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Ter Shibboleth - A New Quake Episode
Presenting a new Quake custom episode, Ter Shibboleth. You will traverse through new environments including a tropical hotel resort, a far east structure nestled on the edge of a cliff, and a western mining town. Each map is designed to be as non-linear as possible, so don't be afraid to explore and take different routes as you progress. While each map can be played with a shotgun start, the episode was designed to be played from start to finish. Saving periodically is encouraged, you will face hard encounters.

This episode MUST be played with the customized Quakespasm engine that was included in the release of ad_sepulcher (Quakespasm 0.92.2-qss-r7-admod). It has been included in this .zip as well for convienience. Any other engine has not been tested and probably will not work as intended. The next official Quakespasm release will be version 0.93.0, and will have the ability to run these maps without issue, so you have the option of using that instead once it is out.

While also stated in the readme, I will repeat it here because it is important.
sv_protocol 999 must be used at all times. Likewise, gl_farclip must be set to 100000 or higher. Quake's soundtrack is also recommended. All skill settings are available. You will more than likely encounter framerate drops when looking at far distant scenery. I only hope it will not hinder your experience when playing.

Map sources and texture wads used are included in the .zip for your convienience.

Demos are always appreciated, but not mandatory.

I give great special thanks to EricW for assisting me along the way with this episode, for if it were not for his expertise and development tools these maps simply would not exist.

http://www.quaketastic.com/files/single_player/Ter%20Shibboleth.zip

Please enjoy the episode and be sure to share your thoughts. I look forward to hearing from you!
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High Praise From Sock 
 
Quick tip, if you get low framerates on the first map, try setting "r_oldwater 0" ("1" is the bad looking triangulated version that is only useful on ancient PC's). 
 
When are we going to crash the fvf server trying to play these coop? 
 
Would take Spiked Quakespasm admod to run the maps in coop. 
This Might Not Be My Preferred Quake Style. 
But fuck me it's impressive. Makes Neil Manke look like Hexcalk :o 
Yup Well This Is Bonkers. 
I guess there is not much to add as it's strengths and weaknesses and general impressive worth are pretty obvious. As far as this sort of non-Quake style goes this is possibly the best I've seen, simply for how well it's done, and the epic scale of the maps involved (which suits Quake gameplay well). I salute you for that Orl, if anyone asks "Can I do a real-life style map in Quake?", this is now the definitive answer.

I liked the gameplay for the most part, although supplies were very limited in a couple of places (this might partly depend on route choice, and having so many choices were good).

I do think these maps could have benefited a lot from modern engine enhancements (fog, coloured lighting, skyboxes, etc - would have worked well with the large scale and more realistic themes), even some AD enhancements although I realise that would have been getting quite complex mapping. 
 
Played up to map 4. This is incredible. The insane teleport/jump puzzle box in map 2, the Wonderland-esque huge vertical wizard map 4. Damn. Congrats ORL, and Eric W, this is amazing. 
The Angled Rocket Towers And Out Of Control Clock Tickled Me 
 
Is This Normal? 
https://imgur.com/a/sBayT
shib3 start and the whole level is been drawn. Same deal with the rest of the maps bar shib2. Have tried everything I can think of to find a fix. Any suggestions? 
Are You Using The Recommended Engine? 
 
I Read The Readme Yes. 
Nothing fixes it. Clean install of qs-admod and 0.93.0, both with sv_protocol 999 + gl_farclip 256000.
The vis is broken somehow.
Running windows 10 64 bit. 
 
I don't think these were vised. 
 
Not sure what the difference is but did you try it in the qs-admod "spiked" version? 
Not A Setup Issue 
shib3-5.bsp are unvised, so the whole map will get drawn 
:qhurt: 
 
Started To Stream The Pack... 
If Anyone Wants To Attempt To Vis Maps 3, 4 And 5 
Please, by all means :) 
I'll Probably Give It A Shot 
after I finish the pack! 
How?? 
How did you do your flags in Sun? I want to attempt something similar for a waterfall effect. 
Wow 
These look incredible but I guess I'll wait till they've been vised, I recall playing a big unvised map from a jam a while back and getting single digit fps. 
Vis 
Wouldn't make too much difference in some places in these monstrosities. 
Qmaster 
Take a look at the map source, it was done using very very fast func_trains, each timed carefully.

I'm far from the first person to use this trick though, I've seen old maps from the 90's that pull off a similar trick. 
Second Part Of The Stream 
Fifthelephant 
I do so love your british accent fifth, I'm sorry I couldn't be there to watch it live, but it looks like you didn't have too much trouble with navigation, though you were low on ammo a few times.

I hope it was an overall pleasant experience for you, even if there were some annoying moments. What would you say was your favorite map? 
 
I do so love your british accent fifth

CHAV ACCENT MORE LIKE

Innit, m8. 
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