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Machine Games Releases New Episode For Quake
Happy 20th to Quake @idsoftware! As a gift to the fans, we created a new episode of the game

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Download Quaddicted mirror

Warning: no readme file and it contains an autoexec.cfg and config.cfg that you probably don't want :)

Update: Quaddicted mirror has a readme.
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Excellent !!! 
Played 4 maps... only at the moment... basically what others said, and definitely the hardest Quake maps I ever played (there are cramped areas in which there are too many monters IMHO.. anyway, godmode helped to pass ;) )... Definitely could have been a 5th episode without any problem...

Little pleasure bonus: played the map with Mick Gordon music, that made a perfect moment :P 
Very Good 
Was a fun treat when I got home! Very nicely done, felt professional and had smooth gameplay throughout.

Secrets were a bit on the easy side but that's not entirely a bad thing. Good quad runs and the traps are too quick to punish.

Still, the one trap where there are zombies scattered throughout was quite a ride! 
Great Stuff! 
Nice, polished old school romp -- and I have only finished the first two maps!!!

+1 to these guys creating the next Quake SP experience! 
Up to level 6 or so, but this is really good.

There's a real authentic purity of quakey level design here - the build quality is semi-modern, but the layout and gameplay is proper authentic oldskool quake - it's like the author hasn't been corrupted by a decade of playing 400-monster megamaps - it's just proper good ol' meat and potatoes quake. It really does feel like an official add-on to the game. 
This Was Definitely Something. 
My useless opinions:

E5M1: Best ending of the bunch - a quad run into a 360 degree ambush. Quite hard but it sets the stage for the rest of the episode.

E5M2: Best use of red idbase since (your map of choice). Employs the E1M1 motif of triggered lights in the best way. Another great quad run.

E5M3: Best use of water and tight spaces, reminded me of Ionous' jam1 entry. Lots of clever little bits, like the nail trap.

E5M4: Best variety in themes and gameplay, from action (bloody bit) to suspense (ending). Great opening visual. Probably my favorite map.

E5M5: Best layout by far, compact and interconnected. Fantastic E4 vibes at the start, E2 through, and E3 at the end.

E5M6: Best visuals - id1 the way skacky did. Also a very interesting secret. This one was just too brutal and stingy on ammo, though.

E5M7: Best secrets, useful and purposeful. Also, great traps. If the previous one felt like a skacky map, this one felt as if made by negke.

(E5M8: Not found yet.)

E5end: Best title. I didn't feel this one was necessary though it's an OK update of end.bsp I guess. Ending profoundly anticlimactic though :(

Skill 3 Demos

Great release, thanks a lot! Please fire czg so he can go map as well. 
I Meant ... 
...I enjoyed the maps 
Going To Be Playing This In About An Hour 
Played through it on Hard, except the final map where I woefully ran out of ammo, so I changed to Normal. Overall I really enjoyed it. Some weird places, like that one bit where a Vore can be avoided by just being behind a wall it can not shoot over, so it just kills itself. But those are minor quibbles. Nice classic feel with more care to the overall geo. 
PLAT_TOP18 doesn't exist in the WADs created from my registered version of Quake. E5M1 uses this texture in the first elevator.

Is this a Quake texture never seen before? It looks a bit similar to PLAT_TOP2 but it's actually different. 
In the other maps there's also a PLAT_TOP10, which seems identical to this new 18 variant, and a *WATER10 texture which I haven't compared to the others to see if it's new. 
Excellent !!! 
What onetruepurple, and others, said.

I found e5m8 by luck, good layout, certainly one of the hardest maps in gameplay.

I also found the dopefish... yes the dopefish lives!!

I definitely need more now...

Thanks a lot for the pack: that was simply EX-CEL-LENT !!! 
Does Quakespasm Run On Voodoo3 Win98 128mb Ram ? 
thank need help 
Something Odd I Noticed 
when testing the episode on my iOS VR port. It's not actually a bad thing, it works wonderfully, but still an odd issue to notice.

The vanilla episode and the two mission packs, when run from my port, report having polygons in the various map BSPs with the SURF_UNDERWATER flag set only when in underwater sections, and nowhere else (as far as I've seen until now).

DOPA, however, in the demos, is reporting me SURF_UNDERWATER in areas *out of water*, virtually everywhere. This is causing that an optimization I implemented on the engine does not fire when I expected to fire. Nothing bad happens, it's just an unexpected situation.

Is this something that happens commonly in mods, or is it something new in DOPA? 
Good Reboot Of Quake ;) 
Played it. Found the Dopefish but not the secret map. Generally good and pleasingly old skool, it does feel like a summation of Quake overall and/or an alternative Episode 1 (although perhaps lacking a little of it's charm). The map that had lava and wind tunnels and shit was very hard and I ran past a few enemies. The "clear the lava boat passage" secret in that was cool. I liked the one after that. I can't remember much else as an afternoon of Quake has blurred into one, but it was cool. 
The first base map has a kind of Quake 2 feel, specially in the first bridge area at the beginning.

The second base map feels like a great mix of E4M1, E3M1 and Doom 64, with some mfx-flavored encounters.

So far, the third map is the one that feels mostly like vanilla Quake, and it's greatly executed.

The fourth map feels like a modern Quake map with all its large areas and hugely vertical structures, as if Sock and Sandy had a tarbaby together.

I couldn't finish the whole pack yet though, because my engine is crashing when I try to save while playing this pack. 
"as If Sock And Sandy Had A Tarbaby Together" 
LMFAO!! What engine are you using, Mankrip? 
Retroquad, my wip engine. 
Oh, OK. Until you fix your engine issue, if you want to finish it it runs perfectly in QS. Probably in DP too. 
1996 All Over Again. 
'nuff said. 
It only borrows the vibe, but looks neater.

The vibe is good, so why not. 
The Above, To Me... the ultimate Quake-related appreciative comment 
So was this made by JF Gustafsson? It's quite a treat getting a new release from him, his Q2 map packs were two of the best custom releases and Black for q1 was great.

I loved this pack. Some of the levels were a bit plainer than the first couple of base maps and the start map, but overall it felt just like it could have been a 5th episode. 1996 style secrets, gameplay, design and layouts. All the standard ID textures. Awesome! Overall it wasn't very difficult. There were a couple spots with Shamblers and some bigger fights but usually there was a quad nearby or you had good opportunity to get infighting and use grenades/rockets.

The end level was pretty easy with the quad and I went in with full nails/cells, also slightly underwhelming being mostly the main game boss level without Shubby.

The secret level is accessed via E5M6, right at the end I think it is where you ride a short platform across lava then get off at the slipgate exit. If you instead hop back on the platform it takes you to the second exit, the secret level e5m8. Which is suprising coming from the worlds most useless secret hunter. It is probably the weakest level in the pack though, over in 6min and it's just the deathmatch level with monsters in it. 
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