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Quake corner. "Everything related to the Quake franchise. Discuss here."
#751 Posted 13 October 2020 - 02:01 AM
#752 Posted 13 October 2020 - 08:08 AM
NightFright, on 01 October 2020 - 09:31 AM, said:
The first episode of "Dwell" has been released today. They intend to turn this into a full-blown 4 episode adventure with new monsters, bosses, weapons and music (!). That came up out of nowhere.
https://www.quaddict...ic.php?pid=3961
The screenshots look very promising, which is rather an understatement. Mind-blowing boner material would be more adequate. Gotta give this a spin one of these days.
This looks awesome. Between this, Raven Keep and the new Arcane Dimensions update I will need to inject caffeine into my veins with all the time I'm gonna waste playing instead of sleeping
![:)](https://forums.duke4.net/public/style_emoticons/default/smile.gif)
#753 Posted 13 October 2020 - 09:36 AM
Jim, on 13 October 2020 - 02:01 AM, said:
Tears of the False God is blowing my mind right now. Fuck.
#754 Posted 16 October 2020 - 02:31 PM
![Posted Image](https://i.imgur.com/mTajfCM.png)
760 enemies on hard. Damn
if you're missing a hallowed shard:
This post has been edited by Lazy Dog: 16 October 2020 - 02:57 PM
#755 Posted 16 October 2020 - 03:18 PM
Wife and I did Dwell in co-op a few days ago and map 6 is crazy detailed and almost like some twisted art piece. I'm enjoying mapping in Trenchbroom as well (moved my project over to it).
The Quake modding community is really nice by the way. That was a huge draw for me in deciding to start modding for it cause I ask a lot of questions and people are super helpful and don't seem to have huge egos. It's a weird niche where everyone seems focused on creating and there's very little else (talking about func), which is good if you just wanna make stuff and be inspired by people who are creative geniuses.
#756 Posted 17 October 2020 - 12:22 AM
For me the breaking point arrived around the sixth map when I had to resort to god mode since I just wasn't willing to go through this ordeal. It's a great episode, but unfortunately it was made for Plutonia lovers, assuming all Quake players must have ascended to this skill tier by now. And remember, Quake has never been an easy game, anyway.
This post has been edited by NightFright: 17 October 2020 - 12:27 AM
#757 Posted 17 October 2020 - 06:36 AM
I was a fan of the laser blaster though, it was really good against shamblers and anything that I wanted out of my way in a pinch. The final boss was a final boss, even if a bit meh. I'm hoping Dissolution of eternity is way better but so far I have found the extra weapons cumbersome when trying to change weapons with the mouse wheel on the fly.
#758 Posted 17 October 2020 - 07:00 AM
#759 Posted 17 October 2020 - 07:34 AM
DoE is quite alright as well, even though levels and new weapons are less spectacular. It has some highlights in the Egyptian episode like that pyramid or the Greek temple, but it's usually rather conventional. Those wraiths are also annoying, like flying vores. I hate them more than the Armagon scorpions. You can gave fun with that anti-grav belt, they could have used that more, not just for reaching secret areas. The dragon boss is what makes it special, I think it's even one of the monsters id had to cut from the original game due to time pressure.
Both mission packs are great in general and any Quake edition sold without them is a crime.
This post has been edited by NightFright: 17 October 2020 - 07:35 AM
#760 Posted 04 November 2020 - 08:13 AM
Its aim is to deliver a vanilla-style experience similar to the inofficial 5th episode released by J.F. Gustafsson a while ago (Dimension of the Past).
Since the custom music is in ogg format, you won't hear it in Mark V. Best played with Quakespasm-Spiked like most Quake addons these days, I guess.
Announcement:
https://www.quaddict...?pid=4108#p4108
This post has been edited by NightFright: 04 November 2020 - 10:53 AM
#761 Posted 04 November 2020 - 01:11 PM
Calling it an unofficial 6th episode is probably going a bit far though, some of the map designs stray a little bit beyond vanilla and some of the level design is not consistent with levels within the episode itself.
#762 Posted 08 November 2020 - 05:03 AM
#763 Posted 08 November 2020 - 08:52 AM
http://www.quaketast...s/eoem7_fix.zip
#764 Posted 20 December 2020 - 09:16 AM
It's happening time and again to me if I have a problem that I get an answer like: "I tried to do it and got it working. You need these tools, now do it yourself."
Can I say I absolutely HATE that attitude. Why do I have to repeat the same steps someone else obviously already did? For the sake of learning something? And what if I can't get it done? The person keeps sitting on the solution forever?
I know this isn't really about Quake itself, so my apologies. Just please, don't be like that. Not everyone is a coding/compiling crack. And just because you are, don't assume others should be one, too.
This post has been edited by NightFright: 20 December 2020 - 12:56 PM
#765 Posted 20 December 2020 - 01:29 PM
NightFright, on 20 December 2020 - 09:16 AM, said:
I don't really engage with Quake communities outside of Twitter because the forums they have just look terrible to me so I can't comment on this matter
#766 Posted 20 December 2020 - 08:24 PM
NightFright, on 20 December 2020 - 09:16 AM, said:
Depends. Without saying names there are some forums out there that have people that are very... elitist let's say. You just gotta roll with it in my experience. The answer to the question is always somewhere buried in a old dusty thread.
Anyways I have been playing this mini user episode called Ontranto which is good (Saw you there on the reviews NightFright
![:P](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
#767 Posted 20 December 2020 - 08:39 PM
#768 Posted 20 December 2020 - 09:21 PM
Jimmy, on 20 December 2020 - 08:39 PM, said:
I was not referring to that. That IMO is fine. At the very least they oriented you at where to look/what to do and then you can figure it out on your own even if it is not optimal. I was referring to when a forum has a lot of... "personalities" with big egos and where ownership of assets/methods/knowledge is highly a contested matter.
A good explanation of what I'm trying to explain and my problems with some modding communities is a document that a guy named Wrye wrote back in the days of Morrowind modding (not that it is dead atm, the old girl is till alive and kicking) on the concept of open modding.
Yes I know, it can be a very optimistic view of modding but one that I very much agree with.
#769 Posted 21 December 2020 - 01:20 AM
But yeah, it is full of veterans who are good at making stuff and not so good at explaining the how/why.
At least I don't know what any of these people's political views are. Thank god.
#770 Posted 21 December 2020 - 06:25 AM
#771 Posted 21 December 2020 - 07:07 AM
Dwell is insanely hard even on easy, though. Great design, but holy crap...
#772 Posted 22 December 2020 - 10:57 AM
jkas789, on 20 December 2020 - 09:21 PM, said:
A good explanation of what I'm trying to explain and my problems with some modding communities is a document that a guy named Wrye wrote back in the days of Morrowind modding (not that it is dead atm, the old girl is till alive and kicking) on the concept of open modding.
Yes I know, it can be a very optimistic view of modding but one that I very much agree with.
This type of behaviour in the early 2000s is pretty responsible for the small and limited scope of this community.
#773 Posted 22 December 2020 - 11:30 AM
BattleWalrus, on 21 December 2020 - 07:07 AM, said:
Dwell is insanely hard even on easy, though. Great design, but holy crap...
Yes. There is some very bullshit enemy placement going around in Dwell. Though to be fair at this point everyone and their grandma has had the time to git gud in Quake.
Quote
Huh. Is it? I was not referring to the Duke Nukem Community in particular, but rather every Bethesda Modding Community ever except Daggerfall's (from my experience they are all bros). As I have said before, I had been lurking around since here before formally making an account. However I tended to lurk more in the Duke Nukem 3D maps & level editing and Everthing Eduke32 section digging around for maps and mods. If it was not that I skipped on the thread so I was not very familiar on the socials of Duke4 beyond who did what map that was dope. Like Forge and that guy who was making Doom style levels years ago.
#774 Posted 22 December 2020 - 11:33 AM
#776 Posted 22 December 2020 - 07:07 PM
![Posted Image](https://i.imgur.com/kCui6VH.png)
Done a low-res version for Quake engines.
![Posted Image](https://i.imgur.com/J5PhsLe.jpg)
#777 Posted 23 December 2020 - 01:48 AM
Quake Authentic Model Pack Rev.22 has been released. We did some fine-tuning on skins for the Super Shotgun and Ogre (which looks even better now with a new chainsaw skin). Special appearance by Tea Monster who provided the long-overdue head gibs for the Scrag (based on Chillo's model).
This post has been edited by NightFright: 23 December 2020 - 02:24 AM
#779 Posted 13 January 2021 - 11:02 PM
#780 Posted 23 January 2021 - 07:46 AM
I played Armagon when it was released. I've only just acquired Dissolution and started playing through it. AD is amazing, as is Bloodshot's Quake 1.5.