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The Marcher Fortress - New Q1SP By Kinn
It brings me the most transcendent pleasure to announce the release of my latest Q1 map, The Marcher Fortress.

I appreciate all feedback, and demos are especially welcome.

Screenshots:

http://kinn.spawnpoint.org/maps/marcher01.jpg
http://kinn.spawnpoint.org/maps/marcher02.jpg

Download:

http://kinn.spawnpoint.org/maps/kinn_marcher.zip

With aguirRe's permission, I have supplied his engine executables inside the zip. Please read the readme before you start.
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Mr. Kinn 
i'm begging you to release something new for Q

depends on your free time and all that jazz though,

seriously 
You're Like Mike Bossy NYI Player 
if you get what im talking about 
Spy 
I'm working on something for quake, oh yes. 
 
kinn_curry_un.zip 
 
omg I wet my jean!!!

so awesomeeeeeeeeeeeeeeeee 
Thanks Kinn! 
 
/*Kinn's Code... 
is awesome.

//=========Commenting is phenomenal===========

//Here we congratulate Kinn for providing the
//best commented quake code ever;

//---------End comment------------------------
I'll be digging through this for ages, it's a gold mine!
*/ 
You're Welcome :} 
 
Sprites Transparency 
Kinn,

All your sprites have black instead of index color 255. There isn't any transparency to them. What's going on? How'd you get them to work?? The imps are shooting squares at me! 
 
Don't blame the mapper, blame Darkplaces. 
I'm Using Darkplaces... 
Unless of course you mean that only Darkplaces recognizes the pink 255 as transparent, which I know isn't true. But if they only work on Darkplaces, then, why aren't they working?

I have the .tga files in the directory and in the .pak file. I checked the tga files though and I don't see alpha channels in photoshop.

*shrugs* 
I Think What Spirit 
meant was the other way around:

The tranparency in Marcher is not supported well by darkplaces for reasons unknown to me. I have tried to run Marcher using darkplaces not long after its release, but seeing all those black edges around explosions etc, I reverted to using the exe files bundled together with the release. 
Qmaster 
The tga sprites use additive blending. This is how it worked in Darkplaces at the time of Marcher's release.

I cannot guarantee the map will render or work properly on any engine released since then.

It works in FitzQuake 0.85 - I'd recommend just using that. 
Late For The Anniversary... 
Secrets 
It might be worthy of note that I've literally stumbled into
all the secrets during the several replays: fighting an imp,
falling down during a battle, in midst of another using an
explosive weapon, and searching for alternative routes to
get back to a higher level...it felt like this might indeed be
the way it all was intended. 
 
...it felt like this might indeed be the way it all was intended.

sure, I'll go with that, thanks! 
Happy 14th Birthday Marcher Fortress 
My how you've blossomed. 
The Difficult Years 
It's at the age where I keep having these awful "you're not going out wearing that" arguments with it. 
 
The mother of all hoarde maps, epic, paced, fantastic. I play it once every few years, about due for another.

Heres to hoping for The Marcher 2. 
 
Is the source for this and bastion still around? I think it would be awesome if there were an AD version of this. 
Agree 
 
 
The AD projectile shotgun is very enticing but personally I'd like to see a Quoth version. 
 
Please be patient. A surprising version of this map features in the quakey-but-not-quake game that I am working on, and I think it would be cooler if that represents the modern iteration of it.

No need for a George Lucas re-release just yet... 
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