The textures actually made me vomit geysers of liquid shit out of my eye sockets.
It was also exceptionally easy. I think I left a RA, YA, and 2 MHs behind. This was not a problem because it was still pretty fun with decent monster usage and I like those wee imp things.
Great style in this, sort of Q1 mission pack with a hint of Zestorer. Properly Quakey but not still pretty fresh and great industrial designs, just worked really well.
Gameplay was mostly pretty easy, only left YA and 1 MH behind this time. Shamblers weren't a problem, some enforcers were a bit tricky. Nicely balanced throughout and more interesting than Arcextra1. I like the Scrag swarm near the end.
I don't like the first map : too much colorfull. Too "clowny" style for my taste. Reminded me of the old Doom II style.
The second one is great, though.
arcextra1 was meant to be a secret map, it's a map from Heretic ONE, which was made in like 1993, so it's supposed to be cheesy. palette's even more limited than Quake's. I should have made no "sector over sector" stuff for complete accuracy :)
What's with the DL being 53 MB? afaik it should be like 24.
Thanks for updating the screenshots.
oh and if I finally made a map too easy there's always PM's hell skill - heh
Arcextra2 wasn't super easy, in fact it was standard modern Quake skill and pretty spot on at that. I might have preferred a few more nails and less MHs tho.
It was a really good map and I enjoyed it.
them both, as my constant comments in the demos (especially the 2nd one) will attest. That 2nd one has a great unique style - I would have loved 2 or 3 more maps with variations on that style. I'd be proud to call that B side my own!
I have just played the first one. Sure, the textures look a bit cheesy in Quake - but I love Heretic, and the original was a great map in terms of visuals, so your recreation was also highly enjoyable for me. Besides, Drake's monsters and weapon modifications make the proceedings even more fun. Kudos for including the original midi as background music.
Well, Gateway to Earth is simply beautiful. Its highly-interconnected, angular, old-schoolish yet subtly detailed and slightly surreal design is a joy to explore. Textures of different themes are blended extremely well too. Most importantly, it plays great thanks to the ingenious monster placement and its vertical progression.
Overall, it's like a mixture of all things that make Quake great. Amazing job. This would make Arcanum even better if it had been included.
Skill 2 Demo Of Gateway To Earth
Agree with erc. I actually found it could have been a touch harder, for once, like Shamb noted.
A minor nitpick: I feel like there were a lot of areas where secrets could have been stashed that went unused.
you're so right about secrets in arcextra2, it should have 5 or 6 not just 2. my next release will do better that way. glad everyone's liking the style - har har, I finally made a "Base" map, but it's still about as "wizard" as base maps get.
PS reviews of the other recent map releases should be up soonish at Quaddicted.
How Is The Next One Coming Anyway?
are you referring to the "boring brown" one you posted shots of a while back?
PS I was thinking just now that I'd love it if you remade Tale of Abbot's Rune. Not a request, just saying you're obviously the man for the job.
Can the new Drake work with the Old Arcanum and Unforgiven?
So I Get All These Spawn Errors On Load
Actually it looks like drake isnt loading.
What engine and how are you running it?
I'm not sure how Drake could not load... try old DOS prompt Quake -game arcextra.
Yes, this will run older Drake releases. Actually, the next release of Drake should be the final one, and it will include all of my maps.
Yes, the "boring brown" map... progress on it has been glacial, but it's close to done now.
never mind, it was because I was trying to use other pak files (there must be a limit of 3?), one for idgamma and the other for the fish count hack. Took the latter out since no water and it worked fine.
Fish count hack is a progs.dat with fixed code, so would override drake progs. :)
anyway shouldn't Drake already fix that bug?
yeah realised that later when I opened the pak to investigate.
probably, it didnt even register when I decided to move that across.
Is there a place to find more info on the Drake mod?
not at the moment, but when the final Drake is released (in the nearish future), that release will include full documentation.
Why So Little Response?