News | Forum | People | FAQ | Links | Search | Register | Log in
Q1SP: The Parallel Worlds By Digs
Digs released a new map!
http://digs.alfaspace.net/quake/mm/digs04

It reloads itself with new monsters and a different starting point for 3 times. The exit teleporter counts.

Screenshots:
http://www.quaddicted.com/wp-content/uploads/2008/06/digs04_n.jpg

Download:
rar http://digs.alfaspace.net/quake/maps/digs04.rar
zip http://www.quaddicted.com/filebase/digs04.zip
ARHG 
I forgot to add: You have to use an engine with enhanced limits, aguirRe's works, maybe DP too.

The map is interesting and nicely detailed for sure. 
 
Screens look really nice 
/me 'digs' It 
This map is fucking huge! :o
Nicely interconnected, good construction and detailing throughout. Pretty clever how you managed to make an entire mini-campaign out of just a single map. At first, I thought gameplay was going to be boring because of the need to play through the map multiple times but it worked surprisingly well. The different routes and newly opened areas as well as the different monster placement made it work. Making the final instance skill 3 is arguable - although it wasn't as hard as expected (except for the end battle) since there was always enough ammo and health around. I must have missed the LG.
Didn't find many of the marked secrets, only two or three in total.

I recorded a demo but stopped after accidentally blowing myself up with a Quad grenade. Watching it in its entirety would've required converting and doctoring around that I couldn't be arsed to do anyway.
Nice work, and what a large step forward from your previous map. 
Fuckin' 'ell. 
That's a bit bonkers. Confused the hell out of me. Had a good sense of dislocation and WTF in it which is great. Another fresh Quake vibe.

A few other things to note (apart from it dumping me into skill 3 WTF?):

It was very easy on skill 3 until the very final conflict which was very hard. But a lot of the combats were still fun, Quad runs especially.

The detailing is insane, I can't remember seeing so many Base details crammed into one map. I hardly knew where to look.

The base sections/texturing look better than the IKbase ones.

Word. 
Oh. 
Now, see, I didn't read this bit in the topic (attentive of me, eh)...

It reloads itself with new monsters and a different starting point for 3 times. The exit teleporter counts.

I think it was a lot cooler NOT knowing that. 
 
thats about as huge as Russia ;) 
Shambler 
Sure but somehow you must be made aware not to quit the game after "finishing".

I am currently in the skill 3 part, it's harder than usual since I have to playing using Wine and mouse feeling is truly screwed. 
Skill Filtering 
I think this is a really cool concept, the skill level filtering of entities in maps has been a very under-appreciated feature of Quake from the beginning (about all Quake did was change the location of the silver key in e2m1, and some other fairly minor changes in other maps).

In DarkPlaces there's a special behavior for the Transfusion game (-transfusion on commandline) to let QC do its own interpretation of these skill spawnflags, since Transfusion is a port of Blood, and Blood had 5 difficulty levels instead of 3 (well, Quake has 4, but nightmare uses the same layout as hard), I always meant to make a more generalized implementation though...

On another modding-related note, skill filtering could be used for an RTS-like mod to change level layout based on your selected faction (Easy = faction 1, Normal = faction 2, Hard/Nightmare = faction 3, DM = multiplayer layout).

This reminds of dpmod's multiplayer map entity features - dpmod has trigger_playercount (fires its targets when active player count or max player count is above a specified number in the entity), and targettable info_player_deathmatch/info_player_coop spawn points which are inactive until they are triggered, so you can have a few trigger_playercount entities in your map that open fake walls and activate spawn points in new areas, to make it scale up from a duel map to a 4 player to a 6 player to an 8 player layout... I got the idea from reading about Daikatana, although the maps in Daikatana only scaled up based on maxplayers, not active players.

I always wished such features were put to some use. 
LordHavoc 
AguirRe implemented coop2, 3 and 4 for his -quoth engine option which randomly replaced id monsters for Quoth or vice-versa, so dogs became vorelings or gugs became shamblers.

Opened up alot of gameplay twists since the mapper didn't have to do anything new.

Will get around to this map tonight, sounds great. 
 
can not this one be run under Fitzquake 0.80? (writes objects overflow or something) 
Heres The First Chunk - Skill 3 
AguirRe's NehQuake! Totally fun map - looks very cool, plays nicely in skill 3!

Thankyou very much!

http://shub-hub.com/files/configs/demodigs.dz

er... Love this map!!! :D 
Yeah, Fitz Throws A Precache Error 
Sad. 
Sadness Is A Cold Trigger 
which occurs when you can't play a map in FitzQuake :( 
Not That There Is Anything 
wrong with �ber-Map fetishist. 
 
where exactly (link pls) do I obtain engine capable to run this map pls? thanks 
Here: 
http://user.tninet.se/~xir870k

http://icculus.org/twilight/darkplaces/download.html

:-) If you wanna see my demo in #11 the use the first link and download the NehQuake engine....

Also you can run this map under WarpSpasm.... 
Jaromir83 
Just Finally 
finished it. Woah. The level of detail is overwhelming.
The "skill 3" was very hard for me as I didn't find the lighting gun and somehow often ran into the details (such as edges or floor "bars") and then got killed.

I was very surprised how very unique and fresh each play felt, it was like one huge map with remotely similar parts here and there. Wow.

Surely this map rocks in Coop. 
Still Haven't Played 
But Ricky, stop using the warp exe - it's been superseded by AguirRe's latest Neh engine, which it basically is an old version of.

The newer ones also have fixes for warp which weren't implemented at the time. 
Yeah - I Know That Man!! 
I was just listing all of the platforms which would run the map... 
Hairy Muff 
 
Thank You For That Image 
 
Played It 
And I loved the idea ! Very intersting, nice details, nice architecture, a shame that there are not enough like this.. Very hard at the end, as I had to finish in god mode... damned !
I wanna see more !!! 
 
Problems with engine:
After extracting nehquakebjp.zip to Quake and try to launch glquake.exe, it writes fmod.dll error. I have fmod.dll there, even tried to dwnload a new one form net, doesnt work. 
Heh - I Had The Same Problem With That One: 
Sorry, I never thought of this!!

The GlQuake.exe in the zip is for the Nehahra mod, specifically! And te fmod.dll you require is from the Nehahra mod, so you need to download and install the Nehahra mod to get the file....

Or, I guess I can post it to the Shub-Hub:

http://shub-hub.com/files/configs/FMOD.zip

I think this is what you need, anyway....

If you have problems then try installing Nehahra! Its a fucking cool mod anyway.... 
 
it really needs the full 50MB Nehahra game to be dwnloaded, but thanks Ricky. 
Jaromir83 
you can just use the regular glquake engine on that page too. 
Yeah Also If You Wanna View My Demo 
use the "convdem" utility on AguirRe's page to convert it so it will run in both of his engines.... 
Sanctified Excrement 
Download this map now.

Only bad point was the loops sometimes got me lost. A few arrows / hints would have helped.

Otherwise great gameplay, impressive level of detail and lots of clever ideas. 
 
even 50MB Nehahra does not work for me, writes "Couldn�t load sprites/smoke.tga". 
Bleh 
Just use the normal glquake of aguirRe. The nehquake is a bit complicated to use.

Unzip the .exe from this zip into your Quake dir. http://user.tninet.se/~xir870k/glquakebjp.zip 
 
when I do that, graphic is broken, I see only yellow, violet smudges in game... 
 
Really nice idea and well implemented. I couldn't help noticing a HOM in the rune room (next to the 'S' rune). I'm only pointing this out because of the high build quality in the rest of the map. It is also quite easy to rocket jump to the buttons. Some kind of barrier on the ceiling would have stopped players doing this and defeating one of the main points of the map (collecting the runes), even though I agree most of the time mappers shouldn't have to worry about movement exploits. 
Great Map 
I had a blast on this one. Having to play through it 3 times with the environment change each time was well executed. My only complaint about this map was that it might have been too easy. Theres plenty of health and ammo to waste in this map.

The detailing was incredible with some nice interconnectivity. Never a dull moment. I couldn't find all the runes though.

This is a must play. Even you don't like to use enhanced glquake, I don't care. Download and play now. 
Cool... 
nice work. First, i really liked the use of the "maps you have to play through more than once" theme, which was a failed speedmap theme and was inspired from some old necros speedmap before that.

the detailing and geometry and texture use was erratic and cool, with all sorts of weird details and combinations.

I got confused about what the runes were for, though -- seems i didn't need them to complete the map. And i didn't see how i was intended to get them. 
And... 
nice use of nonlinear layout where you can progress through the map(s) via several different approaches. 
Is There An Engine Capable... 
...of handling this on mac osX?

Fruitz Of Dojo's GL crashes upon startup... Willem, maybe you can help?

At present, I can't play anything on PC, so I'm stuck to the office's Mac... C'mon! Help me play this beauty!!! 
 
I wasn't able to get it fired up on FitzQuake on Mac either. I'm not much use on the engine side of things, sorry! 
You Could Try 
a mac build of DarkPlaces 
Uh... Thanks... 
But.
Darkplaces only runs windowed.
Darkplaces only runs 16 bits.
Darkplaces only runs lowest settings.
Darkplaces only runs fast as a snail.
Darkplaces crashes.
Darkplaces sucks.
Big.
Time. 
In That Case My Freind 
you're fucked 
Hmmm 
that would explain why Macs are regarded as performance boosters. No games to play at the office means you are stuck having fun reformatting those targas in Photoshop your boss asked you to do. 
Hmmm... 
...so, let's thank god for the ACTIONS palette.

And back to that pesky NM demo I'm trying to record.
Oh, and let's not forget Willem. He gave us TOETAG to fiddle with.

Performance booster. Indeed. 
 
I love my Mac. Honestly, I game on my consoles so my Mac is purely for nostalgia stuff like Quake and for writing code for fun hobby projects. It's a -blast-. 
Oh, Me Too... 
... for sure!

I absolutely love Mac. There's no other machine when it comes to dependability and stability. The only let down is that not everything that has been made for Quake over the years has been ported(obviously).

Oh, well, over to my sister's now. I have my pc there... 
Quake & OSX 
So, OSX is superior to Windows, except for gaming. But, there is an SDL beta of Fitzquake, done by Sleepy I believe. Look it up! 
Round And Round In Circles We Go 
 
 
It's basically impossible for anyone to mention Macs without someone moving it into, "My OS can beat up your OS" territory. It sucks because it basically means a meaningful conversation on the subject is impossible.

Sometimes the internet sucks. 
Nah... 
...I'm not really in that territory. I just said that IMHO Mac Os is a bit more reliable environment to work in as far as I'm concerned...
But, that's just a perspective...

I work in the printed graphics field and, clich�e as it sounds, Mac pretty much sets the standard. Said that, I sometimes work on Win 2k, I find Windows more amicable when I have to, say, edit videos and sounds.

I think it's really a matter of comfort, that's all...

And, I agree sometimes the internet sucks. 
Don't Give Up, Willem 
I use to be a hard line Windows user a few years ago, and still use it, but I have softened on my disdain for the Mac (still don't care for the �ber-boomer Jobs, but anyway). I've had some experience with the Mac editing film over the last few years (my best friend recently graduated from the film school in Wilmington, I helped on several projects), and if I could afford another top end system to be used purely for productive purposes, I would most likely go with the Mac now. 
I Remember 
PowerPc's - windows OS with Mac architecture.

I don't use make because all my software is windows based and so are all those I'm linked to via network and email.

Getting some of these people to understand what a rar file is can be a headache, so converting between OS formats would be a nightmare.

Bloated windows culture wins again. 
 
Yeah, my next system is going to be one of those massive 8-core PowerMac tower things. It's going to be awesome. 8 processors running VIS. :P 
:P 
(jammy bastard) 
 
that would explain why Macs are regarded as performance boosters. No games to play at the office means you are stuck having fun reformatting those targas in Photoshop your boss asked you to do.

So true... we all have Macs at my current job, and this is the first company i've worked at where we don't all stop at 6pm and fire up Q3/UT/CS/TF2. 
 
But Quake3 and UT are available for Mac. 
Willem: 
Well, got any other theories? 
 
No other theories. Maybe the people you work with aren't gamers? Maybe they like consoles? I dunno, you'd know better than me. :) 
 
Or, thinking about it more, it might just be the way it is. We don't fire up games after hours here very often either. People play together at home over XBox Live but playing in the office has become something of a historical footnote. 
 
nice map but i would prefer if they were two instead of one big but was a fun blast thks.

http://trinca.quaddicted.com/temp/digs04.dz 
Willem: 
a less snarky version of the above is, maybe most people want to be playing the latest thing. I still like Q3, but I've played a lot of it and would rather be playing TF2 now. 
OSX Etc 
I've found that coding in a POSIX situation is much more enjoyable in an open-source environment (i.e., not using OSX). For example, Gentoo has a magical ports-like system where you can download, compile (with your specific flags) over 10,000 apps with 2 commands or less. I found it much easier to use than DarwinPorts or whatever the latest attempt to bring normal BSD functionality to OSX is called.

Unless you have money to burn, and feel the desire to trust random binary blobs that you download/purchase, BSD or GNU/Loonux > OSX.

Generally, OSX is expensive as fuck. Think about the cost of their hardware, alone -- it might be pretty, but you pay a premium for that anodized exterior and light-up logo.

Note that Apple is a small very evil company (software and hardware lock-in), whereas Microsoft is a big evil company (software lock-in).

I'm not talking outside of my experience -- I own a G4 powerbook and a video ipod. I used the powerbook as my main machine for 3.5 years. 
 
Wow. 
I Wonder How Darwine Is Doing These Days? 
Alternatively, install Ubuntu on a spare bit of disk and use Wine (it's what I do, though I have to use Ubuntu for work) -- maybe it even works in Parallels these days. 
The World Needs 
one Fitz to rule them all. 
And 
In the DarkPlaces bind them. 
Forcing 
them to watch BJ-P(orn) all day and night. 
As Has Been Said 
pretty solid map thats a lot of fun, 3 times round got a bit much for me despite the different starts and routes, but good idea and nicely executed. 
Finally Played The Map. 
It's fucking awesome, really really like it.

Can you find all 4 secrets on each run through? 
Post A Reply:
Name:
Title:
Body:
message
question
exclamation
idea
flame
noflame
error
skull
beer
moon
pent
rocket
sheep
pacman
pig
cheese
worldcraft
gauntlet
crate
pitfall
pimp
smile
cool
sad
frown
oi
yay
tongue
evil
wink
neutral
q1
q2
q3
ut
hl
cs
doom
dkt
serious
cube
Website copyright © 2002-2017 John Fitzgibbons. All posts are copyright their respective authors.