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Posted by Greenwood on 2020/10/21 23:01:52 |
Announcing Epochs of Enmity, a new "unofficial 6th," 10 map episode.
Trailer: https://www.youtube.com/watch?v=IjfIQGDzOuo
Epochs of Enmity (EoE) is a collection of 10 maps (12, if you include the start & end/credits map). A group of some reputable mappers have been gathered together to form a nice little “vanilla feel” episode.
The goal was to create an “unofficial 6th” episode, to follow Quake’s unofficial 5th, Dimension of the Past. The focus was to create a series of various themed maps, since Ranger is traveling through time to stop the evil that is tainting the time continuum.
Main maps had to include at least one quad, stay within the range of 100 enemies (more if multiple quads exist), and not use external models or sounds; however, skyboxes, colored lighting, and fog was okay.
Download & screenshots: https://www.quaddicted.com/forum/viewtopic.php?pid=4108#p4108
Enjoy! |
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EOEM9 IS A FUCKING MASTER PIECE!
#4 posted by Barnak on 2020/10/22 03:31:55
Geez, this map is awesome!
Looks Good!
I‘m looking forward to playing this.
Demos For You Guys
#6 posted by hcmazu on 2020/10/22 16:30:09
Hey, Great episode everyone! It went by so fast and that is amazing considering it is 10 maps!
Here are my playthrough Skill 2 demos
About Eoem9
#7 posted by Barnak on 2020/10/22 17:16:33
That map 9 is so great, I would like to extract it from the pack, and try (as an experiment, say) to play it with other mods. How can I extract the maps from a pack file, on Mac OS?
@Barnak
#8 posted by Greenwood on 2020/10/22 17:46:43
Extracting that map would brick it. The episode runs on a stripped down version of progs_dump, so you would be wasting your time.
Glad to hear that you enjoyed it though!
Who Made This Map 9?
#9 posted by Barnak on 2020/10/22 17:50:49
Is that you Greenwood?
@Barnak
#10 posted by Greenwood on 2020/10/22 18:00:40
No, it's Markie's.
All the details of the episode can be found in PDF manual that is included in the download. Additionally, the map title/designer info is also posted under each screenshot.
Bro
#11 posted by maiden on 2020/10/22 18:02:39
there's a pdf that explains everything
@Barnak
#12 posted by fw on 2020/10/22 18:26:26
What's your weird obsession with playing everything in AD and ultimately breaking the experience for yourself. Almost every post you've made on func recently has been to say "I tried playing this in a mod that isn't supported and it broke, what's up?".
The Authors Of This Pack...
Deserve the Nobel prize in peace for finding a way to stop Barnak.
Sweet!
#14 posted by gila on 2020/10/22 18:48:36
Thanks for making the episode! Found the secret level, interesting encounter in the main vertical area. EOEM4 felt a little bit too dark. In EOEM5 got stuck between the wall and the barrels in one place, had to noclip. Currently on map 7.
And You Guys Love To React So Negatively To My Way Of Playing Quake!
#15 posted by Barnak on 2020/10/22 18:49:13
#12, dude, what's your problem with my "obsession" as you say? You're apparently obsessed with reacting negatively to others that don't see things the same as you do.
If I like to experiment and try non-standard things with Quake and custom maps/mods, it's my business and my way to have fun with this very old game, not yours.
@Gila
#16 posted by Greenwood on 2020/10/22 19:03:39
You're welcome!
I am glad to see that you are enjoying it. :)
@Barnak
Thanks for playing and for the compliments!
it's my business and my way to have fun with this very old game, not yours.
It's his maps, and his business how others play it.
Early Christmas
#19 posted by Gioyo3aa on 2020/10/22 20:30:18
The amount of quality releases we are getting this year is unbelievable... and to think we can expect at least two more great packs (HW jam soon and, I assume, XMas jam)! I'm looking forward to trying this out. A big thank you to the whole team for putting this together!
@fw
I understand Barnak, because I've became addicted to projectile pellets and other AD goodies too, after which vanilla seems not so cool anymore.
Congrats On Yet Another Epic Release
#21 posted by Placop on 2020/10/22 21:08:24
I've not finished it yet, but so far it's very good.
Also, can we take a moment to appreciate Greenwood's torches (or should that be "Greenwood's touch"?) on the ground?
Every time I see them I think to myself "Greenwood was there" :)
#22 posted by gila on 2020/10/22 21:25:11
Finished. That final battle was ROUGH!
Forgot to mention that music is also really good and fitting as well. It's not quite common for Quake releases to feature their own music, at least not until recently, if I'm not mistaken - Dwell1, Raven Keep, Tears of the False God, and now EOE. Which is great and adds to the atmosphere.
Yep, The Music Is Great Too And Adds A Lot To The Atmosphere.
#23 posted by Barnak on 2020/10/22 21:35:57
This is also why I would like to unpack the pack files, to use the music tracks for other maps/mods...
#24 posted by Ankh on 2020/10/22 23:14:57
Demos for maps 1-3 while they're fresh on my mind...
http://www.quaketastic.com/files/demos/otp_eoe_1to3.zip
Map 1:
Still kind of freaked out by that alarm sound in the music track, really set the mood right. The secrets were mostly on the easy side (also not sure if all of them needed to be explicitly tagged), but I had fun poking around the map to access them. Maybe even too much, since I kept trying to access an area that ended up having nothing :-)
I liked the tiny fiddly tech details and the dark night time atmosphere.
Map 2:
Fun idea with starting at the bottom of a mountain and climbing it through the inside, brought me back to the best bits of Nehahra in a way. Kind of wish the indoor part of the map wasn't basically one big room with bits in it, though, and some of the texture alignment was iffy. Died once to what looked like the Fiend instadeath bug - could have been fixed with Copper code.
Map 3:
Very interesting looking city map, with lots of work spent on micro details... maybe even too much, since the architecture was kind of on the boxy side of affairs. That "waving" flag caught me offguard by how clever it was, though.
I appreciate this style of map but I think the layout, and the gameplay, was too compartmentalized - would have been nicer if there was more connectivity and interaction between all the discrete buildings, as well as some Zendar-like big showdown in the main courtyard.
PS On Map 3.
That one lava trap was just straight up nasty, proper 1998 design.
And Map 4.
http://www.quaketastic.com/files/demos/otp_eoem4.zip
Lol 120MB demo, I guess Quake didn't like the fact that I paused the game and left it running for about two hours.
Easily my favorite map so far, the closest to the episode's "vanilla feel" with a nice layout and interesting, loopy progression - a nice change of pace since the last two maps were good albeit quite hard on backtracking. I especially liked the mixture of the map unfolding before me with extending bridges and receding walls, and just getting to explore older areas from another angle.
I haven't died in this one, but I felt like this one was the most action packed and dangerous, with some sections being pretty scary at first sight (you know which ones). The spikeshooter section was great fun, always love it when you can turn the traps against their makers.
The secrets were plentiful, and one in particular was very satisfying (+ rewarding) to figure out. I only got 7 in the demo, but I'd already gone back and figured out the remaining two.
Very well designed, and lots of fun.
Quadruple Post Extravaganza.
Adding onto the above: I think what made map 4 tick so well for me is that it got the sense of scale right, in a way the previous three maps did not necessarily. Map 2 in particular kind of suffered from being vast and open, while utilising little of the real estate it had claimed for itself, and map 3 was lots of tall buildings with quite simple architecture.
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Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
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