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New Q1SP: Cataractnacon (OMS3)
Five years in the making, these two maps are a lengthy journey through a non-linear H.R. giger themed flooded scrapyard. Large areas, hundreds of monsters, dozens of traps and bizarre landmarks await you.

These maps come with only two skill settings, easy and hard. Normal skill is unsupported, and attempting load the map with it will trap you in an enclosed area until the skill is changed.

Exploration is vital, as there is lots of ground to cover. You will most likely not encounter every monster on your first playthrough, but is it encouraged to stray off the path to hunt for health and ammunition, because you are going to need it.

Save often, be prepared to face a horde of enemies at any time. There is no one precise route to take, all are interconnected with one another in some way.

Lastly, and most important and disappointingly, these maps require the use of the RMQ 0.85.3 engine, which is included in the zip file. The reason being is the second part of the map extends beyond Quake's default +-4096 map limit. RMQ is the predecessor to the Quakespasm engine, so most should find the transition easy enough. Quakespasm and other engines may soon support larger map sizes but until then, RMQ 0.85.3 is the only engine that has been tested and can play these maps without issue.
I understand this is a controversial decision and an unpopular one, I like Quakespasm just as much as the rest of you, as it is more stable and optimized. But it could not be helped that the map needed extra room, and I was against the idea of cutting out a large and expensive portion of the map in order to squeeze it into Quake's default map size. I also realize this will create a conflict with sharing demos amongst each other.

Also included are the .map files along with the texture .wad file, which you are free to use for any project of your own.

I feel its also important to note that while this may not be my last Quake map, its my last in regards to very large and overly complex maps.

With that said, please enjoy, critique, and record and share demos to your leisure.

Download links:
http://qrf.servequake.com/~orl/oms3.zip
http://www.quaketastic.com/files/single_player/oms3.zip

Screenshots:
http://qrf.servequake.com/~orl/oms31.jpg
http://qrf.servequake.com/~orl/oms3ss3.jpg
http://qrf.servequake.com/~orl/oms3ss4.jpg
http://qrf.servequake.com/~orl/oms3ss5.jpg

Engine Update : Special build of QuakeSpasm with OMS3 support (windows + mac + source code):
http://quaketastic.com/files/tools/windows/engines/quakespasm-oms3.zip

Make sure to enter "sv_protocol 999" in the console before starting the map!
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Correction. 
No need for -heapsize argument in the QS experimental build. 256MB ram is allocated by default. 
Thanks But No Joy 
Runs in a small window and gives a 'no free edicts' error 
 
try a higher max_edicts 
Thanks Both... 
As I am now off to revel in some Colorado powder for the next couple of weeks, I will try again when I am back. 
Thinking Out Loud 
Its been 25 days since these maps were released, and now that this thread has fallen off the last 10 news posts, very few seemed to have actually played them. I only count six people in this thread that have left reviews, that conveys to me only two things: The maps were an incredible failure, unsuccessful in grabbing the attention of players, or the maps themselves were simply bad, with confusing layouts and terrible gameplay.

The other possibility, is there is a considerable disinterest in this release, possibly being overshadowed by other, more successful releases and mappers. There's not even a single demo I can watch to see how others played through it, something I was really looking forward to. I'm sure it doesn't help that initially, the map required the use of a different engine other than Quakespasm. I knew that would hesitate some players, but I didn't expect such a backlash about it. I really have to thank ericw though for releasing a compatible version of Quakespasm shortly after this release, I had a suspicion that if I did not share these maps as they are, we would be waiting for who knows how long for another map to emerge requiring limits beyond Quake's normal +-4096. Building past those limits however, seems to be unconcerning for the mapping community at this time.

The whole ordeal really makes me question if I should even continue mapping at all. With so many hours invested in this project only to be faded away into obscurity, perhaps my time would be better suited towards other endeavors. I do not blame the Quake community at all, if anything I blame myself for pushing for specific requirements that most players may not be ready to acclimate to. 
Dont Be So... 
I think what most people drove off was the requirement of a specific engine.

Having looked at the source now, the part that exceeds bounds could have been avoided in my eyes. Which would have resulted in far wider audience.

I played it again, this time i managed to beat it, and i am totally in awe with the last part, the transparent textures and the broken bits really shine there.

Plus, the hands all over are really cool!

Don't let it bring you down. 
Orl 
It could be timing. I personally saw the map, was intrigued by the screenshots but was too busy to play a huge map. Then I simply forgot to track it down, even now I'm too busy. If you want demos it's best to ask for them up front. 
Oh 
Those screenshots look incredible and I would have played it already if it didn't require to download and install a specific engine to play it. I'll definitely post some feedback as soon as I play it. I haven't even posted a proper feedback on most of AD maps yet. 
 
Yup it's in my queue. The engine thing was a bit offputting at first. 
I Can't Get The Second Map To Run On My Computer 
Eric's new version of Quakespasm crashes everytime upon startup. I haven't had the patience to track down the source of the problem yet. 
Nevermind.... 
The new version works okay, but I keep getting this error:

host_error: mod_loadleafs ~67000 exceeds ~65000

I was mixing stuff up; it was the RMQ engine that kept on crashing Quake. 
I Finished The First Level... 
But I can't find my demos anywhere :(

I said funny stuff. I noclipped up to a big hand, thwacked it with my axe and said High Five! I loved the fences and the twisted pipes and your lighting was superb. I'm halfway through the 2nd map...I pushed the 4 buttons, didnt see anything so started running around again jumping all over the place (I'm a bunny rabbit in your maps! Its great! PS love the LG secret) and then I turned around and had a major wig out...WHAAAA@A! Where did this come from!!! I had to stop there but I love it so far. I didn't want to put out any review until I finished it but you sounded a bit depressed. Don't be. Your map has a feeling similar to Myst, which is fantastic!

The current pusher was rather clever...how did you turn off the noise? 
Oh And I Tried Climbing The Radar Thing... 
...fell off landed on a button which caused a bunch of enforcers to pop out...That was a great moment! It's like you knew I would try to climb up the radar to avoid having to take the elevator and then made it where I would fall down right on the button! 
Argh 
Ionous, I think that error is not the OMS3 Quakespasm build.

I uploaded a new zip to quaketastic that has windows + mac + source code: http://quaketastic.com/files/tools/windows/engines/quakespasm-oms3.zip (but it should be the same as what I linked in post #25)

make sure to set "sv_protocol 999" before starting the map too! 
Still Playing AD 
Keep bumping this every week or so and I'll get to it eventually :-) 
Orl 
speaking for myself, RL health issues have prevented me from playing in recent times. I have downloaded this map and it's in the same queue as Retrojam 4, Jam 6 and Arcane Dimensions.

I should start playing again in a week or two and will definitely post comments when I do. The specific engine thing doesnt put me off and it looks Quakespasm and maybe even Mark V have new builds that could play this now anyway. 
Thread Topic. 
Could someone please put the link to the QS builds(Win, Win+Mac) and the Quaddicted page in Orl's original post?

I'd like to ask Quaddicted staff to add the QS experimental build links to the map description. They are in the comments.

Thanks to ericw for the engine develoment. Also for the links and comments both here and on Quaddicted. 
If Ericw Is Ok With That 
happy to do it. 
Nature Of The Beast 
I know it can be pretty tough when you spend so long on a project and receive a very lop-sided proportional amount of feedback.

While engine requirements may sway people away, I honestly think that people are just busy and are doing their own thing. While you know how much blood, sweat and tears you shed for this project other people see it as another quake map to try out whenever they get time.

I think most people here were pretty impressed by the otherwordly visuals of the maps but it's just the nature of the beast that the payoff will never be anywhere near equal to the amount of work involved.

I am a bit new to the Quake community and especially the func_messageboard so I wasn't too aware of the demo recording etiquette (But I will be sure to do so from now on!).

If it helps, there were two things that drew me into trying the maps out.

1) The fact it took you 5 years tickled my interest.

2) The screenshot of the outdoor section was very engaging.

My final thoughts would be I think a few people were driven away due to the lack of skill levels. Some people play easy, some normal...some nightmare...to completely weed out normal is a bit of hit. You spent so much time on the creation of this project, why not a little more for normal skill. ;)

As others said, don't be so judgmental on yourself and continue doing it for yourself more than anyone else. 
Nitin 
sure, pasting the following in the topic would be great:

Special build of QuakeSpasm with OMS3 support (windows + mac + source code): http://quaketastic.com/files/tools/windows/engines/quakespasm-oms3.zip

make sure to enter "sv_protocol 999" in the console before starting the map!

Orl - I did play through map 1 and part of map 2 while preparing the QS build, it's on my to-do list to play fully and record demos! 
Relief 
Thank you all for the kind words, I'm very relieved to hear its simply a matter of most people being occupied with real life activities and not outright refusal. If this has taught me anything, its to include all skill levels in any future assignments, no matter what. I hope I didn't come off as selfish, demanding everyone to stop what they are doing to engage in the maps, that certainly was not my intention.

I will be patient, and make sure everyone has plenty of time to go through the maps at their own pace. 
Orl 
I will make you some demos...soon :) 
Orl... 
Barring anything unforseen, I'll be streaming this on my twitch channel tomorrow night, in about 24 hours time.

http://www.twitch.tv/ionous

Oh, and Eric, thanks for the reminder. Using the version of Quakespasm you linked, the map now works. 
News Item Updated 
with links to quakespasm build that supports this map. 
 
Thank you, nitin and ericw. 
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