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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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Uh 
Maybe there should be 'my' at the start of that... 
 
I don't really include Quake in my statements about Easy mode. It's just as easy to bind a key to "god" to get by sticky areas. :P 
I'd Count It 
As a failure of the game play design if you feel you have to do that though.

Its why demos are so useful when in beta - its tricky to 100% predict the mood of the player at any given time.

The derpier the demo (Daz reference!) the better as well. Most errors in game play design occur because a specific case wasn't considered, and a demo is great for showing you where those occur.

I find feedback on the other hand less useful, since it means theyve had time to think it over and colour it with their own impressions. It's not necessarily bad, but can distract the LD from their own vision. 
I Fully Agree With WarrenM... 
In Quake1, I much prefer the "content" (architecture, doors and mechanisms interactivity) over the monsters which are just a "condiment" in the game (at least to me).

As Warren, I already killed the monsters in all ways possible before, with hundreds of maps, and it's boring after a while, especially for an old 50 years fart like me.

The map itelf is the real star, in Quake. I love to visit and discover the map and see the beauty of its corridors, doors, floor and ceiling, mechanisms, etc. With the immersion typical of Quake, I feel like an archeologist exploring some old ruins. The "immersion" is why I love Quake1 so much, certainly NOT its stereotypical monsters, and not even the FPS gameplay.

Quake1 give me the feel that I'm really traveling in some "out of this world" place, and this is why I love Quake1 so much. I'm a "traveler", not a psychopath killing monsters just for the fun of killing. I kill them just because they're in my way.

I much prefer to kill the monsters using the mechanisms in the maps (traps, doors, bridge, etc...). That's where the fun is.


But what do I know, since I'm just a shit fly player, and you mappers are Gods !? 
Same. 
 
I'll Never Get Tired Of Killing Ogres 
 
Part Of The Content 
Is where the monsters are placed in the map. Otherwise I'd just make boxes with enemies in them.

So the ogre up on the ledge for Sleep to kill could be covered by a second ogre on another ledge, whose grenade lands in just the right place to mess the player up if they try and snipe the first ogre.

If the player kills the second Ogre, then its death wakes up the third Ogre, who is waiting round the corner at the top of the stairs. He has LOS on a pack of dogs, who also join the fun as he toddles out onto the ledge to throw more grenades at the player. 
TBH. 
Same old monsters doesn't necessarily apply to these maps where you've got Hunters supported by nail enforcers or a chain reaction of spawn boxes or a triple consecutive Quad run.

Then again I quite like being a psychopath killing monsters just for the fun of travelling in some "out of this world" place... 
Mapping 
Entity definitions and map sources would be nice 
Ok 
When I get round to it.. 
I'm Completely Lost In MFX's Map 
Got the last(?) circuit board thingy but got no idea where to take it. 
A Bit More Precise Please 
but you�ll find it i�m sure. 
As We Speak 
RRP DevKit is uploaded to Quaketastic, get it here:

RRPDevKit(10megs)(7z)

Could a mod update the newspost, please?
Thanks in advance! 
I Did Find It 
Right under my nose :P 
Devkit Link Added To News Post 
 
Thanks! 
 
Thanks 
For the upload, and the shove. 
I've Tested This Bloody Thing 
And I've never seen or heard of nyarchon.qc before!? 
Also There's No .fgd Included 
 
Nyarchon 
Was going to be a boss, in the nyarchon secret as a cameo and later in a hidden level.

RL.

No fgd? Bugger.

http://www.quaketastic.com/files/misc/rrp.fgd 
Awesome Maps! 
I dont want to lose much of words, but thanks to the makers!
The start map alone is one of the sexiest i�ve seen in
a while.
Not to speak of the actual maps, its all been said.
Thank you very much Ijed, Hrimfaxi and Mfx! 
Cant Get It To Run At All... I Get This Error 
-heapsize And -zone? 
3. Launch the engine with the command line:
-game rrp -heapsize 256000 -zone 4096 
And 
Be sure to use the engine linked at the top of this page :) 
Command Line Stuff Worked A Treat. 
 
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