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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:

Direct download ( FilePlanet, sadly ) : (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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2 Quoth Expansion Maps 
ne_marb: Crescendo of Dreams
a green marble/woodmet themed map with nonlinear gameplay and coop support.
download (FP):


ne_deadcity: The Rats in the Walls
an 'oldskool' rotting, dead city. nonlinear gameplay coop support and evil zombies included.
download (FP):

Quoth Expansion Map: Red777 
My latest, and probably last, knave map - Red777
Building on Contract and Chapters and drawing heavily on the Quoth content, this is a large map with features and textures not seen before in knave.

screenshots and download page:

direct download:

As always, I recommend FitzQuake for playing Red777. 
Yay, congrats on this release.
Already played Red777, and it rocks, highly recommended, will try out the rest asap. =) 
great to see more high quality stuff from you guys.

The Reviews wil appear at my site, "when they're done". ;) 
Temporary Mirror 
I think I can have this on for a couple of days for those who want to avoid fileplanet:
20 megs 
Holy Shit 
I was just thinking of using THe Lost Chapters stuff in one of my maps. 
is there an fgd? Am I being a dumbass? 
fek, sorry. We didn't get around to doing one; it's tricky cos neither of us use WC/Hammer and our standard fgd-bloke is Kinn, who hasn't been around as much. Forgot to take mention of it out of the tutorial.
We'll see what we can do tomorrow though. 
wow, amazing work guys (probably, haven't played it yet).

I'm really looking forward to getting hold of this. Maybe I'll even resume work on my Koth expansion map... probably not though :) 
Is It Me 
or does fileplanet suck a lot less now.

You can actually get files without ridiculous queues and ads. 
Still Have To Create An Account Though... 
...and I can't be arsed. Thanks for the mirrors, Spirit and Bambuz :) 
How Cool Can One Man Be? 
No matter! The 2 of you beat them all!!! Just finished playing through e1m1quoth and the tests(kelltest3 did not work, though, the gugs were not able to break free from the cages, or is it me?) and this stuff blows the valkiryes off Valhalla!!! Oh my, oh my!!!! That's too much for a sunday morning!!! Thanks boys, as long as dudes like you are around, who needs Doom13 or Quake51(where you turn into a talkin' strogg dick and get to see iron maidens from the inside? ;p)? 
Just one thing, played e1m1qoth, it's very nice, but is it normal that the small bars don't open when I take the nail powerup, like in the original e1m1? 
Great Job Guys 
Now I want to make a q1sp... you bastards 
Kell / Necros 
Is there a guide on teh net about how to setup GTK for use with Q1? Any help would be great 
Now, This Is Strange.... 
...the only way I can play kelltest3 is by cheating... I mean,if I enable whatever cheat before getting into the slipgate leading to the arena, the gug is free, if I don't, he stays behind the YA door, still hurting me with the earth pound attack but impossible to kill... any clues? 
what are the playable maps? it seems as if there's more than the 3 released above. 
check out the html in the post. at the bottom of the page it lists the 'test' levels. Necros uses GTK I think, but Kell - what editor do you use? 
first, thanks to everyone who is uploading mirrors! since SP was down, the only space we had available was FP, so that's really cool to have better sources available.

re: kelltest3, what seems to be happening (that i've seen) is that the gug, while walking, somehow starts heading back into the tunnel. i'm not exactly sure why it does that, other than it might be a movetogoal hiccup (the builtin function all monsters use to navigate).

re: gtkr + q1, i wrote a guide to setting it up for q1 editing a while ago;
tigger-on wrote one as well, which is more involved than mine, however, both of them only cover pre 1.5 versions of GTKR (ie: versions that didn't have the native q1 support)
as for setting up gtkr 1.5+ for q1, i don't know because i still use 1.4 (never liked the way 1.5 worked). there might be some literature on the qeradiant site on that though. worth checking.

re: FGD
both of us use gtkr and the format for fgd files seem really different to the very simple gtkr format. we'll see what we can do, but it may take a while to figure it out. :P

cheers :) 
Pardon Me 
As someone who hasn't mapped for a couple months let alone modified Gtk 1.5 for an even longer time, exactly how would I go about setting this stuff up for use with 1.5? I remember there was a lot of niggling about to get Chapters set up correctly, but I don't remember at all how to do it. I didn't see anything on the site/tutorial thing. Helpz0rz? 
i don't know how to do it specifically for gtkr1.5, but as far as using the entity defs, it should be as simple as dropping the .def files into whatever folder is currently holding your q1 defs. 
1.5 has full q1 support, so rtfm, it's really easy to set up and get going. To use the extra quoth stuff, yeah just add it to the q1 .def file. 
Counter Well, 
I extracted them to every folder that had a .def in it. No dice ~_~ 
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