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New Q1SP - Gotshun's The "lost" Levels!
Okay, so they never were really "lost" per se, just more a pain for me to grab off his old PC. But that's over now, onto the fun schtuff :)

For those asking for smaller levels these are for you ;) They are old school claustrophobic with perilous tricks and traps.

** Scourge of Armagon(hipnotic) required ***

Slightly more info is in the readme.txt | 16 levels in all located here:

Download: http://www.quaketastic.com/files/single_player/gotshun-never-released_levels.zip

Screenshots: http://imgur.com/a/P9lrS

Hope you guys have fun.
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Nice Screenies 
 
Sheeet 
That's some nice shots there...loving those windows! 
Dan The Man 
Thanks Dan, I have to agree with Bloughsburg....the pics are GREAT!!!!Thanks again.

Talk with you soon.

Pete(gotshun)D. 
About Those Windows 
The windows are based on a Kingpin texture. Converted to Quake, colorized along with hue/saturation changes.

Layered it's like this: Sky brush, Window brush(func_wall with alpha set) and a window Frame brush(that has the pink-255, 100% transparent area's). Somewhere in there we also used the skip texture.

We used ericw's "texture" lighting but it had to be set a certain way or the textures just got wiped out of being drawn!

So you get a translucent window with a solid frame and a sky moving in the background :)

In case anyone wanted to know :-P 
I Love Tech Talk 
 
Going To Be Playing Through This In About 8.5 Hours 
Episode 2, anyway. Maybe Jump after that.

https://www.twitch.tv/ionous 
2nd Episode 
Managed to play most of the second episode without any problems even though certain weapons were not available. One of the maps had some non-spawning items that had targets (I forget which) so those did not play as intended. But apart from that, a good set of maps that I enjoyed playing. 
Watching This On Stream 
The colored lighting is downright shameful. Created by a color tool, by a color tool. 
Colored Lighting 
The slime might be too saturated. Other than that, a nice cozy 90s feel. 
 
Download enhancements for q1map1 here: http://s000.tinyupload.com/index.php?file_id=05763825654940496652
Added:
- modified thunder skybox;
- rain;
- lava haze and sound;
- bubbles + boiling sound in slime;
- red fog pouring out of slipgates.
Requires Seven's SMC. Drop the .pk3 in your \gotshun folder.

To do:
- add eruption sounds to the lava balls;
- write readme. 
The Map Pack Is On Quaddicted! 
But the zip has the same name as the original release. Did someone send the v1.1 repack to Spirit? 
@ Onetruepurple 
If you don't like the colored lights, delete pak1.pak. Or do better ones instead of complaining. 
 
Hah! That's OTP. He likes his Quake faithful and everything else is heresy. He also likes to troll a bit. Don't take what he says too much at heart. He organizes good jams, though. 
@NightFright/Damage_inc 
I need some advice, guys. I'm currently repacking Map Jam 8 and I wanted to assign a music track to a couple maps that had none. I downloaded EntEd v1.0 but when I try to load one of the .bsps that needs fixing, EntEd says "unsupported BSP type". Help? 
@Mugwump 
My experience was that, sure it was great for modifying "compatible) .bsp's, when it worked. ***Sometimes it did things that trashed the .bsp creating something that was not loadable in an engine.

Using an external .ent file(DP sv_saveentfile) seems the more reliable method. There is also "copy ents" in Mark V I believe.

hth's
- damage_ 
The Last March Of The Ents 
Yeah. Just use an external .ent file, placed in "maps" folder. DP and Mark V support it (Quakespasm should as well). 
One Ring To Bring Them All And In The Darkness Bind Them 
Yeah, I can do the external .ent method easily, but I was looking for a "cleaner" way that modified the .bsp directly. I've read somewhere of a method of reinjecting an .ent into a .bsp but I don't remember the specifics. 
Well Well. 
Just got round to playing most of these. I lasted approx 1/5th of the first map with the awful coloured lighting and deleted pak1.pak thank fuck.

So...

If it looks like Quake, waddles like Quake, and quacks like Quake....it's probably Quake.

This is very Quakey indeed. Which is maybe not so refined or creative by modern Q1 SP standards, but is still great for a blast of full-on authentic nostalgia. This really felt like with a bit of polish and texture tweaking it could have fitted in as an official DLC between Quake and SOA.

I like it, I like the proper Quakey vibe, convoluted layouts, nooks and crannies, sneaky little ambushes and meaty secrets. Gameplay is tricky but mostly fair and having plenty of powerful weapons felt valid! I didn't like the unmarked instant death traps (including ones with spike mines), stretched textures and some cramped sections. Oh and the triple Armagon boss battle was boring even with god mode on!

So yeah, well worth releasing. 
@ NightFright + Mugwump 
You can open the .bsp files directly and edit them. You only need a tool that can handle binary data. Notepad can open bsp�s but cannot correctly save them. Ultraedit or any other similar tool can do it without a hassle.

Scroll to the very end and you will see the exact same lines as the .ent file has. Edit, delete or add the sound or any other entity settings as you want.
Save it and the .bsp will have the new properties.

No need for .ent files at all.
All the .ent file information is inside the .bsp file itself!

This way all engines can use it and not only the .ent file supporting ones. 
Thanks Henry! 
Exactly the answer I needed. 
Everybody's Got It Wrong 
Don't use external .ent files and don't edit the BSPs in Notepad.

Recompile the map in qbsp using the -onlyents option. 
 
what is the first map of this mappack? 
 
q1map1 
Thanks OTP 
So that's what this option is for! 
Very Good Set Of Maps 
some of the most fun I've had with custom maps in a long while. there are definitely some ragged edges but the core is pretty solid.

the scale felt right overall. quake's enemies generally need tighter, focused spaces to be fun, otherwise they tend to be annoying hindrances rather than engaging encounters.

the visuals are nice. they're a little under detailed, but that's preferable to the inverse. I really appreciated the variety despite feeling too tangential in some areas.

combat is generally solid and forms the core of the levels. most encounters felt fresh and engaging while some fell flat. these encounters weren't necessarily bad in and of themselves, perhaps they're just in the wrong place. overall, the pacing is brisk and comfortable and wasn't bogged down by quasi-arenas and the like (some might consider the traps to be excessive, however).

75/100 - a diamond in the rough. with some reworked ideas and a bit of polish I think this would be a truly great episode. 
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