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Ter Shibboleth Part 2
Welcome to Ter Shibboleth Part 2! Part 2 is not a sequel to Ter Shibboleth but a continuation starting from map 6. Part 2 consists of three maps based on real world locations mixed in with fantasy elements. Map 6 takes you into a cold mountainous village of Norway. Map 7 brings you to a 1940's Paris that has been taken over by darkness. And map 8 transports you to a surreal Roman Greek metropolis. They are large, long, and use the Drake mod to enhance gameplay.

The Drake mod (Included in its entirety in the .7z file) dates back to 2012 with the release of Arcanum by Tronyn and PM. It features many new monsters, weapons, items and gameplay changes most players will be familiar with. The decision to use Drake as opposed to more popular mods like Arcane Dimensions was simply a personal preference and nothing more than that.

As of this writing Ter Shibboleth Part 2 has only been tested and known to work with Quakespasm 0.93.2 (http://quakespasm.sourceforge.net/download.htm) and Quakespasm-Spiked version 0.93.2. (http://triptohell.info/moodles/qss/ ) Any other engine may not load the maps correctly and or crash entirely, so you do so at your own risk.

Ter Shibboleth part 2 is meant to be played starting from shib6 and ending at shib8, but each map has been adjusted to be able to be completed using only a shotgun start. As each map is big and non-linear, it will not be to everyone's taste. If you prefer smaller, more compact levels then this won't be for you. Despite each maps size, great lengths have been taken to make sure the maps are not maze like, so that the players are able to find their way around using landmarks and familiar sights so as not to get lost from backtracking.

Important to note is the included quake.rc file within the drake folder. This file DOES NOT change any key bindings or personal settings you have set. It only changes three specific console command variables in order to view and play Ter Shibboleth Part 2 properly. Those commands are as follows:

sv_protocol 999
sv_maxvelocity 8000
gl_farclip 524288

In addition, it is necessary to add -heapsize 524288 to the command line when using Quakespasm and Quakespasm-Spiked, as without it the engine will close with an error message upon loading any of the maps.

Now comes an important topic of discussion. As mentioned before these maps are large, very open, and have lots of detail. As a result, it is almost a guarantee these maps (particularly shib7 and especially shib8) will not run at a desired 60 frames per second. Depending on your hardware, even those with powerful CPU's and GPU's, you could run these maps anywhere from 10 to 30 frames per second. I understand this is not ideal, but please do not assume that these maps were created for the sake of just being large and overly complex, they are simply my visions come to life. I was hoping they would run better but things do not always turn out as planned. Despite this shortcoming, I believe it is a testament to EricW's compilation utilities and the Quakespasm engine that they are capable of creating and playing maps that are very clearly never meant to be this size and scope in the Quake universe. It undoubtedly shows just how advanced the Quake modding scene has come.

Screenshots and videos:

http://quaketastic.com/files/screen_shots/shib6.jpg
http://quaketastic.com/files/screen_shots/shib7.jpg
http://quaketastic.com/files/screen_shots/shib8.jpg

https://www.youtube.com/watch?v=7fqc6DQVbKs Shib6 preview
https://www.youtube.com/watch?v=5v2iZNSUmrA Shib6 Full playthrough
https://www.youtube.com/watch?v=dfqdJxbPB4s Shib7 preview
https://www.youtube.com/watch?v=ocZRo7U4yU0 Shib7 Longer preview
https://www.youtube.com/watch?v=ugWhW34nstU Shib7 Eiffel Tower segment

Also included are the texture wads and map source files.

Some final words of thought. Whether you enjoyed it or not, I appreciate you taking the time to play it as this project was one of the most ambitious I've ever attempted. Feedback and gameplay videos/demos are welcome. Credits go to Poorchop and onetruepurple for playtesting and providing important input and drake related info. And of course Tronyn and PM for Drake.

Last but certainly not least, Ter Shibboleth is dedicated to Eric Wasylishen for his ongoing support throughout the entire project. I cannot count the number of times he has made changes to his compilation utilities and Quakespasm just to ensure Ter Shibboleth runs. Without his incredible tools, this project simply would not exist at all. I can't give enough gratitude to Eric as he deserves as much credit as me for bringing Part 2 to life for all to enjoy. This one is for you buddy.

With everything said and done, please enjoy Ter Shibboleth Part 2!

UPDATE: version 2 released with some fixes and optimizations: https://archive.org/download/tershibbolethpart2rev2/Ter%20Shibboleth%20Part%202%20Rev2.zip

Original version Download: http://quaketastic.com/files/single_player/Ter%20Shibboleth%20Part2.7z
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The Bittersweet Finale 
There are spoilers below so avoid this post if you haven't already played these maps.

I had delayed playing the final map because I wanted to ensure that I had enough time to fully appreciate it and I was also hesitant to close the book on Ter Shib. I picked up with a previous save that I had made in vkQuake so I was dealing with some pretty rough frame rates but even if this map was reduced to a slideshow, I would've enjoyed it anyway. The final map combined pretty much everything that I have loved in this entire series.

Coming up the stairs, the Colosseum was a pretty incredible sight at it reminded me of seeing the massive bridge in shib1 for the first time. As I played through the map, I was surprised to find that it was much larger than what I had anticipated since much of it was not immediately visible at the start. I think that I might have broken the flow of the map a bit because I skirted around a ledge in order to reach the area with the smoke/shadow armor (which I immediately lost by grabbing another type of armor), and I was able to get behind the gate without first grabbing the silver key. I guess you expected that players might do this though since I didn't see another way to access this secret area, plus the gate was automatically lowered so that I wasn't trapped.

Coming upon the other main sections of the map was almost as amazing as seeing the Colosseum. The underground area increased the scale of an already enormous map, and it reminded me of discovering the ruins of the ancient underground palace upon which the new one was built in Sands of Time. After traversing rooftops, the flooded chamber, and the catacombs, I was almost starting to worry that the Colosseum wouldn't actually be a part of the map but the way that shib7 played out gave me hope. I knew what was up when I found the catapults. I took my time soaking in the sights once I was launched over. I was a little bummed that the interior wasn't part of the playable area but I understood how it wouldn't have really been possible to work it in due to the insane scale of it. I was still glad that we were afforded a close look and looking down over the town put the distance traveled into perspective since the main area looked tiny from above despite being huge.

The gameplay was solid although the underground miniboss absolutely annihilated me multiple times. I kind of felt like I was cheating by carrying over my items and ammo from the previous maps but I'm starting to play like an old fart so I needed the handicap. I also found that it was possible to skip pretty much the entire map and get to the final boss without collecting the four swords, but of course nobody is going to want to skip over anything. I didn't really want to exit the map after beating the boss but I was happy that you gave it a positive spin via the messages.

As I had mentioned before, Ter Shib screenshots are what finally got me curious about the Quake mapping scene and the actual game itself. I was already amazed by what you had pulled off before I came to understand how difficult it is after trying my hand at mapping. The atmosphere that you created through the scale at which you were working is what I wish I could capture. I didn't intend to write a novel so I'll cut it here but this series was nothing short of amazing and the finale was an incredible way to wrap everything up. Thanks for all of the inspiration and for all of the fun. 
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