 God Dammit
#15 posted by Lunaran on 2005/01/09 12:15:44
I need quake :(
 Bloody Brilliant
#16 posted by Zwiffle on 2005/01/09 12:16:39
10/10
The bell tower ending was phenomenal.
 Grrrr...
#17 posted by Demiurg on 2005/01/09 14:14:26
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
#18 posted by Jago on 2005/01/09 14:21:30
Strange, the sky works fine for me in FitzQuake. I am playing in 800x600.
#19 posted by Zwiffle on 2005/01/09 14:25:39
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?
#20 posted by Demiurg on 2005/01/09 14:39:19
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
#21 posted by Kinn on 2005/01/09 14:44:12
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
#22 posted by Demiurg on 2005/01/09 14:48:12
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...
#23 posted by Demiurg on 2005/01/09 14:48:50
 Awesome Work!!
#24 posted by Spirit on 2005/01/09 14:49:01
This map runs smooth like a [whatever] with Joequake!
http://delfin.unideb.hu/~sj0002/
 Replies
#25 posted by Kinn on 2005/01/09 14:54:54
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
#26 posted by Demiurg on 2005/01/09 14:56:33
Tried that and GLMarcher still loads in 640x480 only. But never mind - I'll play it in FitzQuake.
 Demiurg
#27 posted by Kinn on 2005/01/09 14:58:43
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
#28 posted by Kell on 2005/01/09 15:03:59
Tried that and GLMarcher still loads in 640x480 only.
add this to the command line for GLMarcher exe:
-width 1280 -bpp 32
 Kinn
#29 posted by Demiurg on 2005/01/09 15:09:12
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
#30 posted by Demiurg on 2005/01/09 15:10:34
Here's my command line:
GLMarcher.exe -width 1280 -height 960 -bpp 32 -heapsize 96000 -game marcher +map marcher -skill 3
 Demiurg
#31 posted by Kinn on 2005/01/09 15:12:47
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.
#32 posted by Kell on 2005/01/09 15:14:06
-skill should be +skill
And good luck with that on 3, btw ;)
 Kell
#33 posted by Demiurg on 2005/01/09 15:21:33
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
#34 posted by Kinn on 2005/01/09 15:24:16
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
#35 posted by Demiurg on 2005/01/09 17:10:27
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.
#37 posted by Blitz on 2005/01/10 00:12:52
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!!!
#39 posted by Trinca on 2005/01/10 05:55:31
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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