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Night Journey Revisited - Q1SP
A big pak with lots of outdoor scenery and intense combat in classic style. There are 6+1 maps and the pak was originally made by Tronyn/Daz and released in 2003 in an unfinished state. Please check the readme for details. Special thanks to Tronyn for the permission to re-release this great pak.

Download: http://www.fileplanet.com/dl.aspx?/planetquake/underworld/nightjourney_v2.zip (zip, 6,7 MB)

Have fun! Any comments are welcome.

Note: Quake Mission Pack 2 required to play this level.
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All Done 
after reading shambler's comments on map 3, I went in expecting the worst. But I found it to be pretty reasonable actually. The last 4 maps are actually quite good gameplay wise, because you actually have ammo.

The last 2 maps also feature lovely themes and architecture (so do the others but the last two have a unique style).

So overall, once you can get past map 2, the gameplay's actually very very good.

Quality release aguire, tronyn, daz and xenon. 
 
"Also, please note that the final level nj4 is still missing due to it never
being released publicly. This means that after finishing nj3b "The Second
Portal", the engine tries to load nj4 which isn't available. Just press F10 and
quit the game."

Could just make the trigger_changelevel ent point to the first map in the pack, or whatever.. 
Vb 
No, in case someone decides to finish the last map and release it maybe? =)

Anyways, finished the pack, was bloody frustrating at times, but obviously that's cause I suck, right shamb? =)
Visuals were great though, some very nice maps, good work on that. 
Nitin. 
I guessed you missed the triple "floating Rogue monster" ambush with nowhere to hide followed by immediate vore spawn, and the infinitely spawning "floating Rogue monster" section in an unimaginably awkward staircase scenario when it is 100% certain you'd have just used up all your nails on a previous combat, then.... 
Shambler 
I played on normal.

Floating rogue monsters missiles dont damage you much (if you have armor) and if you nailgun them, they dont attack that often. So in the first scenario you mentioned, I had plenty of nail ammo and it wasnt that hard (provided I was willing to take some damage).

As for the infinitely spawning section (there was 4 or 5 on normal), I just went down the stairs to the bottom, let them come after me and used my DBS on them while they were coming down.

I thought that map was tough, but not overwhelming. Map 2 was the frustrating one for me. After that, I found it quite playable and enjoyable. 
AguirRe 
"Text_Fish: What engine are you using?"

Fitz.

"Have you added the -rogue option as instructed?"

I have a Fitz shortcut that's set to run -Rogue automatically, so the command line's fine.

Nomatter though, I sorted it by copying the pak over so I can play it now.

I finished it last night, and aside from the ammo problems near the start I must say I quite enjoyed it. :) I have to agree with Shambler regarding some of the battles though, there were a couple of moments where I found myself quickloading far too often. 
Bal 
In which case you can change the entity's atrributes (you can replace entities without recompiling map)

Piece o' piss. 
OK, Good 
I just went through the whole pak on Hard (I usually play on Normal) and while it certainly was no picnic, it was definitely not overly frustrating. And I'm even still a keyboard player ...

There were a few rough spots in nj2, the beginning of nj2b and nj3 near the end, but otherwise no big problems. Some resource backtracking was required and gameplay probably rewarded GL usage, but I had no ammo shortage at any time.

Possibly the secrets were more important on Hard but that's nothing unusual. If you think it's too hard, just drop a notch. 
Vb 
Yes, but that would mean asking people to redownload a map they arlready have, my point was that if someone wanted to release JUST that final map someday, he wouldn't have to mess with what was already released here...
That's what I'm guessing whoever decided not to change it was thinking anyways, but whatever.

Don't see what's the problem anyways, whats the difference between just ending the map and leaving the game, instead of ending the map, being sent to another map you most likely don't want to play again and then leaving then game. 
And Vb 
I (and Bal) actually *do* know how to edit a changelevel trigger ... I intentionally left it this way because the pak is unfinished, although the last map (nj3b) serves very well as an end map. 
Horseshit. 
If you have no problems on Hard, then you must find every other fucking Quake map ever released (with the possible exception of Lunsp1) unplayably easy in comparison, and since every time a good, challenging Q1 SP map is released, I don't see you in the comments saying "OMG this map was so easy I could play it blindfold FFS double the monsters at least", then that's not the case.

So, either you're lying about this being okay, or neglecting to mention that you loathe every other Q1 SP release because they are as easy as playing an SP map in DM mode, OR more likely, you are so used to the combats from hours of testing, you know it like the back of your arse.

Anyway, it's not so much about the difficulty - difficulty is good - it's about the crap balance (e.g. map 2, completely inadquate supplies around the 8 mummies area, and then 2 YAs and a secret RA within 30 seconds of each other at the end) and some crap combat set-ups.

Anyway, mercifully, that's all irrelevant now. 
Bal 
Reasonable people won't care about downloading a map they have again (or an .ent file for engines that support it) if it means getting rid of the 'sorry there is no end' bollocks ;P 
Ummm... 
I know the DOE source is PD (I have it) but is the whole thing now PD, and if so, does anyone have a link? After reading the above posts, I'd like to see this pak.

I remember this came up a little while ago and I remember seeing a link to a forum where JR had posted a link to an ID site giving away the whole thing: or is my mind playing tricks?

I've even looked around my local conputer stores and second-hand shops but the (spotty, teenaged) asistants just laugh when I mention Quake 1 add-ons :-( 
Mike 
You have mail.

(I hope you punched those assistants in the face :-) 
DOE Link 
I found an working DOE download link today. If someone is interested I can post it... 
Missionpacks 
To my knowledge, neither of the Quake mission packs is in public domain and JR would have no business posting download links to full versions of them, both mission packs have been developed by 3rd parties so they are not intellectual property of ID Software.

However, I do recall seeing Romero post a download link to the full version of Daikatana a month or so ago, so I am guessing you got those confused. 
Mwh 
Thanks very much for the info. I'm sure that will help!

No, no punches. I just gave him my very best look of disdain that previously managed to shrivel that fake bedouin that tries to get you to photograph him on his camel by the great pyramids - even the camel had to look away. Anyway, I bet the assistant's even more spotty this evening than he was this morning. 
Cough 
very nice pack!
it started to be playable after i've found well hidden GL.

but but but, there's no boss level! the game halts looking for nj4 map! what the fuck?

overall, nice atmospheric and fun to play environment! thanks! :D

ps: i still would like to play boss level. 
Jago 
Yes, Daikatana it was. (time dulls the mind and senility makes that easier to bear) 
I Finished On Hard 
I reviewed this set for aguiRe before re-release and didn't have any serious problems finishing. It was tough in spots but I did get the GL in the start map and I found every secret so that probably helped. I tend to conserve ammo by using the single shotty, which has a tighter pattern, and I use cover and I strafe a lot. I had to axe a few times but not enough to be really frustrated.

I liked it - all of the maps were interesting and it was a journey - too bad there's no ending. Tronyn is a master of mixing rock textures to give the outdoor areas a unique look. 
Text_fish: 
I have a Fitz shortcut that's set to run -Rogue automatically, so the command line's fine.

Okay, this is the problem. You have to do "fitzquake -rogue -game nightjourney" to make it work, becuase "fitzquake -rogue" will set the mod dir to "rogue" and then when you type "game nightjourney" at the console it unloads quake/rogue/ and loads quake/nightjourney/.

I guess this qualifies as a bug. Sorry! 
 
btw any pics plz? 
More Info 
So Unless I Am Mistaken 
The bottom two shots on the second page appear to be from maps that didn't make the pack.

I wonder if Tronyn has the remnants of it lying around. 
Yah 
those 2 shots are from nj4 which took the theme from nj3b and added even more technical stylings (the ikbase lights etc) and was generally a lot more surreal and odd. But only a couple of areas exist in the latest version of the .map I saw.

I dont want to get anyones hopes up, but if I ever did do another q1sp it would be a finishing map for this pack, I just depends if I ever get the time/motivation/stuff etc.. 
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