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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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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 :) 
Pekka 
LOL !

Nice place, with the holes ! hehehee ! 
Correct 
it's Eurostile (AKA microgramma) bold extended. 
10/10 
Just played through Telefragged earlier today. It was super beautiful, and I'd highly recommend it to all quake lovers. The entry map is also pretty sick. Currently playing through the next map in the pack. 
Still Slowly Savoring The Gameplay 
of a well made SP quake map pack.

Currently at 189/679 in Telefragged with 2 secrets found.

I think this pack will take me 5 to 10 days to finish. 
Belated Comments 
locust - very impressive map although I think the most impressive visual area comes way too far into the map (the big room with lots of walkways and one of the key doors in the bottom corner).

Bit of a lack of progression in terms of objectives (not so much actual progression which was easy enough to work out). Gameplay was enjoyable but I wouldnt call it memorable. 
Telefragged 
well I dont know what to say really. Probably the most memorable map of the pack if not the best IMHO.

The start was an interesting experiment and I thought it worked well enough once you figured out what was going on. But you cannot work it out on first playthrough IMHO which is a design flaw I think. Some short text or a small cutscene at the start could have made it clearer.

I also thought there were a number of quite plain looking areas that kind of stood out compared to the rest of the uber detailing.

It also did become exhausting in a number of parts, mainly because of its sheer size and scale. Never enough for me to quit and come back to later but enough for me to pause the game every now and then.

That's the nitpicking. The rest is fever dream brilliance IMHO. Although the map was exhausting I never found any of the particular combats grinding which is a feat in a map with a monster count that almost reaches 4 figures!

Visually, the majority is amazingly detailed and cohesive and the end sequence destruction is also memorably pulled off.

But above all else, like in Warpspasm, there was a feeling of prevailing evil/dread throughout the entire map, which IMHO is a very difficult thing to pull off, let alone at this scale. It kind of reminded me of the first time through Zerstoerer. 
Pipe 
IMHO this is one of the best looking quake maps ever produced, the architecture and texturing is very complimentary of each other, if not always original. Mfx's improvement in the bisual department has been exponential!

Some of the combat setups were a little odd but on the whole, gameplay was very satisfying.

My favorite of the pack, the visuals get it over the line compared to telefragged. 
Oops 
that should be visual not bisual. 
Lol! 
Freudian slip?
Thanks for your kind, warm words, brother. 
Yes 
Thanks to all who've taken the time to give such considered feedback. 
Praises And Small Nitpicks 
I really like this pack. I love the attention to detail (including effects like the lightly waving flags) and the new monsters and new monster behaviors are on the whole great. I've gotten a lot of enjoyment out of the parts I've played, and there's a still a fair amount to go.

Wanting to nitpick a little, I find a bit odd you can climb ladders with your back turned to them. I'm not suggesting the scripting should be reworked to try to eliminate this, but it's a diverting image escecially if you fire a weapon at the same time. (I'm not even sure if it works consistently with every ladder, but it definitely does with some.)

I also have a comment on the early GL secret in Locust in August. I try to be vague so as not to spoil it for my fellow secret-hunting aficionados. It appeared the intended way to reach it involved finding the button, but I dropped down from above instead and found the GL before the button. How the button worked from the other side was confusing for a few moments.

I regret not recording any demos of my first explorations. I should get into the habit of doing that to give the authors the chance to watch some really really boring Quaking :) (Seriously, though, I understand it's good feedback and I intend rectify my lazy habits in the future.) 
Locust In August 
Great level, never got lost. Died in the slime once, player should be able to get out of there. Nothing else to comply actually, who am i?
Crazy detailing all over. Awesome.
Here is a Demo.
Thank you for your hard work, now to the other maps.. 
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