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Quoth: Expansion Mod Pack For Q1SP
The intention behind Quoth is to provide a large portion of content in as easily accessible form as possible for both players and mappers. The components are designed to be consistent with each other as well as the original id content. More is under development and updates will be released as and when they are ready. Yes we are mad, but ours is a madness brought on by divining the blasphemous truths of a terrible cosmos. Or something.

More info, download and images:
http://www.planetquake.com/necros/quoth/

Direct download ( FilePlanet, sadly ) :
http://www.fileplanet.com/dl.aspx?/planetquake/necros/quoth.zip (22 meg)

This pack contains several monster/weapon/power-up modificiations, and some test maps. Additional full map releases posted below...
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Omg 
a very good mod. Nice new baddies. Especially that flying imp (don't know their names, I was killed only by Death Lord and of course by Gug).

Kell's map is awesome. I think it's the best knave map among the others. I found 10/14 secrets there, it was fun. Interesting layout providing a lot of exploration. Those flying erd globe looked great and fitted the theme very good.

Necros' rats map was strange. I wonder if the GL was there. I didn't find it, but managed to finish the map without killing any zombie.

Necros' marb map(s) were good. Nice style and awesome looks in the end. Something unusual.

It was really worth 2.5 hours of download =) 
Pulsar: 
the plasmagun gibs zombies. ;) 
Bug? 
I played a bit on ne_deadcity with cheats since I am stuck in red777 at the moment...
There is an unkillable and "shootthrough" zombie now. Take a look at this savegame and you'll know what I mean:
http://www.quaddicted.com/stuff/temp/quick.sav

(It's from Darkplaces, but I think it should be no difference?) 
Spirit 
I think it�s a bug in Quake, also happens to me sometimes in dmsp.You have to reload or restart the map.

To Kell/Necros:
Awesome pack, I already enjoyed chapters a lot, and this is even more of the good stuff.
Great to see some new, challenging monsters.
One thing bugged me though: I started with ne_marb, played ultra-cautious, arrive at the end, get the plasma-gun, but I can�t switch back to it, have to kill the gaunts with sg and get killed by the droles. You cannot imagine how pissed I was !

So please, what is the impulse for the plasma-gun? It�s not 226/225 for the SOA-weapons ? 
Red777 
is awesome! 
 
that should have been mentioned on the quoth site, sorry about that.

the select impulse for the Plasmagun is impulse 250.

you can also use the cycle weapon forward and back commands to select it. 
while were on this topic, the bomb selection impulse is impulse 251
Comments And Knights 
Had a poke around looking at everything, very nice work guys! The monsters seem pretty well balanced, without the power creep that you usually see with custom stuff. Obviously the gug is on the powerful side, but that's clearly the intention : - ). Played through the new maps too, liked all the rooftop views in red777 and the end to ne_marb especially.

Also, somebody in this thread mentioned that the death knights were kinda hard to tell apart visually. Would you guys like another knight model for use in a future version? I've got one that's modelled and skinmapped but not yet skinned right now. If you want it, I'd probably leave the burden of skinning it to you guys, so that it's more likely to fit in to the quake/quoth style, but I can probably get it animated. Looks something like this:
http://people.pwf.cam.ac.uk/~ajd70/knight.jpg
although use your imagination a bit, it's not a serious attempt at skinning it :- ). 
Fuck FIleplanet 
Bugmenot.com FTW 
 
great great pack love the penaples guy :) rockzzzz very well done... like the test maps of kell as well, the new monster�s rockzzzz good job!!! 
Played It 
nice additions, most of it works nicely.

map wise, Red777 - impressive, especially the outdoor section. Immaculately textured and lit but the layout is not very good and quite confusing and crampy.

ne_deadcity - map could have been built better but nice gameplay. too plain in the looks department.

ne_marble - classy, similar brushwork to deadcitry in parts but overall execution a lot better. Plus it had those really cool looking set piece areas. And I swear the very start bit had me fooled into thinking there was some coloured lighting implemented.

Excellent gameplay too.

Top work, I hope other mappers use this stuff, though I can envisage some truly evil gug scenarios. 
The Marble Colors 
i played with fitz... i spied the pak including some tga's... are they 24-bit? Not constrained to quake palette? 
<-- Greeeen 
yes, they are (in some cases) directly out of the doom wad file, so the colours are true to the original (if you play in glquake, you'll notice that the actual palette doesn't respond well to doom marble and looks more yellow, like some fiend went and pissed all over the walls...)

the red-shifted textures actually turned out ok in the quake palette, but i included them as tgas for consistency.

it was nice to work with the tga textures to get a nice vibrant green feel to the map (it made that one unreal rock texture really come alive). i think i might do this more often, as it lets me explore themes that haven't before appeared in quake. 
.fgd 
So... nobody cares about us lowly WC mappers. Just kidding.
I.W., if you read this - I know I would appreciate it if you would make up an fgd file for Quoth. I'm sure other budding mappers without an understanding of the fgd's nature would also appreciate it. 
 
i think i need a qrk file :) 
I Think 
kell is working on one, actually. 
FGD 
Sorry, I have made headway with it. I started quite well at the beginning of the week, but then fatigue and formatting got the better of me and my brain came out my ears. I've spent the last few days poking it back in with a pencil.
I'll hopefully have a finsihed .fgd for the weekend. 
Questions About Info_mapgate And Info_endgate 
Could the following be done:

You start in a hub with a choice of 3 paths to take. As you take each path, and return to the hub, the entrance to that path is blocked. Once all 3 paths have been completed, a new set of 3 paths open. Once they are explored, the final path is opened and you play the final map. 
Brain Coming Out Again..! 
Yes, in the privacy of my head, that makes sense. You could do that. However, having '3 then another 3' is not inbuilt functionality. You'd need to achieve that effect with the 3 info_mapgates also firing at a trigger_counter ( which has a "count" of "3" obviously ) and the trigger_counter then fires to open up access to the other 3 entrances. 
Very Promising Pack 
the new monsters are nice, though i'm still not sure about the gug - it looks kind of strange (maybe it's the head...), but i like the earthquake when it falls to the floor. knight variations are good, too. i can't comment on the base monsters so much, atm.
the chapters monsters rule anyway.
the plasma gun model (or rather its skin) doesn't fit.

necros: deadcity was okay, but i got stuck in one corner behind the stargate teleporter ring and had to noclip out.
marb was great - the doom textures look good, very detailed and all, even though i had the impression they make the map look a little like candy or something?! nice to see some decent rotation again; the lift before the end was nice, too.
one 'monster can't find target' error once.

kell: cool testmaps.
red777 rules! so big and detailed, and soo many clever secrets (of which i only found 5 at first :/)! i wished for more monsters, though.
i can't think of anything else to say - likely this map is just prefect in many ways.

kellcros: in most of your maps 'wallmonster in wall' warnings appear when monsters are spawned. it doesn't affect the gameplay afaik, but still the messages suck. is this related to the spawn code? 
 
monster can't find target
wallmonster in wall

never got those errors when playing. i assume you're using an engine besides fitz/dp/gl/software. i only tested in fitz, dp and the normal engines.

it's worth looking into, but since non of the engines i have give those errors, i don't know if i can do anything.

if you tell me what engine you were using, i'll d/l it and take a look 
 
fitzquake, developer mode 
Heh 
i never used that o.o

guess i should develope, in.. you know... developer mode. :P

still though, why are you playing a mod in dev mode? o.0

you should expect to see extra text in dev mode. if it bugs you, stop playing with it on. 
 
i added the command to my fitzq shortcut, so i don't have to type it everytime i run the game, for i am contantly developing (errm, well..)
you're right, i could have turned it off, but how would you have learned about the warnings then? :) 
Hehe 
touch� ;) 
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