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The Marcher Fortress - New Q1SP By Kinn
It brings me the most transcendent pleasure to announce the release of my latest Q1 map, The Marcher Fortress.

I appreciate all feedback, and demos are especially welcome.

Screenshots:

http://kinn.spawnpoint.org/maps/marcher01.jpg
http://kinn.spawnpoint.org/maps/marcher02.jpg

Download:

http://kinn.spawnpoint.org/maps/kinn_marcher.zip

With aguirRe's permission, I have supplied his engine executables inside the zip. Please read the readme before you start.
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Engines 
i used Darkplaces and it ran great at 1280x1024 resolution with everything turned on. 
Holy Fucking Shit Indead 
That was alot of monsters...
Great map man, good start for 2005. =D


I'm surprised how well those new monsters fit in, I wouldn't mind seeing them used in other q1sp maps. The blue firing guys are fucking tough tho, too much health, had to finish the last one off with my boomstick. 
Oh By The Way... 
I love the new sound the monsters make when gibbed... ;D 
Pardon My Wording 
I am sorry for my wording. I should've said "doesn't work". I tend to forget that some people might be easier to offend than others. I apologise. 
OMFG 
Very very very nice!!! The words wont come out, but it looks gorgeous and the gameplay is fantastic!

Love the new / borrowed enemies, they work really well. I agree with Bal that the horned blue shit throwing guys have a little too much health. But apart from that they are fine, all the other new enemies rocked, even the little spiders!

omg if u haven't played this map you dont deserve to be breathing... Map of the year! :D 
God Dammit 
I need quake :( 
Bloody Brilliant 
10/10
The bell tower ending was phenomenal. 
Grrrr... 
Am I the only one who has technical problems? It will only run in 640x480 in GLMarcher. It crashes in DarkPlaces. I can play it in 1280x960 in FitzQuake, but then the sky won't show properly (haven't played it beyond the first bridge though).
Jardung's GLQuake works perfectly (it seems), but not with Marcher.
A pity as it seems to be awesome. 
Demiurg 
Strange, the sky works fine for me in FitzQuake. I am playing in 800x600. 
 
Did you add the -heapsize 48000? I added it, even in DP just to be safe, and it worked absolutely splendidly in 1024x768 32bit. I only tried it in DP though. 
Too Far Away? 
Zwiffle: I have -heapsize 96000, so that shouldn't be a problem?

Jago: I've tested FitzQuake again and it's not the sky it seems, rather the distance to it - it's a red block over part of the sky, but when I get closer it's OK (and beautiful at that). If that's the only problem, it's quite OK. Strange with GLMarcher though. 
Demiurg 
you appear to not be using the settings provided with the autoexec.cfg - please clear any existing autoexec.cfg file you may be using, and make sure the one provided in the zip is placed in the quake/marcher/ directory. 
Sky Again 
It's seems to be the same in all resolutions btw - here's how it looks in 800x600:

<url>http://watch.windsofchange.net/pics/marcher_sky.jpg</url> 
Oops... 
Awesome Work!! 
This map runs smooth like a [whatever] with Joequake!
http://delfin.unideb.hu/~sj0002/ 
Replies 
Thank you all for the wonderful comments so far :) It's a great relief to have finally finished this map, and in the end I guess I owe it all to you guys for keeping the Quake groove going after all these years. 
Autoexec.cfg 
Tried that and GLMarcher still loads in 640x480 only. But never mind - I'll play it in FitzQuake. 
Demiurg 
That is odd. Try putting these in your .cfg:

fov "90"
gl_farclip "16384"
r_farclip "16384"

I have a suspicion your strange fov setting may be causing this. 
Demiurg 
Tried that and GLMarcher still loads in 640x480 only.

add this to the command line for GLMarcher exe:

-width 1280 -bpp 32 
Kinn 
Got rid of the red block now, using your advice - even with my strange fov setting (110);)
Guess it was gl_farclip then?
Thanks! 
Kell 
Here's my command line:
GLMarcher.exe -width 1280 -height 960 -bpp 32 -heapsize 96000 -game marcher +map marcher -skill 3 
Demiurg 
Yes. For some reason, your setup doesn't seem to be loading the provided autoexec.cfg - I can't say why atm.

Also heed Kell's advice (post above yours) in setting

-width 1280 -bpp 32

at the command line to get GLMarcher in a higher resolution. 
 
-skill should be +skill








And good luck with that on 3, btw ;) 
Kell 
Yes, I've messed around with the command lines so much the last hour so I got that wrong. Now, I'll try it on 3 in FitzQuake. Wish me luck! ;) 
Demiurg 
If you can get it to run in GLMarcher, i'd recommend that over FitzQuake - in FQ you will suffer massive packet overflows towards the end. 
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