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New Q1SP: Something Wicked This Way Comes
Screenshots:
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked1.jpg
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked2.jpg
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked3.jpg
http://www.quaketastic.com/upload/files/screen_shots/somethingwicked4.jpg

Download (36 MB): http://www.quaddicted.com/filebase/something_wicked.zip

Quaddicted page (thanks Spirit and negke!): http://www.quaddicted.com/reviews/something_wicked.html

This oft-delayed release began as one of the maps to be included in last year's Unforgiven episode, but it soon expanded way beyond that. The end result could not even fit into the normal expanded BSP format, and therefore in order to play this map you MUST use an engine that supports the BSP2 format. Right now this is only the RMQ Engine, which is available at http://kneedeepinthedoomed.wordpress.com/downloads/ (other engines support earlier versions of BSP2 or will support BSP2 in the future, but don't work right now).

The main map is based on scraps by Tyrann and Necros. It features lots of exploration and 30 secrets. The latest version of Drake is required and included. System requirements, as usual, are high, due to lots of monsters and large open areas.

Please see the readme for more information and the much-deserved credits for everyone who made it possible for me to finish and release this map.
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Bowowow 
the one in the room with the pilars totake you all the way for the end fight? if so when you enter that room go left when at the door turn around and look up 
Yep 
That was it. Found the last one by reading the save file and lots of edict 1 -- predictably it was very easy! Do I get a cookie? 
A Series Of Static Pictures Shown In Sequence 
Nice One DaZ... 
I believe the red barrelled GL fires a rocket/grenade that locks on to an available target that comes within its "sensor" range; the drunken path is used to maximise that range. No targets, the shell just just follows its drunken path till it hits a wall. Good weapon to use against dragons :) I think. 
Exactly 
I really liked the video, the flythrough at the start had a very cinematic quality, kind of like the demo at the start of Unreal 1. distrans you're exactly right, the sidewinder is a great way to guarantee that you hit something given that it seeks - good for archers far away in the fog, or enemies that move quickly like dragons or axemen. the drawback of course is that it has less power than a normal RL.

as people have noticed, I'm hesitant to give the player the RL until late in a given level/episode, since it makes most Quake, and even Quoth or Drake enemies, too easy. And it doesn't have the danger of the DOOM RL. You can just pwn (and rocket-jump). 
Ahh! 
Had no idea it was seeking :P I'll mention that in part 2. 
Tronyn/PM 
Would you happen to have the high quality versions of the Drake sounds laying somewhere? 
Error 
#36 posted by ijed [200.73.66.2] on 2012/12/20 22:14:37
This is the up to the minute compile tools and engine:

http://dl.dropbox.com/u/88336058/s...


"This application has failed to start because SDL.dll was not found"

help? 
Nevermind 
it's included in the package on the RMQ site 
Nope 
now it just crashes immediately on start. No useful error messages. 
Basically 
I get about 1 second of garbage graphics and then the program crashes. Never had any problems with any other quake exe. Ever. 
Kinn 
try sticking SDL_net.dll in too?

no idea besides that 
Rj 
yeah did that, i've got everything in the right place because I "uninstalled" and then tried again with the package necros posted earlier, which includes the dlls along with the rmq quake exe.

Now, this is a laptop running XP that copes fine with games like Doom 3, Gears of War and Oblivion. I'm inclined to think that I'm doing everything right at my end.

I also tried giving it various different heapsizes, but it makes no difference.

This makes me sad because an over-the-top Tronyn map is like a Christmas to me, and every Christmas I look forward to Santa coming down my chimney and emptying his sack into my stockings.

Only this time I can't get into my stockings. 
Damn 
what about FTEQW?
I personally still haven't tried it, and I didn't even that it supported BSP2 until after I released this map, but apparently it does. If you haven't tried it yet, it might be worth a shot:
http://www.fteqw.com/ftedownloads/experimental 
 
I played through the whole thing with the experimental build of FTEQW, works like a charm. 
I Played With RMQ On _ubuntu_ 
So it clearly works OK sometimes... 
FTEQW.... 
You know, if I was in a room with three others - Hitler, Jimmy Saville, and the person who thought this http://www.fteqw.com/images/phocagallery/fteqw/new_bloom_stuff/thumbs/phoca_thumb_l_fte00073.jpg was a good idea - and I was given a gun with two bullets and had to figure out which one of those three people to spare...I think I'd just shoot myself in the head twice. 
Dark Places 
Also works. 
Nope 
I tried using the Darkplaces build 22 dec 2012, and it said it couldn't load wickedstart.bsp because the map was of unknown type. 
Huh 
It should be supporting BSP2...

A lot of people have had trouble with RMQe, but we weren't able to fix these issues when it was being developed because none of the problems occurred with people on the team.

In the same way, Mac support was impossible because nobody had a Mac. 
Post #1 
I believe two engines support bsp2, and they aren't even compatible implementations, sadly (darkplaces has an altered spec for it, for some reason.) 
Gave Up On RMQ...tried FTEQW 
and it seemed to work at first - i played through the start map and a little way into the first main map, and then as soon as i got to the first "Baron" knight thing, the game crashed with some "cl_parsetent" error.

I tried restarting and quickloading, but the thing crashes if I try to quickload, so that's as far as it looks like I'm going to get with this one. 
Ok, Worked At Last 
I finally managed to play this after Negke sent me an older build of FTEQW that didn't crash when loading a game.

That said, it felt a bit buggy with quite a few graphical glitches that I never get in Fitz. Also, the player movement physics felt a bit...fucked. I'm not sure what the problem was exactly but whenever I was moving on stairs or slopes, it felt like control was partially removed like I was sliding around on ice or something. This caused me to plummet off ledges more times than I can remember and I just got used to hitting noclip and flying back, which kind of killed immersion. Also, the music stopped playing early on and I never could get it back.

I think all this resulted in an experience that was quite a few notches below the level of enjoyment I had playing the extra arcanum maps yesterday, but that's not your fault Tronyn.

The main map is a monumental construction, and to be honest I found it overwhelming at times, but amazingly I didn't get too confused with the layout and it seemed reasonably easy to find my way around it once I'd opened it up a bit.

The scale of some of the spaces is mind-boggling. It would be very interesting to see what could be chopped out to get this to compile in normal bsp format, whilst retaining as much of the epic feel as possible. I'm fairly certain it could be done.

I played on easy, but even so the Quoth enemies do my head in quite frankly so I was a bit dissappointed to find out I had to fight Droles and those flying lightning things.

If this map had vanilla weapons and a skew towards mainly vanilla monsters and worked in Fitz, it would have been one of my all-time favourites, I'm sure of it. 
One More FTEQW Thing 
The build I used to play it allowed me to save whilst dead for some reason. I found this out the hard way during the end map. In the chaos, I quicksaved whilst dead. That was fun. 
Woah 
that's an odd bug.
I'm sorry this didn't work out as well as it ought to have, though at least you were able to play it at all. And I'm glad for the enjoyment you did get. I do feel your pain though since I don't like messing around in unfamiliar engines. I hope that more engines eventually support this format (at inside3d I was basically told if you build it they will come).

I think that the map could possibly be split in two (the Tyrann castle front/first cave for map 1, and the Necros courtyard/associated areas/second cave for map 2) and compiled in normal bsp. The thing is by the time I got to that point, the layout had become so intertwined on both sides ("swiss cheese" as someone remarked) that it would have been really artificial to cut things up that way. The size of the map is kind of exhausting even for me and as a result I made the decision to split other forthcoming maps in two.

Anyway, thanks for the feedback on this and the Arcanum stuff too! Cheers! 
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