|Posted by Greenwood on 2020/10/21 23:01:52
|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: https://www.quaddicted.com/forum/viewtopic.php?pid=4108#p4108
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"
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?
- 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: https://www.celephais.net/board/view_thread.php?id=61742
Unless I missed some major announcement, that's almost certainly hyperbole.
Is it intentional that the eclipse in the start map skybox spells out ƎOE?
Meanwhile, maps 5, 5½, and 6:
Just as good as the previous map. Better in some aspects: the visuals are really good - probably the first large scale map in this episode that looks like it has earned its size. Unlike some earlier maps, this one has both great vistas and good fiddly details (I loved those cute custom-made flame braziers) in a good proportion.
The beginning was a lot like a reimagined (AD_)E2M2, but it maintained its own identity throughout. Easily the most vertical map of the lot so far - I had a kick every time a lift required me to shoot a button, using shootables for progression is something id1 did a lot must modern maps don't, which is kind of a shame. Generally this map was the one with the strongest sense of place so far.
However, in some aspects it's a bit of a step down from map 4 - starting with the weapons from the previous four (and over 80 rockets to boot) I've found this one to be by far the easiest map. I imagine it's probably tougher from shotgun start. I enjoyed it (some very satisfying setups) but I don't think I was ever in major danger on skill 2. That ending area could easily have housed ten times as many monsters and it did and it would have been a fantastic finale - though I realise there were specific guidelines to follow.
The one major complaint I would have to make is the progression was a little weird at times. I didn't even realise the SK door was the SK door, since the symbols were blocked by bars (why block a key door behind bars?) - sure, that one's on me. But apparently there's no way to even access the room with the GK door before getting the Gold Key itself - it's a little thing but it's kind of questionable design, and a little sloppy after the very well crafted map 4.
I think you also gave qbsp and vis a much harder time that necessary, with some straight up unneccessary unaccessible areas. I would be very surprised if this map needed to be bsp2 at all (this goes for all maps so far, to be fair).
However, it's still a really good effort, and a very solid map on its own. The first one I got 100% kills and secrets on too!
To be continued...
RIP to my 80+ rockets. This one was basically a Doom map in disguise, what with hordes of weak hitscanners and plenty of explosives.
Essentially a speedmap with a fun gimmick, and some interesting texture choices - not too sold on the deal with the holographic floor, but everything else looked okay.
This map kind of feels like it was an afterthought in the grand scheme of things, since it's so small and so easy to find. But maybe it's a nice change of pace to have the secret level be just a small bonus rather than a huge AAA map, if people are bound to miss it.
The difficulty spike is real. I lost (read: forgot to record at all) my first attempt through it, which is sad since it was a mad run through a mad map. The highlight is obviously the lava pit and the massive carnage therein: it's rare when Quake lets you go full ham with the Quad and the Pent at once, and moreso when it still remains a challenge - but interestingly, it was more of a race against time, since you're on a tight timelimit and the monsters keep coming. (All those decino videos are paying off in spades.)
The layout wasn't the most interesting, basically a variation on the small-hub-with-big-areas-branching-off approach - which is fine, but again like in map 3, I found myself wishing for more interaction between each of the discrete areas. Would also be nice if more was done to break up the symmetry in each area (map 5 did this very well), but I also understand this had to be quickly finished for reasons :(
All in all, a decent map. You woolly twink. ;-)
That ending area could easily have housed ten times as many monsters and it did
as it did
Map 5 Demo
And Map 6 And 7
I enjoyed the various themes presented in this episode, it kept things feeling fresh. I didn't find the secret level legitimately but played through it nonetheless. Fantastic work by all!
Full playthrough, hard skill: https://www.youtube.com/watch?v=FTzjP4LlCXI
I liked this map the best from the whole pack. Great atmosphere. Scary and beautiful.
I don't have a demo for map 9. Stopped recording after dying for 5th time.
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