Quake corner. "Everything related to the Quake franchise. Discuss here."
#1081 Posted 01 February 2023 - 11:49 PM
#1083 Posted 04 February 2023 - 12:19 AM
I'm not complaining I just think it's funny how often they show up.
#1085 Posted 06 February 2023 - 08:58 PM
Otherwise, a nice tribute.
#1086 Posted 09 February 2023 - 01:41 PM
If you didn't get it yet, latest version 2.1 (was updated on Feb 7) is here:
https://www.slipseer...urces/dwell.21/
Had been waiting for that one for quite a while. Even if you have played Ep.1 before, a replay is a good idea since all the previous maps have been reworked considerably.
Ironwail is recommended as source port, and at this point I can only recommend it as your standard go-to solution for anything the mapping community is still going to throw at you. It's super fast, supports all the latest mapping standards, runs stable and is well supported.
This post has been edited by NightFright: 09 February 2023 - 01:50 PM
#1087 Posted 09 February 2023 - 09:48 PM
NightFright, on 09 February 2023 - 01:41 PM, said:
If you didn't get it yet, latest version 2.1 (was updated on Feb 7) is here:
https://www.slipseer...urces/dwell.21/
Had been waiting for that one for quite a while. Even if you have played Ep.1 before, a replay is a good idea since all the previous maps have been reworked considerably.
Ironwail is recommended as source port, and at this point I can only recommend it as your standard go-to solution for anything the mapping community is still going to throw at you. It's super fast, supports all the latest mapping standards, runs stable and is well supported.
Hmm, there doesn't seem to be a linux port of ironwail. I'm not sure if I should try and run it through proton...
#1088 Posted 10 February 2023 - 02:12 AM
Bare-bones instructions:
Dependencies are build-essential g++ git libcurl4-openssl-dev libmad0-dev libsdl2-dev libvorbis-dev make
Git repo:
https://github.com/andrei-drexler/ironwail
Use git clone to download it, cd into the Quake directory and type make.
This is just what I cooked up for Mint and it should work for other Ubuntu derivatives.
I've attached a binary that should work on Ubuntu, but if not, then you'd best be off contacting the developer and asking if they can write a proper build guide for Linux.
Attached File(s)
-
ironwail.zip (514.13K)
Number of downloads: 153
#1089 Posted 10 February 2023 - 10:48 AM
Or is someone able to compile a working Win x64 build from latest code? Would be highly appreciated.
This post has been edited by NightFright: 10 February 2023 - 10:49 AM
#1090 Posted 10 February 2023 - 09:33 PM
Martin Howe, on 10 February 2023 - 02:12 AM, said:
Thanks for the instructions mate. I was trying to build it from the root directory instead of the Quake subdirectory. (>ᴗ•)
I'm impressed! This runs way better than vkquake on my machine even when I'm not using the dedicated GPU.
#1091 Posted 04 March 2023 - 07:46 PM
"I heard you liked Quake so I put Quake in your Quake."
I remember back int he day playing a Slipgate Complex level for the original Half-Life which was loaded with grunts. I honestly think that one was a little more impressive given that Quake 1 and 2 share the same player and world scale. Half-Life's player is slightly bigger, so it would require tweaking the level a little to make it not feel small.
#1092 Posted 10 April 2023 - 09:52 PM
Another 7+3 map SP episode called "Spiritworld" has been released a couple of days ago.
#1093 Posted 10 April 2023 - 11:06 PM
#1095 Posted 13 April 2023 - 09:29 AM
#1096 Posted 24 April 2023 - 06:06 AM
This post has been edited by NightFright: 24 April 2023 - 06:06 AM
#1097 Posted 24 April 2023 - 06:16 AM
NightFright, on 24 April 2023 - 06:06 AM, said:
Funny you mention this now, because I am in middle of Quake Alkaline 1.2's walkthrough myself (about over halfway through). And yes I can vouch for its quality. Next best thing after Arcane Dimensions. Probably even better than AD at certain points (like enemy roster for example).
#1098 Posted 09 May 2023 - 01:47 PM
Sadly, the episode crashes against a concrete wall hard in the final two maps. While D2M7 ist just designed in a rather bland way compared to its predecessors, also lacking in the navigation/orientation department, D2M8 absolutely pulls the emergency break with a complexity monster. 400+ mobs even on Easy, dozens of exotically placed switches to find, several jump puzzles, an insane key hunt, highly confusing map design, mob hordes teleporting in etc. It's really a shame this otherwise excellent episode must end on this rather low note. I am not the only one with this opinion, though, so maybe at some point these levels get modified or, even better, replaced completely.
This post has been edited by NightFright: 09 May 2023 - 01:48 PM
#1099 Posted 09 May 2023 - 03:58 PM
#1100 Posted 09 May 2023 - 10:40 PM
Don't get me wrong, it's a good map on its own with interesting concepts, but the issue is all the other maps are not like it and therefore it feels forced and inadequate. A pity this hadn't been noticed during playtesting.
This post has been edited by NightFright: 09 May 2023 - 10:51 PM
#1101 Posted 13 May 2023 - 07:37 PM
NightFright, on 09 May 2023 - 01:47 PM, said:
Sadly, the episode crashes against a concrete wall hard in the final two maps. While D2M7 ist just designed in a rather bland way compared to its predecessors, also lacking in the navigation/orientation department, D2M8 absolutely pulls the emergency break with a complexity monster. 400+ mobs even on Easy, dozens of exotically placed switches to find, several jump puzzles, an insane key hunt, highly confusing map design, mob hordes teleporting in etc. It's really a shame this otherwise excellent episode must end on this rather low note. I am not the only one with this opinion, though, so maybe at some point these levels get modified or, even better, replaced completely.
I didn't even finished the last map tbh. It got lost and I'm honestly too busy this days to brute force something I'm obviously not enjoying. Maybe later on I will get around it.
#1102 Posted 13 May 2023 - 11:51 PM
#1103 Posted 13 June 2023 - 01:42 PM
https://www.slipseer...-dimension.234/
"Deathmatch Dimension", a 10-level episode inspired by the original DM maps. May sound like some boring DM-to-SP conversion, but it's far from it. Impressive architecture, pleasant and somewhat challenging gameplay, great atmosphere, creative secrets (and even unofficial ones with id tributes)... it's all there. A somewhat unexpected highlight for Quake enthusiasts.
Comes with a caveat, though: The author DOES like Shamblers. On skill 1, I already had an encounter with 4-5 of them at once four maps in or so. You've been warned.
This post has been edited by NightFright: 13 June 2023 - 01:46 PM
#1104 Posted 13 June 2023 - 07:11 PM
NightFright, on 13 June 2023 - 01:42 PM, said:
That does not sound enjoyable.
#1106 Posted 17 June 2023 - 02:38 AM
Latest entry is Re:Mobilize, featuring 11 maps with new ways to move around (extreme jumps, climbing, hooks). Haven't played this one yet, but looks interesting.
Link:
https://www.slipseer...re-mobilize.239
#1107 Posted 17 June 2023 - 02:53 PM
This post has been edited by NightFright: 17 June 2023 - 02:54 PM
#1108 Posted 23 June 2023 - 05:25 AM
Notes:
- Mod requires 3 GB (!) of disk space, which is a lot for a Quake mod.
- If you can't download from the link in the OP, try one of those posted below.
- Ironwail users should currently use included binary instead of the latest official 0.7 release from March, otherwise some maps won't load properly.
This post has been edited by NightFright: 23 June 2023 - 05:47 AM
#1109 Posted 24 July 2023 - 08:59 AM
Link:
https://www.slipseer...es/tainted.249/
This post has been edited by NightFright: 24 July 2023 - 09:02 AM