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Q1SP: Alkaline: A Base Enhancement Mod/map Pack
Alkaline is out now! After many months of development, the Base enhancement mod/map pack is available to enjoy.
MORE ENEMIES, MORE WEAPONS, MORE FEATURES,
With maps from Bal, Bloodshot, bmFbr, Greenwood, Grome, Juzley, Makkon, Mista Heita, Scampie, and zigi.
More details available about the mod via the Quaddicted forum post below.

Download (175 MB): http://www.born-robotic.net/alkaline.zip

Quaddicted forum post (with screenshots): https://www.quaddicted.com/forum/viewtopic.php?pid=4871#p4871

Trailer: https://www.youtube.com/watch?v=4J9UYEJ9jbE&lc=UgxnrG7n8k9iFAy6sFZ4AaABAg
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Oops 
Dropbox download link is dead already, too many downloads, so here's a mirror :
http://www.born-robotic.net/alkaline.zip 
I Also Updated The Quaddicted Forum Post's Download Link 
I also updated the Quaddicted Forum post's download link. It has the download available via Google Drive. :) 
 
Updated the download link in the OP 
Also: 
Wow, this looks massive! 
Back To Base! 
I still have to play it deeply, but all the old maps references as Urth Majik, Backwards Compatible, Hipnotic also an IK weapon show how much has Greenwood knows Quake mapping history, and that this is a true love letter to Quake Base maps.

Congratulations to him and his TEAM and thanks for sharing the passion! 
Issues With Bal's Map 
Wonderful pack so far. Unfortunately, Bal's map has caused Quakespasm (0.93.1, Debian 10.9) to segfault quite a few times on my system, sometimes by just walking around the initial spawn point.

No helpful message appears in the terminal unfortunately. 
Sound Issues Incountered In QSS 
And it is rather QSS bug. Before it causes in AD only, and now here in Alkaline unfortunately. Sounds like engine swallows some sounds. If I may say so. 
Geothermal Outpost 
Just played this one first. Great visual theme, lighting, texture choices, great environmental detail, and I loved the open layout for exploration, and the way I learned it over time while criss-crossing the map.

Some of my favorite environmental things: the helicopter, the little smoke exhaust pipes, the mountains, which weren't very realistic but were very stylish and contrasted well with the sky and the architecture. It is weird that the exploding barrels from quake 2 are here, but do not explode.

One big issue I have with this map is that the intensity curve starts very high, then drops as you gradually empty the map. In the first few minutes it feels like there is very little ammo and health and almost nowhere safe to run to or retreat to, I died several times in that early bit. After clearing out the first 2 floors, now I have ample safe empty space, and access to respawning health and ammo. From then on the intensity was much more manageable. I would recommend actually starting the map with relatively sparse enemy placement in the first 2-3 areas so that players can ramp up and then have the later areas be intense like they are. Also, regenerating resources make it almost too easy, it removes the need for players to advance forward into battle to win more resources. You did do a good job of ramping up to the ending of the level, the final battles felt appropriately intense.

A second complaint, a lot of buttons that do nothing obvious, so you kind of wander around looking for what opened or activated (typically the "sequence completed" type buttons.) Try to say in text what happened, or even better, arrange the button so you can see it yourself. (the buttons to activate lifts worked well because of that.)

A final complaint, a lot of enemies that spawned in did so in locations that felt really impossible, like the guy is behind a pillar or wall in a place that i was just looking at 1 second ago. So there's no way he could have entered the room from anyplace real, in the short time it took me to press the button. If you want us to think they are teleporting, you can use the effect, or you should try to make it plausible that they came from somewhere.

Overall a great map, though! 
Gioyo3aa 
That's weird, done half my testing on QS 0.93.1 (but on Win10), have never had that issue. Haven't seen or heard of a segfault in Quake in a long time. :( 
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