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New Q1SP: Something Wicked This Way Comes

Download (36 MB):

Quaddicted page (thanks Spirit and negke!):

This oft-delayed release began as one of the maps to be included in last year's Unforgiven episode, but it soon expanded way beyond that. The end result could not even fit into the normal expanded BSP format, and therefore in order to play this map you MUST use an engine that supports the BSP2 format. Right now this is only the RMQ Engine, which is available at (other engines support earlier versions of BSP2 or will support BSP2 in the future, but don't work right now).

The main map is based on scraps by Tyrann and Necros. It features lots of exploration and 30 secrets. The latest version of Drake is required and included. System requirements, as usual, are high, due to lots of monsters and large open areas.

Please see the readme for more information and the much-deserved credits for everyone who made it possible for me to finish and release this map.
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Water Lightmaps.. 
are something I asked about before too, I think Tyrann tried to add it but it didn't work, something about the engine needing to support it. I never thought about the water distortion before Preach just mentioned it, I guess it would probably take a little more work to impliment than I originally thought.
What would be nice is if you could add a key that the engine would recognise as lightmap-enabled and on older or unsupported engines it could display in the default fashion? 
Backwards Compatibility 
From a vague understanding of lightmaps in the BSP, it should be possible to add extra lightmap data in a backwards compatible way, the engine will just ignore it. I don't know if you can associate a lightmap with a water surface as easily without breaking backwards compatibility (I'm sure there will be some way though). 
Why hasn't someone simply supported lightmaps on water, anyway? Is it that hard of an engine thing to support? I mean, it's a surface and it's in the BSP so ... ?

One issue with that is that some maps allow for draining of water etc... which would cause inconsistencies. A light grid wouldn't have that issue since it's volumetric. It would also help the models being lit more consistently; using the lightmap below is a crude approximation -- though it works surprisingly well most of the time.

But imo any vaguely consistent lighting is better than no lighting. 
Jesus Fucking Christ 
took me a while to make some time for and about 15 min of dickery to load (first download right rmq engine, then sdl.dll, then sdl_net.dll) but was it worth it?

Absolutely. Totally amazing all round but what I liked was the fact that the architectural scale actually fitted together with the gameplay scale and the beefed up weapon scale. It was one big OTT jaw dropping, brutlaly fun experience.

Seriously I have no idea how long this took to make or how you guys just keep managing to up the ante so much every year but this is mind boggling mappery. 
thanks for the compliments, glad you enjoyed it. It definitely took a long time to make!

I take inspiration from the fourth episode of The Ultimate Doom, "Thy Flesh Consumed," where the designers knew the engine capabilities well, and also knew that anyone playing it would already be familiar with the game, so they just went ahead and made huge, nonlinear levels, that assumed the player would find their own way. Although with this, after some playtesters got lost, I decided to err on the side of making the route obvious, since what's the point of all the testing and compiling etc if people are getting lost. 
Yeah Probably Was A Good Idea 
I think I got lost maybe once but I have a habit of wandering around levels just looking at stuff anyway so I dont mind even if I do. 
Got To Say 
Thanks to Tronyn and PM for doing something with the format. Too drunk to elaborate. 
I Am Speechless 
A tremendous accomplishment. Such a huge map that nearly forms an episode by itself: painstakingly constructed to perfection til its smallest bits, ingeniously interconnected to ease up navigation and reward exploration, populated/balanced such that the over an hour long trek never gets boring, unfair nor disencouraging. The single fact that I haven't got lost nor died even a single time throughout a map that took seventy minutes to beat and put me against nearly 700 monsters shows the amount of skill on display here by itself.

I have used RMQE (r3714) and haven't encountered any bugs (this should be the first choice for anyone out there who haven't played this monster of a map yet). Though it still requires a bit of cvar fiddling to revert it back to less 'flashy' visuals. There are a few more, but these three are crucial:

r_colored_dynamic_light 0
r_colored_dynamic_light_mflash 0
r_motionblur 0

Still, I haven't figured a way to keep Death Knights from lighting up the whole area whenever they use their ranged attacks or the spiders from doing the same wherever they die. There isn't any documentation on the specifics of the engine so I had no choice but to try to make it out from the config output. I don't know what the following change exactly and I'll be grateful if any of the original coders can explain them (values are the default ones):

r_instancedlight 1
r_lightscale 1
r_uwfactor 512
r_uwscale 2
r_warpfactor 2
r_warpscale 8
r_warpspeed 4

Anyway, even though it was a bit of a hassle to run, this masterpiece was worth all the effort on my end. It was breathtaking, even intoxicating to behold most of the way and highly enjoyable to play all throughout. It was the perfect finale for today's Quake festivities of mine.

Thank you Tronyn.

wickedstart - 5:40, 2/3s
wicked - 70:15, 12/30s, 674/690k
wickedend - 7:27, 2/2s, 98/101k
Thanks for the feedback, and the level of detail in it, and the tips that should be useful for other players, too. Cheers.

My Q1SP reviews should finally be coming soon, and I should have another Q1SP out this summer. 
..Pentium2 450+voodoo3 Could Manage This Beast ? 
unfortunately, I doubt it; it is vised, but there's open areas and lots of monsters... if you could run all the maps in RMQdemo2, you should be able to run this... but I'm not hopeful. Sorry! 
Yes I know what you mean but with that config I still manage to play almost all Quake thingy just with not too demanding engines !'s a maniacally well setup config with all the fastest drivers for voodoo3(1.05), directx8.1, win98se tweaked(eheh), etc..

From my experience if a map is vised then..ehr should be at least playable(I'm happy even with 15 frames per second) 
Soo Close! 
680/690 Monsters 29/30 Secrets

97/104 monsters, 2/2 secrets for the end Map

0/0 Monsters, 2/3 secrets for the beginning

And what is Hell Skill?? 
Hell Skill 
is pure crazy. Monsters have kind of Zombie mode, they just don�t
die but come to life after some time.
Heavily unplayable, at least you have to be Orbs. 
Error When Try To Launch 
I put sdl and sdl_net dlls in quake folder but when run rmqenginewin32.exe error:
I don't expect to be able to help much, but what version of RMQEngine, and what operating system?
Have you tried DarkPlaces ( or FETQW ( 
Cubemap support is pretty much universal in all hardware since the riva.
The only thing that doesn't support it is microsoft's software implementation.
In which case, update your drivers. Properly.
From your vendor's website instead of windows update (because microsoft in their infinite wisdom do not provide gl drivers in those automatic updates).
Failing that, do as Tronyn said and use a different engine. Note that if either of them say 'gl_vendor: microsoft' you'll want to install some graphics drivers anyway... 
Don't You Need A Glide Port For A Voodoo? 
Somehow I missed this when it was released! Glad I found it, it's got to be one of the best single maps ever (referring the middle one). The start map was amazing too.

But yeah that middle level, the size, constantly fantastic architecture all the way through. Balance was just right, at the end I still had lots of MHs all over the place, but not much ammo left at all. In fact I left a lot of the flying lightning dudes and gaunts, I didn't have enough ammo to kill them at the end, the dragons used it all up, but I didn't need to anyway. It also wasn't too difficult and hordey like some tronyn maps.

Fortunately, thank god, I never really got lost. The little tips you put in had me on the right path. The exit, gk and two towers (I thought it was the two back at the start) had me walking around a little bit, but not for long. But, this level could be frustrating if you did happen to get lost and not know what to do next.

The end map, I read some comments so knew to shoot the buttons for the pillars, although I only used three of them and not till about halfway through. I didn't find it impossibly difficult. I died I think 3 times but they were mostly shooting at the buttons instead of focusing on combat. And I still had plenty of ammo left, never even used the cell weapons or bfg. But I definitely think it was adequate - you don't need to have an arena with the biggest battle ever, in fact the dragons at the end of map 1 would have been a good enough finish. They fucked me up a few times in fact. I was playing on normal btw.

I think I might have to go back to play the marcher fortress since everyone still says that's the best. I really can't remember a thing about it. But I think wicked2 takes the cake for possibly being best q1sp of all time. Of course it has the advantage of being qbsp2...

ps. I love the more powerful sg/ssg. 
Played 'Wicked' through with Quakespasm with Eric's bsp2 patch ... Haha. It's been ages since one of Tronywns big maps has got into my hands. 14/30 secrets and around 470/530 kills on normal. Super exhilirating gameplay as always, and not too many fmd moments. 
Oh Man 
Now that QuakeSpasm supports BSP2 I'll be playing all those releases soon! 
Can the old NSOE and ARWOP maps be played through this? Thanks! 
yes, the latest version of Drake which comes with Something Wicked should support everything in NSOE and ARWOP. Pretty sure that will work, but even if it doesn't, the eventual Drake merger project (target: this summer) will support & include all previous Drake/SoE maps. 
Tronyn, for the Drake Merger, can you get different models for the Shotguns? Still not used to the "same models but different" shotguns. 
maybe add some cfg's to get certain settings in the different engines wich support the bsp2 format, one for eyecandy one for performance one for vanilla-taste 
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