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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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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. 
Re: Heapsize 
yes, i use win7 64bit. 
#144 
The next map / pack that doesn't force pixellated wankshit on the player, I'm deleting without playing. 
 
As I am playing this, I feel that the Rubicon theme would mix really well with the Travail theme.

Some kind of Travail/Rubicon Hybrid in the future? 
Ijed. 
Also, you utter utter bastard. I got a fucking shoggoth trapped in the under-slime RA & MH secret. Kept bouncing at the window trying to get out, but no matter where I went, it wouldn't go back into the slime and back up to the moving platforms. I tried so many bloody times to go down and kill it and it's offspring but it was pretty much unsurvivable with the slime damage and I never got that fucking secret and I seriously hope you get anal warts ON YOUR FACE. 
 
Achivement unlocked: Tickle Shambler's udder.


Could someone give us a nice screenshot for Quaddicted? 1024x768, no hud, <300 kilobytes. 
 
anal warts ON YOUR FACE.
...
Could someone give us a nice screenshot for Quaddicted?

Get to it 
Hahah 
There's plenty of screens on ModDB but they do have HUD in them. I'm away for a few days so Sunday is probably the earliest I can provide anything.

100% kills on mine may be impossible. I suspect there's a phantom fish outside the world and rarely, the shoggoi will bounce their children through brushwork, out of the world and effectively making them unkillable.

And a note about tar boxes - if you open one then it raises the kill count by 1, if you don't then it doesn't. 
Good Stuff. 
Generally very complicated, very involving maps. Not nearly as gruelling as some other big releases. Some amazing detailing and industrial designs. I liked them overall. 
Screenshots 
I grabbed a few screenshots and put them on Imgur. Some spots I reached with noclip + notarget, so they're not from actual gameplay.

http://imgur.com/a/6Pdza

If they all suck, I can try again tomorrow :) 
Quaketastic Has Some Too 
In the screenshots folder, though they are terrible.. 
 
Wow, amazing maps, not much else to say. August took me 30 minutes, the French map 42 minutes and Slipgate a whopping 69 minutes (all on hard). I tend to prefer smaller maps but this time I found the extra length refreshing.

I only demoed the final bits of Slipgate (20 minutes perhaps?) so here are some scraps of that. I died a few times mostly due to ambushes and carelessness: https://www.dropbox.com/s/17oregpzxwiq2v8/rubmikko.zip?dl=0 
Thanks 
 
Non-stop Crashing In Telefrag 
This is wierd: yesterday when I arrive at the Pentagram's platform, the button worked OK, but I fell into a pit without dying and I had to kill myself to reload the save point, but once it loaded, I had to quit the game because real life stuff.
I try to replay the game this morning at the same pentagram spot, I step on the button and QuakeSpasm crashes with this:

"Z_Realloc: failed on location of 204800 bytes"

I tried to relaunch the game with heapsize 700000 but the exact same thing happens.

Such a shame because I'm digging the maps. 
 
That happens if you forget to launch with -zone 4096, double check that? 
On Locust 
Another illegal way to pass the cyan lasers is to get the pentagram secret nearby 
Finally Finished All 3 
I'm just amazed at the shear talent, dedication and technical skills it took to release such a map pack.

I won't go into heavy critique as the quality work of all involved, as with their usual releases, is well known here. At that point it just comes down to subjectiveness of the individuals experience. Same as with all art work.

Again, I apologize that I don't provide demo's most of the time, but I die ALOT! And I tried countless times with the previous two "map jams" doing first runs only to spend more time being frustrated by trying to provide a damned demo rather than simply enjoying the maps!!!

I super enjoyed all of them but played them spread out and telefragged was played over several sessions. I just get Quaked out...

I read the thread "When Is A SP Map "big Enough?" and at first I was like they are too big. But I simply changed "how" to play them for me to have fun with 'em.

Telefragged took me a lil' over 2 hours. Missing a whole lot of baddies and secrets(13 out of 31).

I would like to add, as my only gripe... AUTOSAVING! Grrrr... fuggin' so annoying :-P Every time in Telefragged it autosaved right where I was getting surprise attacked/killed and then it ruined my own recent quicksave in the safe spot.

Other than that, THANK YOU Mfx, ijed, Hrimfaxi and everyone esle. It was most entertaining :) 
 
Slightly off topic but what font/typeface is that in the last screenshot from Pekka? Need to put some text on some textures and it looks like it would fit.. 
Font 
Some neo-grotesk with an extended bold weight
(Eurostile, Helvetica, Univers, ...) 
NotoriousRay 
In Other Words 
You've got mail. 
 
Thanks dudes 
Found A Special Place In Ceci N'est Pas Une Pipe 
I spend a good while exploring the Pipe map by Mfx for all the sekrits. It's a great map, and I did find all the legit secrets. Still ended up 6 kills short though.

Probably the most appropriate thing to see after finding the last of them would have been a message telling me to get some sleep, but I will settle for being saluted. It's all good.

I also found something that I very much hoped would have been a secret, but wasn't. It is possibly a place the player is not intended to go to. There is no message or anything else when you get there, so I can't say. Some things look like things you aren't supposed to see, at least.

I recorded a tiny demo of me going there and walking around a bit. It was such a fiddly route that I had to settle for flubbing the first rocket jump. And well, I'm not that good at rocket jumps.

Link:

http://www.quaketastic.com/files/demos/rrp_pekka_mfxpipe_special.zip

It's recorded with protocol 666 with a recent SVN build of Quakespasm on a 64bit Linux env. I suppose only the protocol 666 bit should matter here.

Mfx might be interested in checking it out as the map author. I'm not sure why anyone else should care, unless you want to know about a place on the map that definitely does not have any secrets at all :) 
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