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| Posted by distrans on 2007/07/10 04:32:48 |
Let us start you on a journey...a Quake Journey. Share the Travail!
* 1 new Quake mission
* 2 new episodes and a triple barrel finale
* A 2 level secret mini mission
* 15 single player levels and 3 multiplayer levels
* 2 new bosses, stock and modified after market enemies, one beloved weapon mod, and some new physics
* 4 Easter Eggs, 30+ secrets, countless references to the game and the community
Info, screens and download links at http://www.quakeone.com/travail |
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 GPL Certainly Doesn't
#58 posted by HeadThump on 2007/07/13 17:53:48
Override the 'fair usage' doctrine of the law either, where snippets, quotes and short imitations of works are used in artistic, sometimes parodying manners. Unfortunately a lot of those who write up licensing contracts are ignorant of what would actually stand up in a court of law.
Unfortunately, given the abuse of fair usage doctrine in those clauses you cite, the GPL as it stands is likely to prove useless in the long run for the purpose of an enforceable contract.
 Last I'll Comment On The Subject
#59 posted by HeadThump on 2007/07/13 18:02:04
as Ijed is right that it destracts from the pack.
I see GPL matters get argued in many forums where a ton of clauses from the license are cited, but the citation of those clauses are only relevant to the degree that they are in accord with this:
http://www.copyright.gov/title17/92chap1.html
subsection
� 107. Limitations on exclusive rights: Fair use38
And yes, it is backed by international agreements that gives it standing in most natiomns where funcsters reside.
 Kicks Arse
#60 posted by Eisenfresser on 2007/07/13 18:14:55
really.
like it. the new physics with the monsters are a bit weird first, but go well after a while.
Level-Design is different, but very clever and Entertaining.
Havent been able to find all the secrets of the first episode yet, but still working on it.
Nice one !
 OK.
#61 posted by golden_boy on 2007/07/13 23:42:56
I don't want any personal feuds about this. I was just saying.
I really just want people to think about the GPL because it is the basis of free software, and of Quake. If you use Quake, the GPL affects you.
I myself am known to act up against "idiotic" rules often. However, the GPL is actually a GOOD rule. The FSF are the good guys, so it's a bit stupid to bash the GPL of all things. The GPL gave us the Quake source, the tools source and the map sources.
Maybe there are juristic ways to pull your head out of the noose where the GPL is concerned. The question is, why let it come to that?
It would simply be _wise_ to release your map under the GPL wherever you "cite" or "reference" any GPL maps (ahem.) Not to mention that it's also _cool_.
It's sad that many ppl are so quick to bash the GPL and the FSF. I think those people are confusing the good and the bad guys.
The good guys, i.e. the Free Software movement with their GPL, need your help, not your ignorance. This is a political thing. You may get away with just taking what you want (by using the loopholes several of you pointed out above), but that doesn't mean it is wise to do so. And you know damn well I have a point here.
Since the majority here is unlikely to even grasp the problem (and just wants me to shut up now), I'll close the case.
golden_boy.
 "the Majority Here Is Unlikely To Even Grasp The Problem"
#62 posted by pjw on 2007/07/14 02:05:17
Yeah, we're generally pretty dim around here. You might try using smaller words, or typing more slowly.
 Finished Now
#63 posted by nitin on 2007/07/14 05:56:29
cant say I was overly enamoured with the final boss combat, but the mapping in the boss levels was still great.
also cheated to negke's levels using the map command because I couldnt find the entrance. Great maps both, really do deserve to be played and not just stumbled upon as a secret. The cave level is brilliant.
 Woot
#64 posted by Spirit on 2007/07/14 11:57:46
Hello Travail:
http://www.quaddicted.com/stuff/daily_usage_200707.png
Made some happy 80 Gigabyte traffic so far. That's almost 1000 downloads for the travail.zip (only "330" for the soundtrack though). So, who says there is no interest in Quake Singleplayer nowadays?
#65 posted by ijed on 2007/07/14 17:43:41
Thats Good.
Reckon the interest in this archaic game will take a long time to die; consumers don't want to spend $400 on a graphics card every six months.
Plus its one of the best games of all time.
First impressions on the pack:
Nicely detailed, but some clip brushes would have helped here and there - I haven't got stuck but I'm wary of the possibility. I prefer to be killed by dangerous things.
There's a nice sense of exploration; it feels like you're really moving through this alien landscape, and not just playing a map. Sometimes this confuses the progression, but nothing more than twenty seconds of legging about.
It would have been nice to have some more meaty weapons earlier on. It didn't stop the flow but I prefer more hardcore slaughter. A GL before the SSG / NG wouldn't have disrupted progression much and would have made some entertaining gib fountains from the grunts and funny player-suicides in the occassional compact spaces.
Played through engineer of destruction so far.
#66 posted by rj on 2007/07/14 18:06:36
That's almost 1000 downloads for the travail.zip (only "330" for the soundtrack though). So, who says there is no interest in Quake Singleplayer nowadays?
nice! how many sites did the link get posted on? and what were they.. for future reference :p
 Pack Comments
#67 posted by rj on 2007/07/14 18:36:41
quite ok overall.. although it had its share of good & bad moments.
the first episode i found particularly frustrating gameplay wise. there were quite a few situations where combats would be badly set up, or the player not given sufficient cover or movement space. in terms of design, the outdoor areas were excellent (including the caverns in maps 4 & 5) but some of the indoor sections felt a little pokey & fiddly. the texturing in the first three maps felt a little dull & slightly outdated too, especially compared with the rest of the pack
episode 2 i enjoyed ALOT more.. it was tough, but rarely in a frustrating way, since the combats felt like they were engineered better & player movement wasn't so restricted. i particularly loved the first map.. superb theme, solid, sturdy designs, and as mentioned by nitin the spider section was excellent & proved very tense. there was one point in map 2 where i had to cheat (got the SK, turned left out the door & went back into the dm2 bit to hunt for health, ended up getting stuck in there) and i could have done without the chthon bit at the end, felt a little old & predictable!
the last three maps were all pretty neat but i didn't really get much of a sense of flow between them. and the end boss fight was bizarre.. whenever the fight started heating up he'd give up & hide under his wing for ages (the second time he did this i got bored waiting & ran up close to him with impulse 255 on to finish him off). seemed a bit of a pointless feature imo, would have been a pretty solid fight if it weren't for that.
overall i guess it wasn't as strong as say, nehahra or soul of evil, but it had some pretty memorable moments. not given the dm maps a blast yet but shall endevour to do so later :)
 Distrans
#68 posted by negke on 2007/07/14 19:53:22
Oh, you changed the way the secret exit is accessed the last minute? I'm not sure if it's really less confusing now.
So people, better check your short term memory. ;)
 Travail = Really Great Stuff
#69 posted by rudl on 2007/07/14 21:59:58
I especially like the map with the dam
#70 posted by dogToffee on 2007/07/15 03:42:10
Beginning to wish I never mentioned the DM2 part.. (although I think two of us did) what with all the GPL shenanigans :/
But some cheap pimpage for our Belgian friend Polarite (Beast) who was kind enough to slap the pack on one of his servers -
flanders.servegame.org - port 26002
Although I got a connect error after the start map I know it works for others.
Sir H
 Congrats
#71 posted by HeadThump on 2007/07/15 04:22:37
That's almost 1000 downloads for the travail.zip
Looking forward to playing it soon.
 Bloody Hell...
#72 posted by distrans on 2007/07/15 08:45:42
Spirit: Thanks for the stats!
All: comment has been diverse but generally express enjoyment, vive la differance.
nitin: given how much I've come to respect your opinion, your comments are greatly appreciated. The brick texture is from q3test btw, it's one of the few that looks like it shouldn't be part of the Q3 set :) As for neg!ke's secret mini mission, it started out as a single additional level then grew so big it had to be split into two levels, both of which grew to the point where they started choking the engine. The man's a machine! Anyhoo, they're secret, and as such some work (memory in this case) should be required by the player to access them. The payoff is well worth the effort, as you pointed out. Besides, in two weeks the secrets and Easter Eggs will be common knowledge, and very few will miss the opportunity to play neg's awesome cavern level.
Sir H: the team is very proud to have brought you out of lurker mode. I'm glad someone got poisoned by the Archenids :) I was beginning to wonder if they'd lost the ability.
rj: sorry you didn't find it as coherent as we thought we'd achieved, but I'm glad you enjoyed things overall. I thought I'd sorted that return to the interior problem in qte2m2. Heh, even with long and careful testing something or two will slip through. Can I put you on the list for beta tester on the next project?
ijed: looking forward to you comments on the rest of it.
golden_boy: if you believe inadequate consideration was given to GPL by the Travail team then you assume too much. The various release dates associated with it and the longevity of Quake's appeal has made it, in quite a few instances, an anomoly with respect to GPL. This doesn't mean GPL is bad, just hard to apply in some instances (and in twenty years time these instances will be almost non-existant). In the meantime we appeal, as HeadThump politely pointed out, to common sense in the form of common law. If you wish to discuss the process and reasoning whereby my final approach to GPL was reached in this instance, please do not hesitate to contact me at quake -dot- travail -at- gmail -dot- com
#73 posted by rj on 2007/07/15 10:24:16
Can I put you on the list for beta tester on the next project?
sure! whenever it's ready just post a note in the beta thread & i'll contact you. is there one in progress at the moment?
also, in response to another part of your post, i too got a poinsoning from the archenids. i'd say that section was actually my favourite part of the whole game; i loved how the medkits were spread out so that you had to use them wisely, coupled with the panic factor of the screen turning red if you got bitten. i also managed to use up all my ammo on that section & had to fend the last one off with the axe, which was awesome :) (my fault as i missed the GL completely until seeing it in the intermission, d'oh)
 Oh My...
#74 posted by distrans on 2007/07/15 13:05:17
...you beat the level without the GL. I doff my hat!
As to 'in progress', I've a level about 75% done. It follows directly from "Recurrent Rumours," the first prequel to Travail.
#75 posted by Trinca on 2007/07/18 00:16:22
finaly finish playing travail!!!
great pack!
first episode is classic quake, not to hard on hard, was real real fun enjoy it a lot not so good like second episode but is normal becouse of textures quality but gameplay was perfect and fun.
second episode is more detailed and more new quake stile of maps with pretty textures that map maps much better, neg|ke and distrans made real great job on that episode.
final levels
love all great job love the red ciborgs :) made me run all over that basement :) the Azoth was fucking evil!!! both levels with him were great and the gameplay on hard was just perfect.
good work guys.. sorry my feedback but you guys already know that i suck in english :\
i will replay it again next week ;) must beta test a map this week before someone kill me ;)
thks guys!!! enjoi it a lot, will play again for sure.
 Spiders
#76 posted by steven_a on 2007/07/18 07:14:31
Maps are awesome.. not too linear and worth a second play straight away. Quite enjoyed the first boss level, and the long spider cave is fantastic - a ponderous and attractive segue - and a prelude to the next spider level. Up to E2M6 with tyrquake 0.56 and no problems so far. The graphics are just amazing.
 Nice Pack!
#77 posted by generic on 2007/07/21 06:58:24
I never got the soundtrack going but the levels were nice and atmospheric nonetheless. Like many of the other comments here, the second episode was by far my favorite. And as far as bad guys go, I liked the new base boys and the uberscrag but Azoth looked a little too cartoony - his/her special effects were nice though :-)
The gameplay was spot on throughout even though I never figured out how to get to the last boards without cheating ;-)
I loved the architecture and all those texture combos, BTW.
Great work guys!!!
#78 posted by Trinca on 2007/07/21 20:10:22
hehe forget to saw replay travail again :p and found a secret.. on last level with the crew pics :)
neg|ke you are sexyyyyyyyyyyy
:p
distrans keep away from drugs
:)
scragbait take carefull with guns!
:p
Asaki got latin blood :p
:p
aguire is nordic nothing to say look like one!
Preach look like a english guy :p is for sure!!!
 (Spoilers)
#79 posted by ijed on 2007/07/21 21:16:16
Still playing through, just into the second episode. Yep, playing slowly.
And its good, I reckon it is better than the first, but for a single reason. The change in playstyle doesn't bother me so much; I'd say the firt 3/4 of episode one is more HL1 and the later maps more quakey - but this isn't a bad thing.
The problem with the earlier maps (I think) is that they're not as sectional as later on. It's nice to complete a large interconnected map (the dam was very satisfying) but it's also confusing; alot of the time some seemingly cryptic message pointed the way forward and the size of the maps meant a wrong turn resulted in a good five minutes of wandering before returning and trying another route.
'The door lies underwater' is a good example, after collecting the SK. It's not too helpful when most of the huge level has water.
But it was nice to explore, just sometimes it became tiresome.
This is going to start sounding like a plain chant whinge, but the enemy mix also began to grate - there was alot of reliance on the vore and Shambler, and in the later levels of episode one it became a bit tedious. I say this because pot shotting a Shambler (or Vore) who can't attack you because of the distance sometimes made the gameplay inconsistent. An increase in the Vore's max attack range + the RL would have helped. I would also have liked to see Quoth Droles replacing Shamblers in some of these areas, but that's a different mod.
Artisticly the levels shone. Getting into the Zerstorer style sections was cool and pure Quakiness. I liked the dream catcher thing in the boss prelude as well. The base / castle parts were well done as well - it did feel like an ancient place that had been taken over by a more technologically advanced culture; good work.
The superscrag was a bit of a typical boss combat - it would have been improved by the support scrags spawning from outside the edge of the arena and flying in rather than inside and just sitting there until the rocketsplash from hitting the boss killed them. Granted this would have made it more difficult, but with all that space it could have been done.
The opening levels of Ep2 were good, Somewhat basic in parts but very well done - the small improvements all over helped alot here, the HK especially.
I found the spider section a bit underwhelming to be honest. I under stand there's a second one so I'll withold judgement. The spiders are excellent enemies - thier jump reminds me of a hacehugger and the poison is really well done.
But the section is very lineal, I'dve preferred the switches scattered off in some otherwise pointless detours so that the player is more likely to reach a locked door than an open one. Thinking Shelob's Lair there with winding tunnels etc.
I'm up to the library after that, which works very well - the HK modifications work especially well there.
Hope all that doesn't sound too negative, it's just because the rest is so good. This is one of the best packs for a long while.
More comments to come.
 Yup
#80 posted by Preach on 2007/07/21 22:21:05
Preach look like a english guy :p is for sure!!!
Guilty as charged...
 I Didn't Realise..
#81 posted by rj on 2007/07/21 22:32:04
..that us english guys had a *look* that could be recognised. learn something new every day i guess!
and i didn't find the hall.. but i extracted the textures & noticed the pictures in there. scragbait, i'm hoping you didn't take my episode 1 crtique too harshly; you look like someone i wouldn't want to get on the wrong side of...
 But . . .
#82 posted by ijed on 2007/07/21 22:36:15
The Angles have a genetic component that makes us good at mapping.
And the Portuguese just make thier maps too difficult. </cough>
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Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.
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