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Dwell - Episode 1 Released!
Announcing Dwell, a brand new four episode mod project that is currently under construction.
Episode 1 is available now, with the others coming soon!

Trailer

OVERVIEW:
- Four Episodes featuring varied and unique themes.
- 4 custom bosses, one for each episode.
- Brand new monsters to face, including many returning from other Quake worlds.
- New weapons to hunt down and utilize.
- Complete custom soundtrack by Alekswithak.
- Support for up to 4 player co-op.
- Episodic release - Get it while it's hot!

Download and Screenshots

THE TEAM:
Fairweather - Project Lead, Level Design
Alekswithak - Lead Composer
Khreathor - QuakeC, 3D Models
Danz - 3D Models, Sounds, Textures
Markie Music - Level Design, Sounds, Music, Textures
JCR - Level Design, Sounds
Greenwood - Level Design, Textures
Maksim "VoidForce" Maksimov - Level Design, Textures
Henry "h4724" Ambrose - Level Design
PoolboyQ - Level Design
Pinchy - Level Design
Mazu - Level Design
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Played It To Completion 
Didn't know that this was in the works. I've been cleaning up my Quake backlog for the last two weeks and this showed up in Quaddicted today. Awesome job. The build quality varies from map to map due to each one being handled by a different author yet theme handling / overall experience feels consistent throughout. I especially liked the fact that it gradually gets otherworldy along the way. Soundtrack is great too. And cheers for the Copper base. Hope this project will reach completion.

Here is a gig worth of first run demos 7-zipped down to 40 megs. 
P.S. 
Demos are recorded under QS 0.93.2, protocol 666. 
Played Only Thru Four Maps 
as usual on skill 2 and it damn hard! I enjoying it. On map d1m2 (Duet with Duat by Greenwood) after the offer to take a serious swim, I got scared, waiting for the Serious Boss to appear, but everything turned out well.
d1m3 (Under a Funeral Moon by VoidForce) seemed to has most real Egyptian look among all Quake maps.
Modified VF_* textures are incredible.
Both maps are so serious ;)
Secrets! Secrets so hard to find and it motivate to replay this game again (an again :)
Keep it up guys! 
Patch 1! 
Patch 1 has been released, including updating Pinchy's map to the release version, which stupid me forgot to update in the main folder. My apologies to Pinchy! 
Great Stuff 
I played through 3 maps last night. It looks, plays and sounds super impressive. I particularly appreciate the soundtrack. Most Quake maps lack their own OST so it's refreshing to hear something different.

I love the lighting too. It really creates a sense of 'place'. My eyes appreciate it.

BTW: I just tried to DL the patch but I get a 502. :( 
#13 
Quaddicted is down for maintenance at the moment. Should be back in a couple of hours. 
502 Error Too 
And why that compression format? It's ackward. 
Are You Serious? 
It's a 7z file, it's 2020, it isn't awkward. 7-Zip has been around for two decades. 
Either Way 
It's a .zip now for the time being, but yes.. .7z files are almost as old as I am. 
#3 
From my observations, this is not a Copper issue but a Quakespasm Spiked issue. There is a similar effect with the Shambler's lightning attack point of origin sliding all over the place. You can easily see it in a dark, high contrast environment like dropping down the fake pool in e4m2. Quakespasm doesn't do this, which is why I'm staying pat. 
FWIW 
Not a fan of distros using 7z. How much compression do you gain really?

Convince me. I sometimes have an open mind.

It's like using a docx as opposed to a pdf! 
#19 
About 20% extra than zip. Either way, the point is null now because we're not even using it anymore! :D

Also yes, the issue is with Quakespasm Spiked, not Copper. If it works perfectly in all other engines, and then has problems only in a very specific engine.. that's on them to fix :) Fixing it in progs would only cause more minor problems for other engines, so I'd rather keep it there to save the strife. 
Playthrough 
9 Demos in QS 0.93.2.

Visuals look slick with some modern designs, mixed with old school 90s abstraction.

Gameplay is highly difficult, playing on normal, with some quiet exploration provided on some of the maps.

It was great to see the return of a certain Rogue enemy. Although I was hurling obscenities at the screen for these invisible wind walls that seal of the arena (fog walls anyone?)

The secret map (JCR?) was a real treat.

http://www.quaketastic.com/files/demos/demos/red_dwell1.zip 
Bug Report - D1M4 
Saving the game (quicksave or regular) at the beginning of D1M4 crashes my engine. This does not happen for the previous maps, and I haven't tried the other ones yet.

Some more info: I'm running QuakeSpasm 0.93.1 on Debian 10.6, and the actual error is:

Saving game to /home/myusername/.quakespasm/dwellv1/s0.sav...
*** buffer overflow detected ***: /usr/lib/quake/quake-engine terminated
Aborted

Let me know if I can provide any other useful information.

Oh, and I also noticed when loading d1m4 that a sound file is missing (it's not a case issue, it is simply not there):

Couldn't load sound/sound/lain/darkchoir.wav 
#22 
Thanks for the report. Not sure about the saving issue, but it looks like it's something to do with Debian. Could you please try playing the game through QuakeSpasm Spiked for me?
I tried it on Arch and it's fine. 
Install Gentoo 
 
#22 And #23 
I have the same issue on Quakespasm 0.93/Linux Mint 19. It doesn't happen on MarkV. 
Good Call Fw 
Fortunately QuakeSpasm Spiked 0.93.2 saves games without any problem. 
Load Bug 
Seems to be a problem with the /branger/b in my file name. I'll patch this along with the JCR softlock and other minor issues in Patch 2 in a week or so. 
#26 
Oh, sweet. I'm grateful that works! I tested w/ Arch and Deb in QSS but not QS, next time I'll check against those versions as I didn't know filenames could have this issue outside of new lines. 
Hell Of A Ride 
Great work by everyone! Really fantastic brushwork in each map, gives you a sense of progression from travelling to an egyptian tomb to some place of eldritch evil. The soundtrack was good too, really set the mood.

The final boss however I felt was too much. 30+ enemies attacking you at once, I had to cheat my way to victory sadly. Everything else, excellent.

First run playthrough, hard skill: https://www.youtube.com/watch?v=mi0vkxew754 
Perfect Secret Map! 
So many plases to exploration and discovering secrets. Always expected to find Jump Bots. Usless but lovely gear. Thanks, JCR!
477 monster on Mazu's map, half of them on final arena! Shure, You crazy:) I newer quicksaving so often before this map. Even playing warps map - most hard map ever! I'm afraid to even suggest what we are waiting for in end.bsp I hope it will be Mazu's map too.
Thanks to the whole Team of project. 
Tnx 
So I was going to complain about how hard it is access nightmare difficulty, but after playing through the last map on hard I'm kind of glad that I didn't succeed. In fact, after dying during the boss fight I decided to start over on normal.

I think it is an uneven episode, but the highlights are so good that it doesn't matter so much. During my second play through I found JCR's secret level and it was a weird delight. Constantly surprising and unlike any other Quake map I've played. Which says a lot after +20 years of maps.

Markie's map is astonishingly beautiful and everything gels together in it. Perfect music, Zerstorer like gibbage, cool sound effects.

I found Mazu's map to be quite frustrating, at least on hard difficulty. It felt more like a chore than fun. I ended up quick saving after just about every kill. And I ended up hating Scrags as well. We'll see if I find it to be more fun on normal.

Anyway, congrats on the release, it's an excellent episode on the whole. 
Thanks Y'all 
I'm glad this is satisfying people's thirsts for episodic content! The reception has been so good, especially outside of the typical Quake community.
Our goal here was to have a tougher, more long-life sort of project that people could always find something new or interesting in. After 25 years, Quake has definitely stagnated in difficulty for a lot of us.. so we're trying to move that forward.

Btw Arkngt, the nightmare secret is exceedingly easy now.. the tunnel was supposed to (and in RC versions it did) move 100% faster. This is why we locked off nightmare like that, so people who weren't cut out or wouldn't be comfortable with the level of difficulty wouldn't fuck themselves over :P 
BUG On D1M5 - "That Which Can Eternal Lie" By Henry 
There are 2 silver keys to the two silver doors on this map. Both doors can be opened with either key, but the sequence matters. Otherwise you won't finish the level!

If you do rocket jump in order to get silver key in small room with one ogre and use this key on door to the left side (big and high room with winding stairs), the door will be open, but not barriers! The map cannot be completed at the moment.

The only correct order is:
1) Push the button on the floor after horde of zombies and spikes. It will open barriers to "abyss" room with silver key.
2) Open silver door up the stairs, not on the first floor! Only then barriers and door will be open at the same time.

I hope this issue can be fixed next patch.

Anyway, it's a great map, like the entire episode. Thank you very much to all the authors of this release. You are great. 
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