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Alkaline's NEW, updated website! https://alkalinequake.wordpress.com/
One does not have to look far away for angels. They're right here with us, mapping & modding away.
Those screenshots look like pictures one could hang on the wall.
Actually, many of the maps I played were so beautiful (Coppertone Summer Jam comes to mind as the most recent pack) that I felt that one could take screenshots for adornment or to use as desktop wallpapers. What can I say?...: treasure chests of tableaux of unfaltering beauty.
How can players support the modders btw? Is there donation or something available.
Most will only ask for feedback and maybe a playthrough video/demo (preferably with commentary, we love that). Some might have crowd funding for personal issues.
This is freakin awesome..
Played the first three maps so far with vkquake - smooth as butter.
Tellus Terminus was soooo much fun to explore
Core Meltdown, a quick but complex map
Beneath silicon eclipse again so much fun to explore and to collect
The music, atmosphere and enemy encounters are amazing and outmatched.
How can players support the modders btw? Is there donation or something available.
bmFbr - also, the area at the bottom of that elevator - don't know if this is intentional, but the water to the RIGHT of the junction as you come out of the elevator is non-lethal, whereas the water to the LEFT is lava (i see the vapor effect to indicate the water is hot, so I get it :)
So, if you fall into the water to the right of the junction, you just get stuck instead of burning to death. You can kinda shimmy up the wall to escape as it's not vertical, but it doesn't feel like this was intentional.
Thanks for the heads up!
Yeah, those are all issues I'm aware about. The energy elevator locking up, the non-lethal water at that corner, and some other minor stuff. They've been corrected already and should be up in a next Alkaline release.
Foundation for Corruption by Mista Heita is absolute favorite of this mod. Among with npc perfectly implemented into mod and used only in two maps, MH first who created 3D skybox in Quake and it is glorious. But brushwork... I'm speechless. It looks as unrealengine 4 at least with its impossible attention to details, real-looking fog and especially sounds. Yes, it is very important to take attention not only for brush details and lighting but and for map sounding too. The only one is pity - modern mappers sets so high rank of mapping quality that newbie and oldscool mappers should rise its own professionalism. But seems it even better.
Agree 100%. Not just one of the best Quake levels, one of the best SP levels I've ever played in any FPS. The flow, the way the different tiers are used, the unbelievable detail, the audio, the ambiance - it's just perfect. I even thought I'd found a way to sequence-break but when I made the jump - instant death :D
bmFbr - also, the area at the bottom of that elevator - don't know if this is intentional, but the water to the RIGHT of the junction as you come out of the elevator is non-lethal, whereas the water to the LEFT is lava (i see the vapor effect to indicate the water is hot, so I get it :)
So, if you fall into the water to the right of the junction, you just get stuck instead of burning to death. You can kinda shimmy up the wall to escape as it's not vertical, but it doesn't feel like this was intentional.
bmFbr - I had that problem with the elevator too. If Alkaline gets a patch, can you move the trigger to activate the forcefield/lasers again in a place where the player is unable to "back out" of it before it closes? I spent like 10 mins running around the map looking for something I'd missed before I came here and saw your post :P
Completed the lower part of portals section in starting hub... 5 more levels to go! Feels and plays great, so far) Only complaint is that levels are not truly connected... eg. starter level don't close the portals to levels you've beaten. No true way to "complete" the levels, just play through nine of them... and enjoy) Which is fine, too, but lacks a sort of... conclusion... to be truly a new campaign/episode. Also, I wonder if there's a complete list for all new features/enemies in Alcaline?
Pryanick wrote:Hello!
I need some ideas - how to open elevator to get down?
Three PCB inserted. But elevators are closed.
http://service4u.narod.ru/images/elevator.jpgIt's theoretically open for you already. The lasers disable when you get a 100% reactor overload. Those circuitboards are for the plasma gun room.
That's an issue with that elevator, it may happen if you step partially in, then quickly back out. Unfortunately the only way to fix it is by noclipping down the shaft to the bottom floor and stepping right in front of the elevator to reset its position. Or loading a previous save if possible. See if you don't have an autosave close by (just press F8 to load it).
Thank you bmFdr!
F8 works fine!
Hello!
I need some ideas - how to open elevator to get down?
Three PCB inserted. But elevators are closed.
http://service4u.narod.ru/images/elevator.jpg
It's theoretically open for you already. The lasers disable when you get a 100% reactor overload. Those circuitboards are for the plasma gun room.
That's an issue with that elevator, it may happen if you step partially in, then quickly back out. Unfortunately the only way to fix it is by noclipping down the shaft to the bottom floor and stepping right in front of the elevator to reset its position. Or loading a previous save if possible. See if you don't have an autosave close by (just press F8 to load it).
Hello!
I need some ideas - how to open elevator to get down?
Three PCB inserted. But elevators are closed.
http://service4u.narod.ru/images/elevator.jpg
Improved models for ALKALINE
i wish that purple colored map from the doom3/tintin jam had been converted for use in here. maybe next time
Foundation for Corruption by Mista Heita is absolute favorite of this mod. Among with npc perfectly implemented into mod and used only in two maps, MH first who created 3D skybox in Quake and it is glorious. But brushwork... I'm speechless. It looks as unrealengine 4 at least with its impossible attention to details, real-looking fog and especially sounds. Yes, it is very important to take attention not only for brush details and lighting but and for map sounding too. The only one is pity - modern mappers sets so high rank of mapping quality that newbie and oldscool mappers should rise its own professionalism. But seems it even better.