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R U B I C O N R U M B L E P A C K
Is complete. It features maps by myself, MFX and Hrimfaxi. It's based off Rubicon2 and includes a few new enemies and features.

Download links: quaddicted / dropbox

Here's the link to the required engine (quakespasm svn r980):
http://celephais.net/board/view_thread.php?id=60452&start=1108
I'm sure more engines will support this pack with time.

UPDATE 1: Devkit is now available here

UPDATE 2: Patch (bsp + lit): https://www.dropbox.com/s/2lk84vnzy3oeaeo/rrp_patch103.zip?dl=0

Full Patched Download: https://www.dropbox.com/s/5xzckbmk99yz8mp/rrp_v103.zip?dl=0

Fixed Bugs:
HOMS through walkways at odd angles
Zfighting inside door frames
Unmarked / broken secrets
Crash on easy skill
Items falling out of level

New Stuff:
Added coop starts (untested)
Added dirtmapping
Added brushes to better divide the visleafs (performance)
Added some dynamic helper signs to aid navigation
Various miscellaneous tweaks and gameplay fixes
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Awkward lifts ruining the map are my signature. 
Just Put 
More secret under them.

Thanks for the kind words guys. 
Finished Mfx's 
and was going to put detailed comments but exhausted at the moment. So for now :

locust - says a lot when a hrimfaxi map is the 3rd best in the pack. :)

pipe - one of the best looking quake maps ever.

telefragged - exhausting but oh so brilliant. 
Telefragged Done Quick, Someone ? 
Guys, what about a Telefragged Done Quick contest ? Hehehee

And what's that Slipgate Inactive, on the start map ? After finishing the three levels, it doesn't activate for some final secret level or something ?

I suspect there's a fourth level hidden somewhere. 
Nope 
It's just an entry for a map that wasn't made because of RL. 
 
This looks incredible, I'm itching to play it but I think soonest I will have time will be tomorrow. 
On Locust 
Was I supposed to pass the cyan lasers and live? 
Major Shortcut Found 
i�d say. 
Yep 
 
And Another Thing 
Again in the locust map, there's a pile of creates that you can climb and get stuck.

I seem to remember it's in the final big elevator room.

I'll get back to you later for more details on where it is with more precision, as I intend to play the map again. 
Congrats Guys 
holy cow, maps size. and now this is REALLY huge
locust.bsp 40407kb
telefragged 47029kb

The most amazing thing in telefragged map that fence models or whatever its called 
Ummmm So Yeah. 
Gonna dl and play this soon-ish. Haven't read the thread, but have a quick question: Are there at least quadruple figures of enemies in each map?? Basically if it's not 1000+ monster count per map I'm not even going to bother unzipping it... 
Downloaded The Latest Quakespasm Release... 
And while going to the first map (Lost in August), quakespasm crashes and it says:

"Hunk_Alloc: failed on 3082832 bytes"

I'm using Windows 8.0 (and before someone says anything, no. I had no quake related problems with W8 until now.)
I tried to load the map in Darkplaces but the transparency doesn't work (purple stuff) and it's very laggy. 
 
8-(
Well that confirms to me that I need to change editor.
I'm pretty much feed up with Hammer not saving
the values I write in the fields of the entities.
I don't know how many times I have had to write the same things over and over in the entity box, targetnames, angels,etc.
Hammer keep forgetting to save the information. 8-(

Well I did change the hurt value at some point in building but it looks like I didn't check if it was saved. 
Shambled 
I don't know if it is possible to hit 4 figure monster count in my map. Maybe.

Daya, use the correct engine (the linked one) to fix transparency and add -heapsize 256000 to the commandline for it.

AKA RTFM :) 
Hrim 
Yeah, that's the ugliest bug since you have to double check every entity change.

Trenchbroom! 
4 Figure Monstercount 
I wonder if it'd crash the engine... 
Heapsize 
heapsize 256000 was not enough for me. i had to use heapsize 300000 otherwise quakespasm would keep crashing to desktop while loading telefragged. 
Okay So. 
The next map / pack that forces pixellated wankshit on the player, I'm deleting without playing. 
RE: Heapsize 
Is this with a 64 bit build (e.g. win64 build)? 64 bit builds would require slightly more memory. 
#144 
+1 
Ijed 
I got up to 937 if that helps. God knows how many kills.

There was a lot of cool stuff in that map, especially being continuously exploring (lost?), and the gameplay was a lot more fun and better balanced than Quoth stuff. However having the "continuous instant death trap" stealth start did mean that I started off dying a lot and continued by quicksaving a lot, so it felt a bit weird.

Tired now. 
When You Think About It 
ijed's map is essentially a whole Q2 unit in one BSP file, right?

Love the map but perhaps splitting it up into three or four intertwined parts would have been even better. 
I Think 
The highest I saw was 948 - but that's old data now. As mentioned, possibly elsewhere, splitting a shoggoth ups the count by 2 and opening a box by 1.

Splitting it would mean coding in level changeovers. You revisit too many places for this type of thing to be feasible. 
I Think 
The highest I saw was 948 - but that's old data now. As mentioned, possibly elsewhere, splitting a shoggoth ups the count by 2 and opening a box by 1.

Splitting it would mean coding in level changeovers. You revisit too many places for this type of thing to be feasible. 
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