@yhe1
#49 posted by
Greenwood on 2021/07/25 16:28:30
Huh? No. Alkaline maps are all original, with the minor exception of the secret map that I ended up moving to the main rotunda that I built from several Scampie speedmaps, as an homage to his earlier work.
You might be thinking of this map that I brought to Spirit's attention a while back that someone ported over to for Arcane Dimensions:
https://www.quaddicted.com/reviews/neh1m4.html
#50 posted by
yhe1 on 2021/07/25 20:36:12
I was actually talking about this:
"Well, it's not so much finishing them, but combining the original two from Nehahra into one mega-map & converting it over to a newer mod.
I've already finished the two mostly completed ones from his unreleased Nehahra expansion pack (which became "Kelluva Linna" and "Circulation of Shadows").
I even repurposed the start map from that unreleased pack for "Epochs of Enmity," so I've made good use of his archived efforts. 😃
Regardless, the answer is "Yes." I fully intend on doing it fairly soon. You'll have more classic Bal stuff to play!"
I thought the newer mod was Alkaline, I guess it is refering to something else?
@yhe1
#51 posted by
Greenwood on 2021/07/25 23:00:02
Yeah, I was talking about something else entirely. That was talking about taking Bal's 2 maps from Nehahra, combining them into one giant BSP2 (because they naturally continue) & converting them over to a more often used mod, like Arcane Dimensions or Quoth. I already started that.
Quite a few folks have a helluva time trying to get Nehahra running & some don't care for the narration and/or enemy tweaks, so I thought it might be nice to have another version.
I Sometimes Wondered
#52 posted by
CV on 2021/08/07 11:53:13
why no one makes maps for RRP and Rubicon 2, because these are great mods that players love, someone even said that these maps are so beautiful that you want to live in them. But despite all this, they are bypassed by the mappers. Why? Are these mods self-contained? Perhaps the reason is the base orientation, which gives little room for the mapper's imagination? Alkaline is a wonderful mod, perhaps even one of the best, and I would not want it to follow the path of Rubicon 2 and RRP. Some people like Quake for the base levels, others for the medieval, and it's like two sides of the same coin that make up one whole. Look at AD - it is versatile and miscellaneous (God bless Simon!) So why not make Alkaline even better? I guess, and this is just my personal opinion, it would be correct to add some medieval monsters. Look towards Prydon Gate - what high-quality fantasy monster models are consigned to oblivion ...
Because Base Mods Keep Getting Made...
#53 posted by
8657 on 2021/08/08 07:21:05
Which is because there's a niche for it like how AD mostly serves as a fantasy style mod w/Base elements. As to why those maps don't see use is beyond the scope of this, but let's just say it takes a lot to get this community to adopt something.
I Have Yet To Play
#54 posted by
sevin on 2021/08/18 19:54:47
But this looks to be another gorgeous addition to the ever-growing roster of amazing Q1SPs. Just peeked at Bal's map and am floored as expected by his lovely geometry and texturing. The custom menus and music are Quakey enough to keep the OG charm, but unique enough to remind me I'm playing something fresh and new. Really looking forward to completing the pack and checking out the devkit.
Skill Selection Does'nt Work
#55 posted by
CV on 2021/09/01 16:58:53
with progs.dat bundled with devkit.