EoE has a few model enhancements, but they adhere to the vanilla appearance (barely noticeable to most players).

Regardless, the gameplay will be absolutely unaffected. Have fun! :) 
Thoroughly, thoroughly enjoying this one.

Great work everyone. 
I want to add that it's not a problem if you want: to experiment and try non-standard things with Quake and custom maps/mods

The problem is you come here and complain to the authors like they're doing something wrong for not catering to your every whim.

SOLUTION: Learn how to map. Get the map source and the author's permission and port the map to AD! 
Thank you @onetruepurple and @ankh for the demos- I watched them and enjoyed the playthrough and the comments! 
Also To Barnak 
When you complain about something, you need to have backup that doesn't make you sound whiny too. A couple years ago, I complained about how behind Quake was in comparison to other games when it came to modding (Quake's mapping is and still remains top notice.) But the reason my complaints seemed to hit the target was because they were legitimate. This year in particular has seen a massive leap in manipulating the engine to do things not done before.

Which makes Epochs of Enmity and future well-done projects of this nature: going back to basics and showing a product like this makes it all the more impressive when they appear. I don't have much to say about the separate maps, but the fact of the matter is this was an ID1 episode through and through. 
Just checked, the models pack is not compatible, it breaks the teleport after "wake up ranger" 
Great Work 
Can't believe how much quality stuff has been pouring in for the last month!

Thanks to everyone involved for this highly enjoyable, nostalgic episode. Of course, it varies greatly in build and play style from map to map - still, the overall feeling is spot on.

Markie's slick, fine-tuned and tasty gibfest at the end steals the show. JPal's citadel has an atmosphere like the emerging greats around 2000. Rhoq's moldy blocks could very well be an id map. Others has nice things going for them too - I liked all of 'em in their own right. Kudos for the custom soundtrack and progs touches.

Just wondering about Downfire's filename though (eoem13). Shouldn't it be 10? Or 12, counting the start and end maps? Is some content cut from the final release? Also, wouldn't it be better if the player is spawned facing the initial hall at the start map, rather than staring at the darkness?

First-run demos - QS 0.93.2 / protocol 666 / skill 2.

Called to Muster: 17m - 9/9s
Tombs of Omega: 26m - 3/4s
Knight on the Town: 16m - 6/6s
The Augur's Mold: 26m - 8/9s
The Citadel of Twilight: 29m - 4/6s
Downfire: 09m - 1/4s
Knavel Orange: 12m - 1/3s
Bunker of Barzai: 17m - 7/8s
Obliteration Domain: 15m - 4/5s
Terrorcotta: 29m - 9/10s 
"(...) manipulating the engine to do things not done before."

This is interesting. Do you have specific examples? As a mere consumer of Quake maps, the distinction between "just a brilliant new idea" and one that requires new tools or tweaks (or new engines) is not at all clear to me, apart from the obvious case of insanely large maps.

(I'm well aware this is off-topic, so this thread might be a more appropriate venue:
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