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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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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. 
Amazing And Awesome 
An instant classic to say the least. Amazingly beautiful and completely wicked. I won't spoil the ending - let's just say I had a hard time beating it even in god-mode... The next time I'll stick to normal (although I managed just fine until the end).
Will try to get it to work in GLMarcher.
Thanks for the thrill, Kinn. And while I'm at it - thanks to all you Quake mappers for keeping it alive. 
Badass 
QUake with a bit of a Q3 look and Doom style monster counts.

Fucking ace.
Shame it's only one level. I could have definitely done with more maps of that caliber.

That's going to be hard to top. 
Stunning. The Best Quake Map Ever. 
This is by far the best custom single player experience I've ever had...on any engine. I don't even know what to say.

First of all the architecture and build quality are incomparably wonderful. I can't even think about the work you must have had to do to get that to compile. The style and design of the areas are flawless -- I marveled at the architecture of the green winding staircases in the beginning part of the map. People could try for a million years and never come up with better style and execution than you have here.

Secondly, the scope of the design is so ambitious, that it makes me tired just thinking about it. I don't know what the timeframe was for you putting this together, but I'm sure it was a good chunk of your life. Let me assure you that it was time well spent, and I can see the hard work you poured into every inch of the map. The atmosphere is overwhelming -- I felt like I was in the most evil and ominous place in the universe. You should be very proud.

Finally, the gameplay on "Marcher" is remarkable. You were able to balance the exploration and combat aspects perfectly; never relying on either your brushwork or depth of gameplay to dazzle us, but rather mixing them evenly into a stunning blend. I was never too low on ammo or health, and if I was, there was always some waiting just behind the next tough battle. (I played on skill 2) There were plenty of secrets to reward your exploration, and the exploration of the map was a reward in itself considering how fantastic every area of the map looked.

My only issue with the whole experience is really minor, and that's the sound and sound FX. I thought that the "message" sound was a little cheesy...and I understand that you probably didn't want to fuss too much with adding even more custom content, but I think a minimal soundtrack, and some more atmosphere appropriate sound effects would have boosted the creepiness and experience slightly (which would bring it to 110%.)

This is landmark work Kinn -- you're not only proving that you're a hugely talented individual, but you're also doing a service to Quake, by proving that it's still the best game out there.

Bravo. 
Gosu! 
This was great. A campaign in its own right. I do however feel you're going abit overboard in size and lenght, for a single map. This could have been 4-5 maps easily =)

Anyway, a couple of things:

I got alot of HOM effects (pretty much only on skyboxes that was far far away). Is there some cvar or something I need to change in my setup?

There was a lack of rockets in the start I felt. Enough for all the zombies in the silverkey area, but with a couple of misses *cough* I had to take on a huge horde of knights and death knights with the SSG =)

Lightning gun ammo. I don't think I found any at all, except at the LG itself (I think there was 1 or 2 boxes there). Btw, was the LG a secret area? I dont recall hearing the ding-ding-secret sound. But I rocketjumped into there anyway, so I might not have done it the correct way.

Overall the map was superb! Congratulations! 
Fucking Great Map!!! 
this is realy pure art!!! hope will be a continuacion of this... congractila�ion!!!

one question to all!!! i use joeuquake for single player and fuhquake for Dm is there any other clients good for single player? that support 24 bits textures? 
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