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Ter Shibboleth Part 2
Welcome to Ter Shibboleth Part 2! Part 2 is not a sequel to Ter Shibboleth but a continuation starting from map 6. Part 2 consists of three maps based on real world locations mixed in with fantasy elements. Map 6 takes you into a cold mountainous village of Norway. Map 7 brings you to a 1940's Paris that has been taken over by darkness. And map 8 transports you to a surreal Roman Greek metropolis. They are large, long, and use the Drake mod to enhance gameplay.

The Drake mod (Included in its entirety in the .7z file) dates back to 2012 with the release of Arcanum by Tronyn and PM. It features many new monsters, weapons, items and gameplay changes most players will be familiar with. The decision to use Drake as opposed to more popular mods like Arcane Dimensions was simply a personal preference and nothing more than that.

As of this writing Ter Shibboleth Part 2 has only been tested and known to work with Quakespasm 0.93.2 (http://quakespasm.sourceforge.net/download.htm) and Quakespasm-Spiked version 0.93.2. (http://triptohell.info/moodles/qss/ ) Any other engine may not load the maps correctly and or crash entirely, so you do so at your own risk.

Ter Shibboleth part 2 is meant to be played starting from shib6 and ending at shib8, but each map has been adjusted to be able to be completed using only a shotgun start. As each map is big and non-linear, it will not be to everyone's taste. If you prefer smaller, more compact levels then this won't be for you. Despite each maps size, great lengths have been taken to make sure the maps are not maze like, so that the players are able to find their way around using landmarks and familiar sights so as not to get lost from backtracking.

Important to note is the included quake.rc file within the drake folder. This file DOES NOT change any key bindings or personal settings you have set. It only changes three specific console command variables in order to view and play Ter Shibboleth Part 2 properly. Those commands are as follows:

sv_protocol 999
sv_maxvelocity 8000
gl_farclip 524288

In addition, it is necessary to add -heapsize 524288 to the command line when using Quakespasm and Quakespasm-Spiked, as without it the engine will close with an error message upon loading any of the maps.

Now comes an important topic of discussion. As mentioned before these maps are large, very open, and have lots of detail. As a result, it is almost a guarantee these maps (particularly shib7 and especially shib8) will not run at a desired 60 frames per second. Depending on your hardware, even those with powerful CPU's and GPU's, you could run these maps anywhere from 10 to 30 frames per second. I understand this is not ideal, but please do not assume that these maps were created for the sake of just being large and overly complex, they are simply my visions come to life. I was hoping they would run better but things do not always turn out as planned. Despite this shortcoming, I believe it is a testament to EricW's compilation utilities and the Quakespasm engine that they are capable of creating and playing maps that are very clearly never meant to be this size and scope in the Quake universe. It undoubtedly shows just how advanced the Quake modding scene has come.

Screenshots and videos:

http://quaketastic.com/files/screen_shots/shib6.jpg
http://quaketastic.com/files/screen_shots/shib7.jpg
http://quaketastic.com/files/screen_shots/shib8.jpg

https://www.youtube.com/watch?v=7fqc6DQVbKs Shib6 preview
https://www.youtube.com/watch?v=5v2iZNSUmrA Shib6 Full playthrough
https://www.youtube.com/watch?v=dfqdJxbPB4s Shib7 preview
https://www.youtube.com/watch?v=ocZRo7U4yU0 Shib7 Longer preview
https://www.youtube.com/watch?v=ugWhW34nstU Shib7 Eiffel Tower segment

Also included are the texture wads and map source files.

Some final words of thought. Whether you enjoyed it or not, I appreciate you taking the time to play it as this project was one of the most ambitious I've ever attempted. Feedback and gameplay videos/demos are welcome. Credits go to Poorchop and onetruepurple for playtesting and providing important input and drake related info. And of course Tronyn and PM for Drake.

Last but certainly not least, Ter Shibboleth is dedicated to Eric Wasylishen for his ongoing support throughout the entire project. I cannot count the number of times he has made changes to his compilation utilities and Quakespasm just to ensure Ter Shibboleth runs. Without his incredible tools, this project simply would not exist at all. I can't give enough gratitude to Eric as he deserves as much credit as me for bringing Part 2 to life for all to enjoy. This one is for you buddy.

With everything said and done, please enjoy Ter Shibboleth Part 2!

UPDATE: version 2 released with some fixes and optimizations: https://archive.org/download/tershibbolethpart2rev2/Ter%20Shibboleth%20Part%202%20Rev2.zip

Original version Download: http://quaketastic.com/files/single_player/Ter%20Shibboleth%20Part2.7z
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Maps Look Almost As Epic As News Post! 
 
-heapsize 524288 
not enough for shib8 on my system. It runs with -heapsize 1024000 
Should Be 1048576 
It's in kilobytes. 
So Many Releases For Quake And It's Only Mid-January! 
That's wonderful, I look forward to having enough time to play this and the rest. Could this be Quake's year? Will necros release a sequel to the Altar of Storms? Will Tronyn make a comeback and release a 1TB episode? Skybox's the limit! 
 
Congratulations!!! Now to find some time to play these! 
Wow! 
Crazy how ambitious these maps are. I can't believe they still fit in 8192 unit box. Or did you lift this restriction somehow? 
 
sv_protocol 999 would let the map go past the 8219 limits 
 
8192 i mean 
This 
Really is a major mapping milestone. I don't think we have ever had a series of maps powered by such unbridled ambition as shib1-8.

Kudos to Orl for pulling it off, and I really hope this isn't your last word. 
Thank You Onetruepurple 
And to all who have commented thus far. But I want make known that unless otherwise announced, this is my last major map contribution to Quake. This does not mean I am leaving the community, I have no desire to do that. I'll always be around. But as far as mapping I feel I have hit my creative limit. Not to mention other outside factors getting involved, until I can get my life back on a path that I want it to be, I consider this to be my finale. But it is not set in stone. 
 
Gonna play this later but I wanted to say congratulations... your last two map packs have been stunning and I have no doubts about this one. Glad you went with a gameplay mod too, and Drake is a good one. 
Good Stuff 
The sense of scale is amazing and awe-inspiring, I would say unique in Quake maps.

Getting some Thief vibes in mission two.
Thank you and congrats! 
VkQuake Support 
I neglected to mention that vkQuake, a Vulkan version of Quakespasm does work with Part 2. You may see a performance increase depending on your hardware.

https://github.com/Novum/vkQuake 
 
Played the first two maps in two long separate sittings. Shib6 has some incredible scenery, outdoing almost anything in Ter Shib Part 1, the aurora effect in particular. I did find a bug in Quakespasm (latest version) where if you enter it from the lower level at the wrong angle you can fall out of the map, though thankfully noclipping back up didn't seem to break anything. Shib7 was, well, incredible, possibly my favorite sandbox-style map in Quake, one of my favorite maps. I'm speechless. All I can say is you did it, man.

I haven't played shib8 yet, but my framerate on that map is MUCH lower compared to the previous two. It won't keep me from playing it though, I just haven't got to it yet. 
 
Skill 2 demos
Kind of a mixed bag.

shib6 with a nice mood, but without much in the way of combat. Works for an introductory map.

shib7 is a totally solid map with a sinister atmosphere and decent exploration. Fresh ammo economy and balance, with very tough enemies sprinkled in seamlessly. With the darker atmosphere and those creeping organic growths this felt closer to Zeangala than to the other Ter Shibboleth maps.

shib8 has similar balance to shib7, but more sparse and hard to recommend considering the performance. It was frustrating to me visually: you have those intricate textures "displaced" into geometry, but then right beside those you have really basic single-texture steps. Same with microscopic cutouts but no corner pieces. This kind of classic architecture especially calls for ordered levels of detail, and I don't think it works here. The lighting is a bit too harsh also.

On performance. VkQuake doesn't help at all. Relatively recent Ryzen5 2600 crawls at 14fps at shib8 start. Meanwhile a much older i5 3570k pulls off 18fps at stock settings. Interestingly though, overclocking doesn't seem to help at all. Pretty sure I'm doing something wrong, since I can't think of another bottleneck.


Including all those other Drake maps seems like a weird packaging decision/mistake, especially since the progs are from "Something Wicked" and "Nyarlathotep" is omitted.

Fullbright patch
(filed under wicked) 
Thank You Lpowell And Chedap 
For the reviews. I'm happy to hear you both enjoyed them. lpowell, could you please screenshot where the spot is that you fell off the map? I can't seem to find it.

In regards to the performance of shib8, I see now that its unacceptable for anyone's rig. Thats why I've decided to go back and update shib8, improve its performance without sacrificing detail. Also to give it some more polish and correct any weird texture placements.

So for those who haven't been able to play the map yet, I do apologize. I will release an updated version soon that will hopefully bring its performance to something more playable.

In regards to what chedap said, it probably was a mistake to include all the other drake maps in the package. Looking back, I don't know why I did that. Future release will not have them, only the shib maps. 
 
Sorry ORL, I should have reread my post before I hit submit, since I never said where the big happaned! It has to do with shib6's "warp tunnel," the dark tunnels that silently teleport you back and forth between a lower level cave (in the ravine that the big bridge crosses over) and another cave higher up. When I enter the lower cave I fall out of the map, unless I stick to the left. 
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