Disclaimer: It's Made By My Boss
It's really good though, even though I mailed him on Monday and said he should repack it.
The best part is that the autoexec is dated 2004.
Fantastic episode overall. The end map feels a bit rushed/underwhelming compared to the rest but the overall quality is very high. I love how old-school it feels and yet there is a subtle layer of modern Quake on top of it.
e5m5 was my favorite of the bunch and e5m1 and e5m2 were pretty great as well. I also quit enjoyed how the Runic maps were a mix of classic E3, e3m5 and some hints of E4.
Now I need to find where to get to e5m8. Is there a way to petition Machinegames to produce only Quake maps in the future? Is this only a shareware episode and is there more to come? A man can dream.
This is some good stuff. I played through 2 and a half levels. I'm saving the rest until I can play it in the dark.
I was slightly disappointed at the lack of colored lighting, but that's a minor thing (some might consider it a plus).
It's fantastic that this was done.
Got up to The catacombs, maybe about a third of the way through the level and then i got crushed by a wall and literally went :OOOOO
Will continue later. Very refreshing after playing through the new Doom
Yeah, some traps are a little on the cheap side. But nothing too offensive.
Disclaimer: It's Made By My Boss
Why aren't you level design lead ?
Because I Suck
Very Good Stuff!
Played the whole thing on Hard, the whole thing just screams Quake from start to finish, it's awesome.
Though the latest map was the hardest map I've played but it was kinf of cheap.
And what's the deal with the map before it, where you jump behind the exit portal and opens up the waterway from the start area? It leads to nowhere.
A nice classic (-ish) episode. Much like No Rest For The Living, it finds a way to be memorable while using only the original content.
I laughed at how obvious the secrets were in the first few levels, but the situation improved later on. Still, I managed to find everything without much trouble. Dopefish lives!
say your boss he should make an AD map =)
Just Finished It
So good, oldskool-eyt-modern-ish episode with lots of awesome traps. A+ for dopfish!
Give your boss a high 5 for me.
Excellent level design
Challenging (on nightmare)
Thought has gone into the brushwork, beyond what is required for basic geometry (I know this is expected these days, but it has a level of polish over what some of the original id maps have)
Secrets waaay too easy
Some areas have too few varieties of textures
Lack of variety of mobs in encounters
Mob placement somewhat predictable
Now having said all this, the pros waaay outweigh the cons. The length of the maps is a bit longer than the orignal id maps, but retains that id feel.
Killing a shambler with an axe after running out of ammo.
E5end map, last room, killing the two shamblers with 1 health and watching one earlier kamikaze off a ledge into lava.
Very cool "modern oldschool" episode out of nowhere. Pleasantly surprise. It strikes a good balance between classic style/themes and modern touches/details. Same with gameplay. A refreshing step back from many of the recent complex, ultra-detailed releases - at least that's the initial thought that crossed my mind yesterday.
Enjoyable classic secrets. Most easy to find, but that's okay, because it adds to the vibe. Combat offers a good challenge without feeling overbearing. Usually enough supplies around. Could have been a little more varied perhaps.
The crusher tunnel in that one map is somewhat intransparent - luckily, being at the start of the level, dying there is not a big deal. Some unmarked instant death trap a bit further which sucks, though.
I missed the secret exit, and then died horribly attempting to play the secret level individually. I love the fact there's a start map, a secret level, and a deathmatch map.
czg disqualified as tester due to the existence of several obvious wizmet misdemeanors.
No tarbabies = 7/10
Nice, this is equivalent to Doom's "No rest for the living"
One could say that.
I like maps with the classic Quake feel :-).
Also it sounds like Machine Games (or at least the level designers :-P) will know how to make a good Quake SP if they get to work on that :-)
(although i wonder how they'll emotionalize Quakeguy :-P)
I haven't finished it yet though, i died on the crushing ceiling. I'll try it again later.
pure oldskool sexiness.
i liked fast and fun to play levels with relatively easy secrets.
czg's boss rocks!
Oh How Great
What a great surprise! This pack was excellent fun, and a worthy celebration in my opinion. I enjoyed the varying styles of maps, and almost never got lost in the levels!
This is somehow reminiscent of the terra release! Unexpected but most welcome episode in classical style.
I recorded my first playthrough on easy skill. Died a couple of times. In particular on e5m7, from traps, insta-evisceration, etc.
DirectQ, protocol 666. I have post-processed the demo to keep playing over level changes. DirectQ bugged out on e5end so I had to restart from a save game.
Hmmm I'l have to play this. I'll need something to cheer me up a bit for a few moments after waking up friday morning to learn that my beloved country just cackled like a crazed loon, raised a gun to its head, and pulled the trigger.
Top Of The Page On Blue's News On Friday...
DOPA = Dimension of the past.
And Check Your Messages, Spirit
In Case Feedback Matters Somehow
One thing I forgot to mention: some of the shootable buttons seem to have too much health. They need to be shot repeatedly before they activate.
Will be looking to stream at 5.30pm gmt
Stream Saved For A Couple Of Weeks
I'm not Daz so don't expect the same level of lucid thoughts. But the map pack was great fun!
I have no idea how to
Out of curiosity, does anyone know which editor they used to map this? I assume GtkRadiant, QERadiant, or QuArK.
Some high quality brush work here in many places.
It was radiant. Seems to be a favourite for industry vets.
Confirmed by looking at the worldspawn, it's Worldcraft 3.3+Quake Adapter package.
@negke: how did you know what editor was used?
New Zip On Quaddicted Has A Readme
This is very cool! Just played 2 levels so far.
Played 4 maps... only at the moment... basically what others said, and definitely the hardest Quake maps I ever played (there are cramped areas in which there are too many monters IMHO.. anyway, godmode helped to pass ;) )... Definitely could have been a 5th episode without any problem...
Little pleasure bonus: played the map with Mick Gordon music, that made a perfect moment :P
Was a fun treat when I got home! Very nicely done, felt professional and had smooth gameplay throughout.
Secrets were a bit on the easy side but that's not entirely a bad thing. Good quad runs and the traps are too quick to punish.
Still, the one trap where there are zombies scattered throughout was quite a ride!
Nice, polished old school romp -- and I have only finished the first two maps!!!
+1 to these guys creating the next Quake SP experience!
5/5 BRETTY GOOD :DDDD
Up to level 6 or so, but this is really good.
There's a real authentic purity of quakey level design here - the build quality is semi-modern, but the layout and gameplay is proper authentic oldskool quake - it's like the author hasn't been corrupted by a decade of playing 400-monster megamaps - it's just proper good ol' meat and potatoes quake. It really does feel like an official add-on to the game.
This Was Definitely Something.
My useless opinions:
E5M1: Best ending of the bunch - a quad run into a 360 degree ambush. Quite hard but it sets the stage for the rest of the episode.
E5M2: Best use of red idbase since (your map of choice). Employs the E1M1 motif of triggered lights in the best way. Another great quad run.
E5M3: Best use of water and tight spaces, reminded me of Ionous' jam1 entry. Lots of clever little bits, like the nail trap.
E5M4: Best variety in themes and gameplay, from action (bloody bit) to suspense (ending). Great opening visual. Probably my favorite map.
E5M5: Best layout by far, compact and interconnected. Fantastic E4 vibes at the start, E2 through, and E3 at the end.
E5M6: Best visuals - id1 the way skacky did. Also a very interesting secret. This one was just too brutal and stingy on ammo, though.
E5M7: Best secrets, useful and purposeful. Also, great traps. If the previous one felt like a skacky map, this one felt as if made by negke.
(E5M8: Not found yet.)
E5end: Best title. I didn't feel this one was necessary though it's an OK update of end.bsp I guess. Ending profoundly anticlimactic though :(
Skill 3 Demos
Great release, thanks a lot! Please fire czg so he can go map as well.
I Meant ...
...I enjoyed the maps
Going To Be Playing This In About An Hour
Played through it on Hard, except the final map where I woefully ran out of ammo, so I changed to Normal. Overall I really enjoyed it. Some weird places, like that one bit where a Vore can be avoided by just being behind a wall it can not shoot over, so it just kills itself. But those are minor quibbles. Nice classic feel with more care to the overall geo.
PLAT_TOP18 doesn't exist in the WADs created from my registered version of Quake. E5M1 uses this texture in the first elevator.
Is this a Quake texture never seen before? It looks a bit similar to PLAT_TOP2 but it's actually different.
In the other maps there's also a PLAT_TOP10, which seems identical to this new 18 variant, and a *WATER10 texture which I haven't compared to the others to see if it's new.
What onetruepurple, and others, said.
I found e5m8 by luck, good layout, certainly one of the hardest maps in gameplay.
I also found the dopefish... yes the dopefish lives!!
I definitely need more now...
Thanks a lot for the pack: that was simply EX-CEL-LENT !!!
Does Quakespasm Run On Voodoo3 Win98 128mb Ram ?
thank need help
Something Odd I Noticed
when testing the episode on my iOS VR port. It's not actually a bad thing, it works wonderfully, but still an odd issue to notice.
The vanilla episode and the two mission packs, when run from my port, report having polygons in the various map BSPs with the SURF_UNDERWATER flag set only when in underwater sections, and nowhere else (as far as I've seen until now).
DOPA, however, in the demos, is reporting me SURF_UNDERWATER in areas *out of water*, virtually everywhere. This is causing that an optimization I implemented on the engine does not fire when I expected to fire. Nothing bad happens, it's just an unexpected situation.
Is this something that happens commonly in mods, or is it something new in DOPA?
Good Reboot Of Quake ;)
Played it. Found the Dopefish but not the secret map. Generally good and pleasingly old skool, it does feel like a summation of Quake overall and/or an alternative Episode 1 (although perhaps lacking a little of it's charm). The map that had lava and wind tunnels and shit was very hard and I ran past a few enemies. The "clear the lava boat passage" secret in that was cool. I liked the one after that. I can't remember much else as an afternoon of Quake has blurred into one, but it was cool.
The first base map has a kind of Quake 2 feel, specially in the first bridge area at the beginning.
The second base map feels like a great mix of E4M1, E3M1 and Doom 64, with some mfx-flavored encounters.
So far, the third map is the one that feels mostly like vanilla Quake, and it's greatly executed.
The fourth map feels like a modern Quake map with all its large areas and hugely vertical structures, as if Sock and Sandy had a tarbaby together.
I couldn't finish the whole pack yet though, because my engine is crashing when I try to save while playing this pack.
"as If Sock And Sandy Had A Tarbaby Together"
LMFAO!! What engine are you using, Mankrip?
Retroquad, my wip engine.
Oh, OK. Until you fix your engine issue, if you want to finish it it runs perfectly in QS. Probably in DP too.
1996 All Over Again.
It only borrows the vibe, but looks neater.
The vibe is good, so why not.
The Above, To Me...
...is the ultimate Quake-related appreciative comment
So was this made by JF Gustafsson? It's quite a treat getting a new release from him, his Q2 map packs were two of the best custom releases and Black for q1 was great.
I loved this pack. Some of the levels were a bit plainer than the first couple of base maps and the start map, but overall it felt just like it could have been a 5th episode. 1996 style secrets, gameplay, design and layouts. All the standard ID textures. Awesome! Overall it wasn't very difficult. There were a couple spots with Shamblers and some bigger fights but usually there was a quad nearby or you had good opportunity to get infighting and use grenades/rockets.
The end level was pretty easy with the quad and I went in with full nails/cells, also slightly underwhelming being mostly the main game boss level without Shubby.
The secret level is accessed via E5M6, right at the end I think it is where you ride a short platform across lava then get off at the slipgate exit. If you instead hop back on the platform it takes you to the second exit, the secret level e5m8. Which is suprising coming from the worlds most useless secret hunter. It is probably the weakest level in the pack though, over in 6min and it's just the deathmatch level with monsters in it.