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New Q1SP: Attack On Fort Ratsack!
Since the Base Pack is finally dead (sob), I guess it's time to release my entry to it, base_debris or "Fort Ratsack". You can snag it here:


Don't forget to get Quoth and Quoth 2 installed before you do (like anyone in here doesn't have it, right????).


[edit: added screenshots]
This Map Is Cool. 
the map is really hard, didn't expect such intensive gameplay. cool map :) 
/me Smothers Biff In Honey And Throws Him Into A Pit Of Lesbians 
Loved it. Particularly the secret (you know which one).

One odd thing: the exit to that secret is in plain view. I grenade jumped into it when I first saw it, which very confusingly had no effect at all. Hmph.

All around sweet map though. Yay! 
Very Nice Indeed! 
Great map, awesome secrets. 
This Map Is Good Fun. 
Yeah, the level had a lovely, clean base architecture but combat relied too heavily on using the single-barreled shotgun: a huge chunk of combat situations were long range which kinda made the double-barreled obsolete. Nails were scarce and I couldn't find any of the secrets (wasn't really looking for them though).

Took me less than eight minutes on normal, didn't die although a few combat situations got pretty tense and somehow I missed 30 enemies. Here's a demo of my first playthrough: 
Glad you guys like it so much =D and thanks for the demo Mikko, I'll include it on the map page for base_debris on my site! 
OMG (2). 
And thanks metl for doing my post proper and including screenies. I am SUCH a noob. 
Nice Nice Nice 
Sexy map!
The start was damn frantic but well balanced. Loved the secrets (and I tried the same grenade jump like BlackDog with an unexpected result), didn't find the third though.

Great level, I liked both architecture and intense gameplay a lot, interesting secrets (found one), will not spoil them.

Looks perfect and as for a gameplay: few pyro troops and supernailgun cyborgs would make it IMHO even better (I know implementing them would take time, as there is not enough space for them to maneuver). Adding more proper start (teleporter for example, but OK, slipgater sneaked in inside cargo crate, fine) and at least one larger room before exit with waves of flamethrower guys and cyborgs, that�s what I mean. That is the only thing I missed here, larger arenas with the new cyborg enemies-it would also prolong time needed to get through this (a little bit) small level.

But once again, perfect, clean look balances this out well enough. Will have to play through few more times! 
Thanks A Lot For This Map!!! 
This is really fun. I'm real glad that the Base Pack stuff is coming out because I thought it seemed like a great idea, and this is the kind of material which makes folk want to map!

Truely inspired!

My first run demo:

148/16#, er cant remember how fast (quite fast) 2/3 secrets.

I did noclip to find the amissed secret, and O.M.G. !!!!!

Dont want to spoil it for others.


Honestly this was plain FUN. With a capital 'FUN'. Not too grueling, just wholesome family entertainment.

I liked the fact that it was FULL of detail, almost to bursting point! 
Bif U Faty 
y u rlese dis wen im not in playble st8?! 
Great Fun 
bit short, sadly, but I enjoyed it and the secrets were awesome! 
This Map Makes Me BIFF! 
Really good stuff. And really hard. I must have died about, 15 times or so. But despite that, everything was top-notch. Keep up the good work. 
Died Once 
3/3 secrets (best secret area ever btw) and 164/164. Fantastic map, worth the wait. R4wk on, u. 
yeee relay outstanding!!! but i�ve already tested the map ;) but i did a demo of course was first run after the release... but i�ve already play it!!! no going to find the last secret... 
I forgot to credit you on the readme file as one of the testers! I am a git, please forgive me =(

Also, loving those demos -- it's so fun watching how people go about doing things in the map. 
Trinca =( 
Your demo crashed to the console with some sort of "illegible server message". 
forget about the credit stuff :) i even read the readme :p

chif chif :\ shouldn�t crash...was recorded with joequake 
Fantastic Work 
looks great, plays great, awesome secrets. Didn't find the super special secret entrance, but saw what you had done after I finished and had a quick noclip around - probably the biggest secret I have seen contained in a level. The other secrets were nice too, though pretty easy to find, though enjoyable and both very useful and well integrated into the map.

I got trapped behind a crate once, but it didn't spoil my enjoyment of the level too much thanks to the ability to noclip out from behind in a couple of seconds :)

As far as visuals go, really sweet chunk of classic base, right up there with dm3rmx. Gameplay was fun but I found it a bit too easy. Had no real low health situations apart from the start (on nightmare), though low on ammo towards the end. I definitely felt there should have been a few 'boss' situations, maybe an ambush or two, and the end was anticlimactic. The two secrets I found were a real treat, not sure if that area was a just a map scrap you had lying around and decided to use it, but it worked. I thought the entrance to one of them (shoot an unmarked section of wall) was a bit uninspired, but it was easy enough to find by chance with all that buckshot flying around. Also got trapped behind a crate which I had a look behind to see if it was a secret.

An amusing discovery: bobs look really stupid when they are trying to shoot you from behind the doorway to a high room. 
Looks Good 
Biff you always make very good use of angles to make indoor architecture look really interesting. House of Spikes was awesome. I'd like to see your style with some unusual texture sets. 
Hot Damn! This Level Rocks! 
The first try demo: (with 1 death)

Biff, you inspired me once again! The base level of my dreams, from the gameplay and what's most important - atmosphere and lighting it rocks! It's masterpiece! Thou art rock, 6177!

ps. secrets are godly! 
very good map biff, as usual! 
I love how the one secret uses a
button that probably every player
blindly presses. I was wondering
what it did at first, but immediately
forgot about it in the action.
Great Job! 
Nice and tight visually with superb texturing and clean brushwork. The layout kept me on my toes, wondering what's around the corner. I like the secrets too, especially the one under the lift. My only complaint is that there seemed to be an excess of teleport sounds throughout -- you had me swinging my axe at everything :)

Please do a sequel with more Quoth 2 content soon! Thanks. 
Whopeee! It's The Silent's 1st Run Extravaganza!!! 
The map kicks serious ass. Here's a 1st run on normal:

I later discovered (while ramming around in Nightmare mode) that I had skipped half the map, oh well...

As a bonus I've included a JPG of the exit screen of the Nighmare run 100% Enemies and secrets. SOmething around 20 minutes. died 3 times.

The map has to be played in skill 3, definitely. Keeps you on yer toes.

Great work, Biff!!! 
Nice map, good base feeling and interesting secrets ! 
Nice map, nice architecture, nice details touch, nice lights, frantic gameplay... hhhhmmmmm I cant wait to play the sequel ;) 
Very Good Map! 
Can't really say anything that haven't been said!
Good brushwork ! A lot of nice angles and details.
Gameplay was very hard - I died a lot of times 8-) but got through to the end. Found some of the secrets they were wery good as well.
Lets have some more maps!! 
Thanks Guys (again). 
I'll go back and clip those crates, guys -- I apologize. You'd think after all the time the map sat on my harddrive I'd have that worked out (but no). I'll be sure and update the map before it gets its final home at Debrisland (with credits to Trinca in the readme -- WHETHER HE LIKES IT NOR NOT ;D).

Woot, VONDEMO! And thanks the silent, too -- all the demos will be at my site when I get time to sort things out this weekend. You guys rock!!!! 
...check the mail. 
What is the title of the map?
The post here says "Attack On Fort Ratsack!" while the readme and bsp say just "Fort Ratsack". I take the ladder is correct? 
Attack On Fort Ballsac 
...more like...

I think that there have been two mightily fine moments of classy Quake goodness in the last few weeks.

One of them is the outdoor secret in E1M2Quoth.

The other is when you teleport into the first secret in this map. The same old Id Quakeness we know and love, yet just so cool in that moment.

It's all good... 
Yeah, it's Fort Ratsack. I mention over at my site that it's a mutation of the Hebrew for "to kill", ratsach.

Hehe, and thank you Mr. Shambl0r. 
Things I liked:

Humour through gameplay

2nd Secret anti-entrance

How you used the textures to dictate the architecture

Wading through hordes of base enemy with the powered up versions only used as spice

Things I didn't like:

Could have used more clip brushes in some places

Reaching the exit

. . . especially when I somehow missed 20 monsters (and a secret) - replaying now 
Ho Hum 
this map was a pleasure to look at as far as idbase goes; very nice & tidy brushwork. bit small-scale for my tastes but good for what it was.

the gameplay didn't do as much for me :( i prefer maps that start out easy and get progressively harder; this seemed to start frustratingly hard and get progressively easier, although this was aided greatly by having found two of the secrets (i didn't get the button-operated one spirit mentioned). i actually think it would have been more fun with fewer monsters & less firepower, given its size. an extra finale type area at the end would have been nice too

i'll agree with everyone though in saying the 'multiverse' secret was awesome, especially how the player gets tricked into finding the entrance :) 
awesome map, a pity the base pack was cancelled. I liked especially the hectic start (shows that grunts can be quite dangerous well placed and in good numbers), and the secret medieval part.

first run demo (nvm the over-aggressive playstyle, had a hard crash just before, nothing to do with the map :) 
Got an "illegible server message" with your demo, too. You aren't using JoeQuake are you? Trinca's demo had the same error, and he figured it had something to do with it. 
strangely FitzQuake 0.80 gives an error, but the demo runs fine with id�s GLQuake 0.97/aguirRe�s engines/PanQuake 
That was great, thanks for the map! Loved the look of the level. You really put some love into this beast.

It's pretty apparent that my Quake skills have atrophied in a serious way. I was under the gun the entire time and always running low on ammo. :) 
You rock, as always. Got both demos converted using the Nehahra extension, and all seems to be well. 
The problem occurs because there's alpha support in the Quoth2 progs and Neh-enabled engines (e.g. mine and JoeQuake derivatives) will interpret that as "Nehahra" material and add extra info to the demo.

The Neh-extension is unfortunately a bastard form of the std protocol 15, similar to the Tomaz-extension and others (even worse).

With ConvDem, most of these issues can be resolved. 
quoth2 progs has alpha support? What do they use it for? 
I'm guessing the "force field" effects and stuff they had implemented -- but I dunno. Have barely scratched the surface of Quoth2 myself. 
Quoth 2 
yeah, there is a ton of new stuff, and some of it isn't even mentioned in the mappers guide at the moment. I think most of the new stuff was used in kellbase1, however. 
One-sided Transparent Floor Textures 
Alpha Sqn 
.alpha isn't used for the one sides "alpha masked" transparencies. That technology was available in the original quake engine and we wouldn't have ok'd it if it didn't scale back well. It looks a bit pink in glquake but generally works well. I had to do a proper search through the code to see where we did use alpha, and the disappointing answer is only for the effects on some explosions, possibly dating from Quoth Part 1. So nothing exciting there, perhaps part 3 will find a better use for it... 
My Bad 
Played On Hard 
It's all been said. Well made, solid and fun base map. I found all secrets and especially liked the change of decor. It's action packed gibbage.

Thank-you. No complaints. It's all good. 
Played on godmode because I don't get the quoth monsters. Nice level, I liked the secrets. 
Scragbait, Czg 
Thanks and thanks. Czg, what do you mean "you don't get the Quoth monsters"? Do you mean you don't necessarily agree with them on a philosophical level, or you just don't have Quoth2 installed? And in either case, why not? 
I have some free time tonight, actually, I just didn't feel like mapping, and decided it would be a good time to play Ratsack, and I got this message when I tried to download from the site listed above:

Suspened Domain
Please contact the billing department.

I'll give Spirits site a try, but I thought you should know. 
I Don't Understand How To Fight Them 
You can run it under AguirRe's warpspasm engine in coop 2 which replaces all Quoth monsters with the Quake equivalent. Or coop 3 which replaces most Quake monsters with their Quoth equivalent.

There's coop 4 as well which makes it extremely easy. 
Aw... Well...Just Because I Loved This Map... 
100% Nightmare run.
I still suck like hell at this game. 
nice demo The Silent 
I Don't Understand How To Fight Them

#56 posted by czg [] on 2008/03/27 10:41:52

normal my friend not all of us born smart... 
The Silent 
You sir, are the bomb. Czg, you are just sad. 
Aw, Guys... You Got Me Blushing All The Way... 
...Thanks a lot for the kind words, Sielwolf, you know, that being said from you is one huge compliment...

And you, Biff, are the master...
The map is just awesome, can never get enough of it, Quoth base at its bestest(!)

Thanks, everyone... 
Enjoyed It 
Nice difficulty setting, finding myself under attack at the start made me expect a spanking, but then I found it manageable until the end, which was fucking hard again. I didn't find too many secrets yet. I think I played on skill 1. Some cool infighting occurred between eliminators and enforcers/grunts etc.

Proper texturing, good item placement (always found some health when I was running low) and proper usage of Quoth monsters. Just nice general layout.

The SNG was perhaps a bit overkill, grenade launcher was useful. I would have liked one or two larger areas, I noticed the scale was a bit oldschoolish (in a good way), but I also liked how fast it played, so no complaints.

Thanks, will replay a few times for sure. 
another great looking map release. cheers biff, comments later. 
site's down. alternate link anyone? 
Oh Yeah, Crap. 
Forgot about Leveldesign not having it -- I'll look into seeing if Spirit could back it up at shubhub or something... 
Of Course 
Ta Spirit 
solid map with good gameplay. Doesnt quite take advantage of quoth2 like Slave to the Machine but is still quakey fun with good design. 
hectic map, lots of monsters for the space but gameplay is fine.
A bit short.

Nice basey architecture with good attention to detail.

I suck at finding secrets, didn't get a single one.

I like it that it's old fashioned in a sense, not some huge open areas or hordes, but nifty gameplay.
Also liked the hand buttons. Was never lost either. 
Not So Bad 
full of action, hehehe. on diff setting normal, got to finish in almost 11 min in the first run (the second, in fact, i was killed soon after the first start), 1 secret (the one in base itself) discovered and 92 monsters killed. found the second secret by mistake (i was trying to grenade-jump to its exit thinking it was entrance). the third by some cheat altough was not so far to getting it by normal means. 
because I could.

I seem to have a thing with lifts.

Quoth defenders and eliminators are pretty evil. 
Two Words 
Describe this map and its maker -- pure class. 
I liked this map a lot with it's combat and design. I have played it a long time ago so I can't remember the details but I definitely enjoyed it a lot.
Here is a demo to the point I have died. I have missed the SNG somehow. The big secret was cool. 
Finally Played This 
Biff, you're too good for this world... 
Come Back Biffstar! 
Finally got around to playing this fast and furious base sprint map. The start of the map is brutal with everything around you trying to kill you with lazor beams and there is a dog biting your ankles. I like how the quoth AI are used and finally a quoth map that does not go crazy with eddies, infact none!

I played on both skill 0 and 1 and totally enjoyed the pace with fast frantic OMG they have plasma and it hurts to the funky secret locations that are a really nice break from the norm. The map twists and turns and I never felt like I was lost or wondering where to go. The final room was refreshing because it was just large amounts of AI defending an area really well, luckily no raining AI moments.

Overall, I enjoyed it, the start is frustrating but it soon settles down and becomes a glorious rampage through a well made base map. :) 
my favourite Quoth map. Willem, you lately asked how I think a good map should be, or something along those lines, and I was about to name this one. But then I thought you were being sarcastic and didn't answer *g*

I enjoy Sock's time travelling. 
My Example 
Hello here...
I'm xrumer, where is my beer?!
It is simple a testing :) 
Extremely good map !
Very enjoyable ! 
Wait til you play Myrmidon! 
Bloody Hell Yeah! 
From Xrumer 
Hi all
I am xrumer, where is my beer?!
It is simple a test ;) 
This is a spam probe. Make sure to remove it. 
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