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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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8-) 
Thank you Oldone.
Enjoy the other maps! 
AWESOME! 
 
The Long Drop Secret 
Can anyone tell me how to get that "long drop secret"? I tried to activate it for 15 minutes but couldn't find the trigger. I'm so frustrated. 
I Can't Play The Third Map 
I've played Locust and Telefragged. Quake Injector shows me two other maps named "Mfxsp19" and "Mfxsp20". However, when I try to start them, I'm spawn at the start up region instead. How do I play them if they are actually playable? 
Weird 
but try getting to mfx's map from the start map, it's on the top floor. Mfxsp20 is a secret map. 
The Third Map 
I found the entrance, through the exhaust pipe. Never mind.

It tells me that I'm the last hope of the mankind, but they still send me with an axe and a single barrel shotgun... Come on world! I'm your LAST HOPE! 
Secret Map? 
Where do I find it?? :) 
Mfxsp20, WTF !? 
When I try to launch the mfxsp20 "secret" map from the console, the map launches and return to the console after just one second, with this message :

"951 efrags exceeds standard limit of 640"

WTF !? 
Okay, Found It... 
I was using the command -quoth at the start. Removing it gives access to the mfxsp20 map. But then this is a tiny map with just 6 idiots to kill. What gives ?

How do we have access to this "secret map" from inside the levels ? 
 
#108 
Long Drop 
Is broken I'm afraid.

If you noclip down you'll find the platform lowers in order to take you back up - this is the position it should have been from the start.

I did fix this issue, but due to Dropbox shenanigans the fix was lost, along witha few others for HOMs when looking through walkways :[ 
@Barnak 
Dude, if you don�t get it, just shut up and stop shitting here.
You probably can�t imagine what effort it took to make these maps.
I feel sorry for you.

@others
Yes the credits level is only meant to be accessed through mfxsp19. I had plans to make it accessible through the start map, but my poor knowledge of setting it up correctly forbid that.
Maybe next time. 
MFX 
mfx, I apologize to have irritated you. Really, it wasn't my intention.

You're a God, and I'm just a shit fly. 
Okay So More Indepth Comments Maybe. 
MFX - stunning. Replayed to get 20/23 secrets. The secrets in themselves were a work of art, except the drop-thru-the-fan one which was counterintuitive. The layout, design complexity and detailing in this map is astonishing. So luxuriously INDUSTRIAL, but with enough variety and cleaner areas to be comprehensible. Gameplay is generally great, the flame enforcers are annoying but otherwise it was mostly smooth and a good challenge. The GK room being a bit harsh maybe. A full arsenal of weaponry was rather welcome (including the very cool early GL secret). 
Thanks Shambler 
thats nice to read:)
You�re right, and everybody else who is complaining about the SNG secret.
That button is hidden where nobody dares to watch:)
Did anybody found the way to circumvent the SK route? It is possible to bypass the door, which makes the map even harder:) 
Another One... 
Hrim: Excellent map. A bit haphazard compared to MFX but still good. Once again detailing is great if not as refined. Some of the designs are great, some are a bit blander - but the outdoor scene you encounter first and penultimately, brilliant, I want to marry it it's that good! In fact the whole finishing design is good. The complexity of the layout is once again great. Gameplay generally good too, plenty of nice encounters and well-balanced overall....if you're careful. I only got 13/19 secrets this time tho. 
Last One.... 
Ijed: Absolutely ridiculous, yet very good indeed. Less of a map or even an episode, more of an experience. Good designs but less refined / consistent than the other maps BUT somehow more atmospheric and gripping for this. The slightly chaotic nature gives it a disorientating Quake / Zer feel that works well. Some bits are a lot cooler than others, maybe some of the bits could have been trimmed down, but then again it's OTT nature is part of the charm. The gameplay is similar, slightly more random and chaotic in places, and exciting because of that. Thankfully a lot less gruelling than Warp, in fact surprisingly fun for it's size. Some of the setpieces are rather tasty, and the start was actually pretty fun the 2nd time around. I got 21/31 secrets, some of them were great, getting 3 Quads in a row around the slime pistons was fun. The early GL is the broken long drop, right? 
Finally. 
The additions n stuff:

Nail Enforcer - slightly too sci-fi-ish but a quality model and a good addition to the arsenal.

Floyd - slightly silly but I can't help but love this guy. Good fun especially dotted around silently.

Flame Enforcer - fuck off.

Z-Aware Ogre - at least it's differentiated from normal Ogres. Fine.

Chainsaw Ogre - basically a Fiend, fair enough. I don't like the animation so much.

Hunter - very high quality model and great fun to fight in various ways. Again a bit too sci-fi for Quake.

New effects: Smoke, steam, particles, destructible cladding, sparks, glass - all great and used really well in the maps.

Lasers that damage you just a little bit: Very sensible.

Auto-saving: Even more sensible, really useful in immersive maps this big where it's all too easy to forget about saving. The very small risk of being auto-saved on 1% health is definitely overriden by the larger risk of getting 200 monsters in and having forgotten to save. 
Thanks For All That 
And yes, long drop is Donald Ducked. 
Hoy 
And the spawn? 
Forgot Teh Spawn. 
Not sure how as I ended up spawning/killing 350 of them...

Spawn boxes: cool, characterful, good fun.

Nu Mega-Spawn: good, well done, kinda ominous but fair to fight.

Nu Spawn: Easier to kill? Works well. I sometimes forget the damage is the same and casually shoot one next to me, doh. 
Forgot Teh Non-linearity Too. 
Bloody excellent in this pack...

<Shambler> holy fuck
<Shambler> the big outside area with the pistons.....i never even visited there on the 2nd play through
<onetruepurple> okay then
<onetruepurple> how did you manage to skip a huge outside area?
<Shambler> no idea
<Shambler> i had a look, thought "oh yeah i remember that", went back inside and went another route 
Further: 
<Shambler> otp: up to 25
<onetruepurple> noice
<Shambler> i think that's the best i can do
<Shambler> there should be *something* in the floating crate room but i can't see what
<Shambler> there might be something that opens after you kill the reactor
<Shambler> although you don't need to do so to exit
<Shambler> someone should do a "least kills" route, i bet you only need 1/3 - 1/2 to get through 
Yes The Non Linearity Is A Huge Plus In Levels This Size 
 
Yup 
"Only" about 500 kills are necessary. 
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