Bleh
#138 posted by bal on 2005/02/03 05:43:19
Just type in /server irc.gamesurge.net
Cant Download
#139 posted by nitin on 2005/02/03 06:37:46
any other links?
PWND!
#140 posted by Shambler on 2005/02/03 06:57:06
Poor nitin. I did a quick google and the Fileplanet link is dead too....perhaps it was a limited edition thing you'll never get to play now??
Got It
#141 posted by nitin on 2005/02/03 08:11:52
off underworldfan's site :)
Wow
#142 posted by nitin on 2005/02/05 00:30:18
everything that needs to be said has already been said but this was perfect in my book. Nice mix of set piece and general level desgn both in terms of gameplay and visuals.
I would just like to make special mention of the new monsters which fit in so well that they didnt really feel new at all, rather when I encountered them it felt as if they were always part of the quake world. I hope they are used in future levels because they are very good additions (especially the flying imps although the big creatures at the end are fantastic too).
Btw
#143 posted by nitin on 2005/02/05 00:35:39
I used the nehahra version of DP because it is the only version of DP that I can configure to my liking even though it runs a bit slower than other engines. The skybox appeared correctly in this version.
Good Work!
#144 posted by Sheephead on 2005/03/13 04:20:04
Amazing map, its a shame that no matter how I configure any of my engines, it runs slow when you leave the cave and see the first view of the castle
Not Slow
#145 posted by bambuz on 2005/03/14 18:28:14
in fitzquake it is fast, use that, it has rendering optimizations. At least for me, in GL. the specific glmarcher was slower. :/
Try
#146 posted by aguirRe on 2005/03/15 07:34:04
adding cvar gl_subdivide_size 512 to your autoexec.cfg and restart. In maps with a lot of sky it can make a big difference.
Problem
#147 posted by Demiurg on 2005/03/27 03:57:53
My problems running it in GLMarcher turn out to have a simple reason: it doesn't support resolutions higher than 1280x720. I tried to run it in 1280x960, which is the res I used then in FitzQuake (1600x1200 on my new comp)...
So there you go... Still looks great in 1152x864 though.
I've Run It
#148 posted by aguirRe on 2005/03/27 05:21:34
in 1600x1200x32 (fullscreen/window) without any problem (GeForce3). I think it might be your gfx card (ATI?) that possibly overflows the old GLQ limit of 32 video modes, effectively disabling the higher resolutions.
Try the updated GLQuake 1.26 at my site http://user.tninet.se/~xir870k and see if it helps, it has support for 128 modes.
#149 posted by Demiurg on 2005/03/29 21:59:35
aguirRe> Yep, I have a X800XT PE. Thanks for the tip - will try it out.
#150 posted by Demiurg on 2005/03/30 08:29:54
aguirRe> 1.26 works perfectly in 1600x1200x32 as well. Nice.
Thanks For The
#151 posted by aguirRe on 2005/03/30 09:22:24
confirmation, please also check the above mentioned cvar gl_subdivide_size, it really helps in this map.
Resurrecting This Zombie :)
#152 posted by Spirit on 2007/10/08 19:05:16
I did some coop testing with ZQuake's server today as it works with NQ progs.dat for QuakeWorld serving.
How come in both Bastion and Marcher there is no weapon stay with "coop 1"? This takes away any chance of playing coop on them without cheating. :(
On other mods it works fine so there must have been some change about this in the progs.dat. Any chance for a fix?
Taking A Guess
#153 posted by Preach on 2007/10/08 20:55:55
I'd hazard a guess it's due to entity saving changes. In unmodified Quake, the ammo entities aren't removed when you pick them up, even in single player. So if you change the code to do this, then you're gonna save on entities that can be reused. It'd probably be safe enough to revert this change on just the weapons, so that they can stay in coop, but you'd need to make the changes.
Ah
#154 posted by Spirit on 2007/10/08 21:23:38
Quite understandable. Kinn, would you release the sources for the bastion and marcher progs.dat files?
Wow
#155 posted by sock on 2010/04/06 20:07:35
This is the map of the century! Im speakless at how anyone could make something like this and with Q1 damn it! Wow, it just goes to show that a good texture set in the hands of mapmaking genius can produce such an amazing thing.
The gameplay of skill 0 was tough but enjoyable and the final battle, is just *epic* and fantanstic all at the same time! I love the new creatures, ambience, layout and pacing, it was all flawless.
16:40:57 czgMarcher : holy fucking shit Kinn
16:41:06 czgMarcher : I mean jesus fucking christ
16:41:15 czgMarcher : what the fuck is fucking wrong with you?
16:41:22 czgMarcher : because fuck
16:41:26 czgMarcher : that was fucking awesome
16:41:33 czgMarcher : fuck
I to have to agree with czg, OMGWFTBBQ this is amazing. :)
I have got to play some more of this map ...
Yes
#156 posted by Jago on 2010/04/06 20:15:58
Marcher completely blew my mind when it was released.
Bastion
#157 posted by ijed on 2010/04/06 20:26:37
Was great as well. Marcher has more epic brushwork, but Bastion isn't completely left out.
I
#158 posted by rj on 2010/04/06 21:21:45
played through both (this & bastion) yesterday for the first time in ages. they're both still incredible. marcher very slightly edges it but you're talking like the best and second best q1sp maps ever made :)
was quite a weird sensation clicking on to start.bsp after the end intermission in each; it's never seemed so claustrophic...
Kinn Has Left?
#159 posted by jakub on 2010/04/06 21:30:23
i agree, marcher and bastion are the milestones in q1 mapping. does anyone of you here know if kinn is still somewhere round here? i'd love to see more kinn's work.
#160 posted by Zwiffle on 2010/04/06 21:38:43
Think Kinn pops up on #terrafusion every once in a long while, but it's been a while since I've seen him myself. I think he got a job in the industry somewhere? and doesn't really map for Quake anymore.
Also he has a drinking problem I'm pretty sure.
What Industry Did He Get Into?
#161 posted by Drew on 2010/04/06 22:25:14
maybe his ass should be the next speedmap theme.
I hadn't played bastion forever - since it came out, actually - and had forgotten how amazing it is!
the architecture is not nearly as impressive as in marcher, but it's still pretty good, and the sense of scale/hordes and cohesion of the unit blows me away... minus the Q2 chaingun guys. but they're fun and awesome enough for me to let that slide.
Marching On
#162 posted by sock on 2010/04/06 23:57:24
Finally completed the map on all skill levels and wow what a rollercoaster of gameplay experiences. :)
I especially like the horde style epic battles at the end. They were tough but I was still able to complete them because I had all the weapons and enough ammo. There was plenty of AI around to start infighting which helped my kill ratio alot :P I think that was the key to making the horde style fun for me, was I had the right amount of weapons to fight back.
I still can't get over how this was created for Q1, the initial cave section is awesome with the fiend walking away and the consistent use of knights and medieval monsters meant the atmosphere was always consistent. The scale of the map is large but it still felt right with low ceilings and large caverns. I liked the trick with the angled stairs to gain height quicker. (I did a similar trick in one of my own maps)
Overall, the best medieval epic castle map I have played so far for Q1. It really should be top of the Q1SP charts somewhere! :)
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