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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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I Disagree 
getting lost in a map like ijed's is part of the experience.

I mean that seriously. 
Gfx.wad Error 
So I thought I would give this pack a go. I have downloaded the engine, quakespasm-r1261, run it and got this error. I copied over the gfx.wad from the old Quake folder but still get the same error. Is there a particular directory structure that I need to follow, (no, I haven't read all the Readme files or Googled it or asked my mum). 
 
You still need the usual pak0.pak and pak1.pak files in id1... is that your issue?

(Also at this point IMO you should just use the most recent Quakespasm release, although that's almost certainly not related to your current problem.) 
 
Yeah, I'd recommend the most recent Quakespasm now. The beta version that was required when RRP came out was just an early beta of QS 0.90.0.

The directory structure should be like:
- quakespasm.exe
- [other quakespasm dll's, etc.]
- id1/pak0,1.pak
- rrp/pak0.pak 
Also, If Skipping The Readme 
making a shortcut with "-game rrp -heapsize 256000 -zone 4096" is critical :) 
 
Not really sure? I have the Quakespasm folder with the engine, various dlls and the gfx. I also have the rrp game folder in there. When I run QS it immediately crashes with the gfx error.

OK, just also dropped the ID1 folder in there and it now loads - thanks. 
 
Nitin; yeah most people seemed to like non-linearity and didn't mind exploring quite a bit.

Played mfx's map the next day, damn that's awesome. One of the best base maps ever. I'd suck dick for more of this! Maybe not quite, but levels of this quality are quite special.

I must admit, I couldn't find the last data chip. Got the obvious one in the trapped area, got the one through the hole in the floor, couldn't find the other. Noclipped for about 20mins looking everywhere but just couldn't spot it. Everything was dead so I couldn't go by monsters roaming around. In the end I just noclipped up the lift, I probably didn't miss much anyway, just a button working.

I also played in DP, worked pretty well, except DP not saving the resolution and having to change that everytime I play. 
Heya 
Thx man, we had a blast making all that. Glad you liked it!

As for the last keycard, i know exactly where it hides. It is at the giant vent you see from the starting point. High up there. 
After Reading Comprehension Set In 
i must admit you may have encountered a bug. That other card than the ones you described is easy to find/placed in your path..

These maps were never tested in DP, so dont assume they work there.

My heart bleeds a bit now.. 
Still. 
Promise another map like that and flop your wang out............... 
 
*gets lube*

Yeah it might have been a bug, I'm did some more flying around near the start but no sign of it, so DP probably broke it. I wonder if DP caused issues in ijeds as well. 
The Lost 
While the main route is lineal, it does loop over itself a fair few times. I tried to limit the potential for wandering off the track as much as possible, but in a couple of areas it was pretty bad.

That said, with a map this size somebody is always going to get lost unless you use lock gates to close off all incorrect areas or just avoid looping completely.

Many parts used the 'Follow the Enemy Road' tactic to lure the player forwards, but still kept the potential for them to fall off a balcony and end up wandering around for a while to get back up.

I let this one get out of hand in terms of scale, but overall it seems you funcers liked it :) 
It Was Insanely Brilliant IMO 
 
Ijed 
So I am just starting your map, and I appear to be not at normal eye-level. I get to the first weapon (SSG) and can't pick it up. I approach the first grunt, and I have no weapon and he kills me with one shot.

I am not getting very far. I seem to have forgotten everything I might have known. Where am I, why am I here... 
Mike. 
You had your legs blown off in a tragic telefragging accident. You need to carefully ooze your way through the map to find suitably restorative health.

Kinda annoying but it is well worth persisting with that bit for the main map!! 
Oh, Bugger It Shanbler... 
Now, having conversed with you before, and followed your posts since many a long year, I honestly don't know whether this is a helpful hint or a total wind-up. Oh, shit!

(OK, I admit it. I did actually start the map again and tried to sneak past the grunts, but still got nowhere)

Mind you, I also just noticed 400+ monsters and 30 secrets on Easy. I think retirement beckons. 
LOL. 
Truth is stranger than fiction in this case!

Despite the monster count it really isn't as much of a gruelling slog as you'd think. Just....big....very big. And very good. 
The Start 
Of the map is a stealth section where you have to crawl around until you can find a way to heal yourself.

A few more hand-holdy messages at the start would have helped a lot... 
 
Kinda annoying but it is well worth persisting with that bit for the main map!!

Reading this is quite sad considering how this was the initial driving concept behind the map... 
BTW Mike. 
You might think you know what "lost" means before playing this map...

...you don't... 
Heh 
Well, the telefragging bit is just the lowest part of the ladder.

In most Quake maps you go from medium to high power - more weapons, more DPS, better armour, powerup inclusions where you become godlike for a brief period.

I wanted the player to go from powerless to almost constant godlike slaughter. This is why you're literally crippled at the start and having a constant quadrun against the clock towards the end. 
Ijed 
Nice analysis, I hadn't really thought of it so clearly. 
I Hid The Concept 
In a stupidly big map :) 
Praise The Lord... 
... I have seen the Light and I have been healed 
AXE THEM ALL 
 
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