You did not play correctly. The map must be run under the mod Quoth2.2
This is what I did. Quoth 2.2 here.
I placed the sounds and progs folders directly into the Quoth folder, and they appear to not be recognized.
Maybe you forget to make the right start?
quakespasm -game quoth
Of course, I did this. Here's my exact start command :
-hipnotic -game quoth +skill 3 -heapsize 480000 -zone 4096 -sndspeed 44100 -fsaa 2
Using the 0.92.2 Spike version of QuakeSpasm, under OS X.
I'll retry your map to see what happens...
-hipnotic -game quoth
It's just -quoth, and has been for many years.
What is hipnotic again? I'll never remember what it's doing.
Rotations, I Believe?
Hipnotic was the studio that developed Mission Pack 1.
Also, I think you don't need the heapsize/zone stuff anymore in QS/QSS, and you should upgrade to latest version 0.93.1.
The -hipnotic switch was required to enable the modified status bar that was introduced in Mission Pack 1 and is also used in Quoth. Newer ports like Quakespasm have a -quoth switch that does it automatically.
Not your typical digs map... but I dig it nonetheless. Assuming the final arena is still being worked on, I thought the rest of the map was quite polished and good to go. The layout can be a bit confusing and the silver key door is tricky to find - I think I stumbled upon it accidentally. Otherwise nice map, especially the underground sections, and the secrets kicked my ass, 1/4.
Played through the map on skill 1, 2/4 secrets found.
The map is very good-looking and plays very well. I liked especially the underground areas, as i'm not a big fan of open spaces.
All areas are well connected, so i never got lost as it happens usually when i play maps this large.
Good art style too, you can really feel the horror atmosphere playing through every area.
Pace was good, and i never found myself struggling too much for ammos. I like the way you put the right amount of them over the map.
I din't like too much the paintings from plants vs zombies, as i think tributes to other games should be put in some secret areas, and not all over the place. I felt like they were a bit taking away that horror feel (that i loved) from the map.
Some areas of the map felt like they were supposed to be important, with good detail and interesting design (that area under the bridge for example) but then i found they were useless. Maybe that's just because i didn't found the secrets, who knows!
I don't understand what is happening with the ascending scales. I can't use them wathever what I'm doing (walking, running on it, jumping, ...). I tried the default QS 0.93.0 and the Spike version.
Something seems fishy here.
I agree about the zombie cartoons. They feel goofy in Quake. Maybe some monsters porn instead ?
I can explain what they do on the walls. This map was made at the request of my son. He is 12 years old. Therefore, there are such awkward things on the map. I myself understand that they are not written off in the overall design, but still decided to leave them
Wow, you're a super-dad dude!
My dad is 81 years and would never make Quake maps for me :-(
impressive stuff, very blood-like. I like that you're using tronyn's mod, not enough people use it tbh
When downloading AfterQuake I saw a screenshot
of a mirrored player.
Is this effect obtainable in AfterQuke, or is it a sidecase effect of DarkPlaces that creates this mirror?
that's FTE's r_telestyle 3 setting.
Thanks for info, Spike!
Or should I say, blame me for not reading the manual.
Dear friends, a.k.a fucking morons.
Please learn to upload your files to the right folder instead of cluttering the main page with your shit, forcing people to scoll down endlessly for the login button.
I'm Probably Guilty Of This
Any way of just moving the files? I know it would break some hyperlinks but the files would still be retained
Delete Them All
quake skill 3 with respawning monsters and items/powerups is it ok thing ?
and skill 2 behaves as skill 3
Also Neg Can Press The ‘end’ Key?