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Contract Revoked: The Lost Chapters
This information is repeated on the Lost Chapters webpage on my site, with images:

The Theme

Return To Fodrian

Fodrian is a planet. Though it isn't exaclty a medieval version of Coruscant, it is flecked and pitted with numerous cities, some vaster than could ever be fully explored. While the events of Contract Revoked depicted the trial of one lone slipgater, countless other beings have visited this world down the aeons.
Daring individuals frequently invade the library-cities, hoping to steal artifacts of great power and renown.

Written on pages torn out and discarded, filed away in secrecy or scattered to the winds, these are their stories.
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The Rules

Deadline - The Ides Of March
Midnight GMT March 15th 2005

Quake 1 Single Player. No deathmatch configuration. Coop optional.
Skill configurations are not required, though obviously they would be appreciated.

Working intermittently on our mod, necros and I have developed an alarming amount of content, but we have allowed feature creep to take over and have a lot more to finish than we planned. As well as being an attempt to make Zwiffle stfu about Contract Revoked 2, this pack is an opportunity to fieldtest some of our work, both for mappers and players. This material has been thouroughly tested - it is not in a beta state.
You have the option of including the following:

Flying Polyp
Cross Of Deflection
Flame Mapobjects
Sprite Lights
Corpse Mapobjects

( see the web page for images of each )

You must include at least 1 point entity from this content. We would like you to experiment with and benefit from the new stuff, but we don't want to shove it down your throats either. If you find any of the new entities inhibit your map, stick a mapobject somewhere and leave it at that.
Although simple to use, the new content has various mapping options and implications not experienced in Quake before. If you do not intend to map for the pack, we advise that you don't download and review the material. We guarantee you will enjoy it more as a player if you wait to be surprised.

1666 brushes maximum
This includes clips, funcs and triggers. The Servitor Races recognise the cosmic significance of numerology and they are seriously not to be fucked with on the matter.

Use only the knave.wad as downloaded from the link below, not as extracted from the Contract Revoked maps. The wad has been distributed around and I assume has not been modified at any time so if you already have it you should be good to go, but you may wish to use this version which has been updated to include 5 new bookshelf textures with divisions at 128 and 64 units; you might find them useful.
No other textures will be accepted.
Note that the teleport texture in the knave wad is renamed *starfluid. Do not use *teleport.

Base Monsters
No grunts or enforcers. Rottweilers are acceptable.

Contract Revoked contained no biosuits. Do not use any in your map.
This isn't really much of a limitation since the knave.wad has no *slime texture anyway, so the only value of biosuits would be to prevent drowning in deep water. If water hazard becomes relevant to your map design, you have other options in the pak.

Episode Runes
Do not put any of the episode runes in your map. This is merely a technical restriction due to the new powerups.

Contract Revoked was noted for its plethora of secrets. Your map must contain at least 1 secret delivering at least 1 item entity of any type to the player, with a corresponding trigger_secret.
Valid items include all powerups, weapons, ammo, health and keys. Monsters optional. Knock yourselves out.

A start map will be built for the pack. The maps will not be played sequentially; each map will have a separate entrance in the start map. Place a trigger_changlevel at the exit of your map and give it the key/value "map" "start"

The title of your map must be derived from the Complete Works Of Shakespeare. You read that right. It can be from any of the plays or sonnets, but it must be a quotation rather than the title of one of the works, a character's name or simply a reference. It doesn't have to relate in any way to your map and if you don't like this bit of the project, simply google for a well-known quote and paste it into your worldspawn.
Where We Lay Our Scene
What Dreams May Come
That The Stars Are Fire
More Lovely And More Temperate

For your map filename, use chapter_ followed by your chosen nick.
Example: chapter_kell.bsp

The map must run in the latest version of FitzQuake. It does not need to run in WinQuake or GLQuake, but this is preferable.

Your map must be fully vised when submitted. Lighting is optional.
Compiled bsps and uncompiled maps can be submitted to:
Write Lost Chapter as the subject line and state in the email:
the number of brushes in the map
the source of the title
if you have implemented skill settings
any other information/thanks as you want them to appear in the readme, or include your own 
The Downloads

These downloads contain all you will need to map for the project.
There are two versions, one with the uncompiled prefab maps in q3map format for GtkRadiant users and one with them in q1map format for all other editors. ( 5,212 kb )
fileplanet: ( 5,207 kb )

Install by unzipping to your /quake folder; this will produce a subfolder called /chapters
It contains the following:

Utilise as appropriate for your editor.
This map contains prefabs of all the arch structures appearing in the knave.wad with correct texture alignment and optimised brushwork. You don't have to build your arches as they are in this prefab, it is provided simply to save you time.
This is a small piece of incomplete knavish architecture. You don't have to use it, but it might give you something to work with if you find inspiration running dry.

This contains the sounds, models and progs for the custom content.

One or other of these files will be included, depending on which format version you download.
GtkRadiant uses .def, Worldcraft/Hammer uses .fgd
We don't know how other editors store their entity lists. Both .def and .fgd can be opened in any text editor so you can transfer information from them into whatever file your editor uses. If you don't know how to do that, post in the Mapping Help thread.
Big thanks to Kinn for help with the fgd file.

This tastefully transcribed treatise will be your bible for all things custom in this project.
necros and I have endevoured to explain the technical specifics as clearly as possible. Nothing here should be difficult for anyone who has completed a map before. There is also general advice on how to get the most out of our content.

Get to it, and fortune favour you. 
Kell Rocks 
That is all. 
Kell AND necros rock. They are awesome.

/me hugs Kell^.

Anyway, I'm in. Do we have to produce only ONE map? 
Necros Rocks Too 
(sorry, I didn't forget ^___^ ) 
Sounds Like Fun 
1666 brushes sounds like a really good number. No monsterous maps that people will get tired of playing mid-way through.

And I thought you said this was going to be less restrictive than the SM40 event?! ;) 
this is pure excellence.......
all this.... 
Slight Update 
We found that the .def file included in the q3format zip file included some erroneous definitions (specifically, all the corpse mapobjects had the "mapobject_" prefix which it is not supposed to have).

We have updated the zip archives on spawnpoint and fileplanet, but those of you who already downloaded the packs should either fix the definition file yourself, or download this replacement to overwrite the old one:
note: the fgd is fine.

also, take note that the links for the files are reversed atm, so if you want the q3 format, look under the q1 format area, and vice versa (hopefully that can be fixed soon).

Kell did manage to make three massive posts without tag breakage though. yerr. ;) 
I'm Excited! 
I'm definitely going to go home and have a look at this. After playing Marcher, I'm in the mood for more Q1. I also looked at apsp1 the other day, and it hasn't aged well...

This project sounds awesome and I'm sure that there will be a better turnout of maps than usual.

weeeeee! And I have grilled chicken for tea! weee!*

*I am not stoned. I haven't taken weed or anything else for over a year. I don't touch that stuff anymore. I'M JUST EXCITED!!! 
The title of your map must be derived from the Complete Works Of Shakespeare.

Kell owns.
This sounds exciting. 
That's Krazy Talk! 
apsp1 is still a sweet ass ride. I played it for the first time last summer, and I digged it whole heartedly even though I lean more to the runic/midieval in my taste.

Good to hear you plan to map for this ambitious sounding project Kell and Necros have pulled together.

Documentation for it is particurly nice. 
If anyone of you is looking for famous Shakespeare quotes to name your map after, here's a pretty nice ressource: 
I Think 
someone just needs to make a Random Shakespeare Line Generator (TM). 
I Was Just About To Write 
a Random Shakespeare Line Generator, but it's alot of work thinking of the bits. 
Does the chapters.def have any problems regarding the .map's texture directory or map name? After switching the .config to accept .def instead of the .xml, I am no longer able to input texture directories to the Worldspawn. Same with map name. As a result, when I compile it into a .bsp the map loads up textureless, except for a lone, repeating black and white checker texture on everything.

afaik, def files don't affect textures at all. i'm guessing there's some hidden setting that gets switched when you change the file from xml to def... like a different mode. i don't know much beyond this since you're using 1.5... 
I'd Bet That Someone Will Use This Title 
And thus I clothe my naked villany

and that someone will be czg 
thinking of what bits? 
Well, I'm guessing he meant a Shakespeare-like quotes generator, and not just one that grabs random Shakespeare quotes as they were. 
From This Moment Forth 
I shall never speak word. 
Aye, spog said the texture directory and map name properties only work with .ent extensions, not .def. So, that sucks. But maybe he'll try to get them to work, or there's some quick hack I can fudge with. It's not too important right now, as there's still plenty of time to figure something out. 
Man, this is looking promising - Especially with Than throwing his pimp hat into the ring. If CZG were to get his worldcraft 1.6 on as well then I'd probably cum in my shorts. 
.ent File For GTKRadiant 1.5 
I converted the entity .def file to an .ent file so it works with GTKRadiant 1.5. I haven't had the time to test the file indepth and it's not very beautiful but it _should_ work.

If you run into any problems please contact me through this thread and I'll see what I can do.

You can download the file here:

Conversion was done using a small tool I'm currently working on that converts from and to .ent, .def and .fgd. I'm going to release this tool sooner or later, just need to polish it, add some features and test it a bit more... 
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