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Rubicon 2 Released!
Rubicon 2 is a new Q1SP experience with three large single-player levels, plus a custom mod featuring new enemies, sounds, textures, mapmodels, hazards, and more. It should run with any Quake engine, but for the optimal experience I recommend Fitzquake or any derivative engine such as Quakespasm or RMQ.

Screenshots / Readme / Download (9.5mb)
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got this 100% secret with a trucky jump :)

http://celephais.net/levels/rubicon2/image.php?rubicon2_02.jpg

but found the secret later :) 
Metlslime 
Do you have any document (description of items, monsters, entities, etc, etc...) that could help to map for Rubicon2 mod ? 
JPL: 
Not yet, but I plan to release one soon. 
Cool ! 
Thanks ;) 
Easy Skill 
I've always preferred easy skill over any other skill and I'm quite happy with the recent movement towards making easy skill easy again. The maps in this pack were enjoyable on easy skill (survivable without feeling empty).

<quote>one person who didn't realize what it was they were skipping until they backtracked</quote>

If this refers to me I'm still not realizing anything! My sense of direction is a joke but I'm happy to have found my way to the exit in all 3 maps! 
I Thought I Hit The Preview Button 
Sorry 'bout messing up the quote. 
Mandel: 
i can't remember now, but somebody did the trickjump and then backtracked into the trap_shooter hallway not realizing there were trap_shooters there. 
Review Coming Soon 
I thought this was awesome, the perfect mix of oldschool and new. hopefully we see these textures/features in other projects as well. 
 
I like that if you speed run CZG's map he has a message telling you :)

Also I can in theory get it under two minutes, in practice I keep dying :P 
 
oh yeah, speedruns! I'd love to see some people attempt a speedrun on these maps. I guess with SDA in hibernation they won't pick up on it soon. (plus I think I'd need to release the source so they can add their grenade timers or whatnot.) 
Correct Metl... 
...and might I say, thankyou! I was totally absorbed. Am now looking forward to knocking out a section for Rubicondom 2.

Favourite moment: argh, why is that enforcer chasing me so hard. Oh crap, that's right...

CZG - back in the saddle, again soon please. 
Some More Demos Metl & CZG 
Firstrun for CZG (yours was rub2m3 right?) - just dripped of Portal (&HL) on what I have seen so far. Moments of Doom 3. Amusing panic-death 34 kills in :)

Metl here was my second attempt at rub2m2. Got about 80% in on skill 2 this time :)

Both files:

http://www.quaketastic.com/upload/files/demos/rubicon2_rickyt23partMillion.zip 
Well Done! 
Without a doubt, these three are among the best of non-id base maps Quake has ever seen. All the custom content fits right in, enhancing the atmosphere immensely. Masterful brushwork, effective lighting, high interconnectivity and a great flow. What more to say? Top-notch stuff.

First run demos on skill 2 - fitz085; 17/18/20 minutes, 100% kills, 5/21 secrets (if I remember correctly). Normally I'd hunt around more for secrets though I didn't want to bore you with my wanderings.

http://www.quaketastic.com/upload/files/demos/rubicon2_erc.zip 
Fantastic 
Just wanted to say thanks. This was a great release, I'm looking forward to playing it again to take in everything! 
 
god damn, i still haven't had a solid chunk of time to play this. >_<
there's irony here, i'm sure of it. 
 
Fantastic work. Coming back to Q1SP after about 2 years? I played on Hard, expected to get my ass handed to me, but didn't, so for me the difficulty was perfect - challenging but doable. rub2m1 was good but I missed the ladder to level 4, which was frustrating. rub2m2 was fantastic - wonderful architecture. One question, for rub2m2 I had to find the grenade secret by a fluke in order to grenade jump onto the yellow armour, which then triggers the turret. Is it possible to do that without the grenade jump? Seemed weird. Anyway the end of that map was great and very hard, I had fuck all ammo so tried to run past the centurions - what a mistake :) Just scraped out of it.

rub2m3 was beautiful! Really atmospheric map. Had some low fps on the open areas in Quakespasm. The map was probably the most enjoyable as it had the most action. Even though I got megahealth I still had to dodge most of the enemies in the second to last battle. Not sure how you can kill all those in such an enclosed space? I didn't have GL or anything like that so maybe I missed it, or maybe just am not good enough :)

Floyd was a great enemy, seemed cheesy at first but his bullets hurt a shitload and it's fun to practice dodging them. Lots of floyds in a small space are deadly, they're really fun to kill.

Kudos guys! 
Demos 
Demos of each level, but not my first playthrough. I keep forgetting to record whenever I check out new releases;

rub2_qt.zip

Review on the way. 
 
As others have said, beautiful maps with solid gameplay, not too hard but not too easy. Each map had its own unique touch and style, even though they were all the same theme. I didn't make any first run demos, because I wanted to take my time through each map, and really admire all the work and detail put into them.

Fantastic work metlslime and czg. 
Excellent Maps 
Found all secrets reasonably easily on 1 and 3, 2 seems much harder for me for some reason... map 3 is also the most confusing in terms of progression, I think I did bits of it backwards. Oh well! 
 
These new monsters would've really fit in Fort Driant 
Czg: 
At least in my twisted mind I imagine that your day job has left a mark on the style of your map. 
Weapons Of Map Production! 
Texture wad, entity.def, map sources, and quakec sources have now been added to the Rubicon 2 webpage, for anyone that wants to use this stuff. Note: even if your editor doesn't read .def files, you might benefit from reading through it in a text editor to learn about the entities -- all the new stuff is at the top of the file (when you see air_bubbles, you're done.) 
 
I don't know why, but that subject line is just lol. 
 
Some centurions have learned to exploit the experimental technology of the flying platform to "phase" through solid matter. It is not currently known how this works.

None of this is in the centurion's qc. Did you have problems getting this ability to work (I vaguely remember you posting about an invisible + noclipping enemy), or was it another case of cutting scope? 
Onetruepurple: 
no, this is the same old "scrags fly through walls" bug that i could never fix, so i decided to claim it as a feature :) 
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