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Author: | Matthias Worch |
Title: | Beyond Belief |
Download: | bbelief.zip (1bbd79309a4004c23d4018171a6099ec) |
Filesize: | 7148 Kilobytes |
Release date: | 15.05.1997 |
Homepage: | http://www.worch.com |
Additional Links: | Crash's • erc's Excellence • Ethereal Hell • Quake Map Hotel • Quake Terminus • Retroquake • SPQ Level Heaven • TEAMShambler • Ten Four • Underworldfan's • Beyond Belief IN ONE MAP • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Download | Skill | Length | Player | Protocol | Date |
---|---|---|---|---|---|
complete | Nightmare | 8m32s | JMP | 666 | 2023-05-27 |
100% playthroughs of bbelief1 (5m5s) and the secret level (8m32s) |
Files in the ZIP archive
File | Size | Date |
---|---|---|
BBELIEF.BAT | 1 KB | 14.05.1997 |
BOSSQC.TXT | 2 KB | 06.01.1997 |
BBELIEF.TXT | 5 KB | 15.05.1997 |
PAK0.PAK | 16893 KB | 15.05.1997 |
BBELIEF.DOC | 16 KB | 15.05.1997 |
bbelief.zip
Beyond Belief
E1-style SP episode that features 8 small to medium-sized levels as well as a new start map - all of which also support co-op mode and DM - a few new textures, and a modified Chthon boss.Note: There is a glitch in the sixth map that prevents the player from escaping a spike trap in modern engine ports. Here is a hotfix.
Tags: episode, base, wizard, classic, oldschool, qtwid, mustplay, traps, progs, boss, chthon, dm
Editor's Rating: Excellent
User Rating:
4.6/5 with 99 ratings
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I'm using the ProQuake engine and I have absolutely no idea what he means by that. Could you by any chance help me out?
http://www.quaddicted.com/stuff/Quake_customcommandlinewindows.gif
You put in "-game bbelief" as commandline option there. Enjoy!
Here is a fixed version: http://www.quaketastic.com/upload/files/single_player/maps/bbelief6_fix.zip
Simply extract the file PAK1.PAK into your BBelief directory and start the episode like you normally would (as per the instructions in bbelief.doc).
So, take my comment for what it's worth, but I liked the episode a lot.
I succeeded to overcome the bug by throwing some grenades around... Next time I'll use the fix.
Great for a pleasant nostalgia trip, if you can stomach all the unavoidable nail shooters and getting damaged when a badly built lift sends you into a sticking out lip - but that's all part of the 1997 charm, isn't it?
4 maps in. Way easy by modern standards, but then again this is supposed to be e1-style I guess.
Even the secrets are hella easy!
Not bad at all. There were a few insta-kill traps that pissed me off though. I had to God mode through some of the encounters also (on normal!).
Very much like an extension of the original game, worth a play.
I only got it working in Quakespasm with "-game bbelief +map bbstart" - since the first map is not called "start", it's impossible to run it any other way, I think. Other than that, this is a top-notch episode which feels like it could have been part of the original Quake release. Must-have!
Don't people read the readme? I quote:
2. Installation and Starting Instructions
Setting up Beyond Belief is quite easy. Just follow these few steps:
@NightFright I got this working with FitzQuake with the same command parameters.
Anyways this pack is a classic, at least every bit as good as the original Quake levels, and among the top releases of '97 (with zer, prodigy, and the last two mexx packs being some of the stiffer competition I can think of). If you're a Doom fan, he made lots of maps for that game too back in '96.
The Fix doesn't work but then the instructions are not so clear...
COPY INTO BEYOND BELIEF DIRECTORY????
Does that mean replace the other PAK1 in the id folder? Or put it in the BBelief FOLDER
OR THE BBelief FOLDER IN THE EPSILON FOLDER??
VAGUE!
In the bbelief directory. Be aware that Epsilon replaces the wonderful Quake soundtrack with something made by a fan.
I have messed up the whole game now moving PAK files. WAY TOO CONFUSED!
I have a quake folder I made myself, inside it is the original copy of quake in its own folder, then another folder for Quake Epsilon. Inside the Epsilon folder there is a BBelief folder and an Epsilon BBelief folder.
My PAK Files from original quake are in the EPSILON id1 folder This was working, AFTER I put the maps from the epsilon bb folder into the normal bb folder! which was guess work*
WHAT IS A DIRECTORY FOLDER? I AM STUPID! The only place that seemed likely to put the PAK1 fix file would mean it replaces the other PAK1 in the id folder.
I did start by putting it in the Bbelief folder but it didn't work so I tried it in the Epsilon Bbelief folder..
Now the game loads in a massive looking resolution and doesn't load , the command line say something about not reading audio.
Feel sick.
I have messed up the whole game now moving PAK files. WAY TOO CONFUSED!
I have a quake folder I made myself, inside it is the original copy of quake in its own folder, then another folder for Quake Epsilon. Inside the Epsilon folder there is a BBelief folder and an Epsilon BBelief folder.
My PAK Files from original quake are in the EPSILON id1 folder This was working, AFTER I put the maps from the epsilon bb folder into the normal bb folder! which was guess work*
WHAT IS A DIRECTORY FOLDER? I AM STUPID! The only place that seemed likely to put the PAK1 fix file would mean it replaces the other PAK1 in the id folder.
I did start by putting it in the Bbelief folder but it didn't work so I tried it in the Epsilon Bbelief folder..
Now the game loads in a massive looking resolution and doesn't load , the command line say something about not reading audio.
Feel sick.
Well, I made it all work again and tried every possible way of adding the PAK1 fix file, doesn't work. Maybe it is because I am using a mac? Its very annoying.
Well, I made it all work again and tried every possible way of adding the PAK1 fix file, doesn't work. Maybe it is because I am using a mac? Its very annoying.
dISCOMBOBULATED, "directory" = "folder".
Were you able to run bbelief before adding the fixed PAK file? If so, what you have to do is really simple. You're not supposed to replace anything -- the fixed PAK1.PAK goes next to the pre-existing PAK0.PAK in your bbelief directory.
Don't do anything with the PAK files in your id1 directory.
Ah! , thanks Icantthinkofanickname.. I appreciate you making that clear for me.
(I have only used a computer for 20 years)
I have been running quake ok but had some confusion using episilon and bbleif at the same time... sometimes the enemy characters are modded and sometimes they remain original.
I followed what you said with the fix and tried it again... (wasn't sure if I should start from a save point or not but I did)
IT WORKED.! Once!!!! haha now its doing the same thing again whereby the teleport leaves one under the squishers.. the first time it work I got killed by a knight hehe
God knows!
i had a great time with this. it certainly has that 'episode one' feel. however, in the first two maps, i was able to skip half of them with an easy jump or two. of course, i started over and played through 'properly.' these minor nuisances weren't enough to derate the pak.
yes,i wants to play the game now.
One of the third party episode I've ever played... What a blast :)
This pack is quite good for its age; I'd put it up there with some of the less memorable levels that id pushed out with the original game. I'm not even going to try and review it in detail, there's just too much to go over, but I will raise a few issues that I had with the pack going through it. Keep in mind that I actually played the bbin1 pack rather than these originals, so there may be slight changes i'm not completely aware of.
The biggest issue with this pack to me would have to be level navigation experience. There's a lot of backtracking in the the early base levels, with very little repopulation (there was some attempt, but enemy refreshes are few and far between). This makes for a few maps that really feel like "key-door" errands, which is never particularly fun. This was particularly noticeable in the first base map, but the second had its own issues. I found myself completely lost in it! I ended up having to noclip/notarget and fly around to find where I was supposed to go, which was an alternate path right from the very start. The amount of time I spent trying to jump up to a too-high ledge in vain was embarrassingly long.
After the pack moves into its medieval theme, things get a bit better. Still not perfect, but I generally found myself completing the levels with significantly less frustration than those early ones. There were still a few more instances where I had to fly around to figure out my goal, but they were few and far between and far less severe.
I think gameplay wise this pack hits the mark. Weapon distribution is well paced, except perhaps for the lightning gun which makes an appearance at an exceptionally early point considering how much longer it takes to get the rest of the weapons. Plenty of challenging encounters meant that I often felt pressured, but if anything the supply of health and ammo was sometimes too high; I can't say I ever felt hard-pressed for survival, and often found it easiest to simply tank a few grenades to take an ogre out that much more simply. Still, it's difficult to control for that in a map, and I did find a few secrets which definitely helped to power me up.
Artistry is another place where bbelief gets it right; it's very of its time, and lighting tends to be uninteresting and is hardly a focus of the pack, but the brushwork is sufficiently detailed and the set pieces well-done to the point where I think it fits right in for what it sets out to believe.
Overall a great pack, and one I'm glad I took the time to play.
Looks great, will definitely play it. Doesn't seem fully compatible with DarkPlaces, though: the thing-that-needs-to-happen-for-you-to-access-nightmare-skill doesn't happen, so, after successfully entering the nightmare corridor (the first thing does work), I'm left there wondering what I'm missing to proceed. Had to use QuakeSpasm instead.
Loved this the first time I played it years ago and still enjoy it today. Mission Control (bbelief1) and Seal of Secrecy (bbelief6) are my favorite maps here because of how intricate their design is-- they're both tightly built with very efficient use of space and lots of embrasures, windows, etc. that let the player glimpse parts of the map he has yet to visit. The secret map is also great, with a strong atmosphere. I would give those 5/5 even today. I found the rest of the maps somewhat weaker, but they still have a lot of old-school charm.
Great pack.
Had two issues: One is that a grenade launcher secret can be acessed through a gap in the ladder, giving you the secret but no way out. The other is that the trap with the lights and spears occurs normally, but I get teleported twice, dying everytime.
One of the best classic quake episodes that expands the theme of the first episode of quake. It has creative level design, engaging combat, and plenty of traps that await the player. I also enjoyed the finally with modified battle with Chthon where you can damage him with regular weapons instead of the use of lightening posts. It creates a very unique experience for the player that makes this custom episode stand out for its time. Overall best classic quake episode that I would recommend downloading and I would give this map pack a 5 out of 5 since it is so well crafted.
I don't know how I missed this gem back in the days. It was probably overshadowed by the official mission packs, or Zerstörer, Fantasy Quake and the likes.
This is a wonderful episode with a strong id1 feel and a beautiful design, architecture and gorgeous overall look. Some parts can give you a pretty hard time (the selection of Nightmare skill was fun by the way), and it's interesting to remember how that was achieved before hordes / waves or abominations like Droles or Gugs existed.
I had to play the final map a few times before succeeding. I was very surprised to see a Shambler coming out of nowhere to help me fight Chthon; it happened on two of my tries, and I had previously killed the two Shamblers that were already there, so I'm not sure it was a feature or how this was triggered.
I did not find the secret map. Maybe I'll just cheat to get to it ... :) I'll certainly give this pack another run in the future for secret hunting, I did not do too well in that regard on this first run --- also, I learned the hard way near the end of the first map that secrets are not always worth discovering.
This is definitely a must-play. Thanks a lot Matthias!
Some of these maps are as good as anything id made for Quake. Ran low on ammo on map 3. The last map has some BS instant kill traps. How are you supposed to know that the second nail trap has to be deactivated without dying to it first?? Fighting cthlon at the end was terrible, but when has cthlon ever not been terrible?
Brutal fun all way through. At the end I admit I got impatient, ran out of ammo, turned on GOD mode, defeated IT with my axe, which led immediately to a program crash: "recursively entered" or something. Karma telling me not to cheat I guess.
I made a new patch for this addon with an updated progs.dat based on QC 1.06 source and many fixes, including patches for BBELIEF6 (listed above) and BBSECRET.
Info in the Quakeone forums: http://quakeone.com/forum/quake-mod-releases/finished-works/12106-beyond-belief-reforged?p=281595#post281595
Thanks, Nightfright. Will check it out.
This patch should also take care of the crash many of you are having after killing the boss. I can confirm it's working at least with Quakespasm-Spiked and the new progs.dat, just tested today.
After finishing Epoch of Eternity I decided to revisit this classic "old school" episode and had a really good time with it, so I raised my rating from 4 to 5. I stand by my old comment that it is a bit on the easy side, but otherwise it is a fine set up maps, with nice twisty layouts, and remarkably consistent looks from start to finish, with maybe more detail than id. Includes pretty much all the standard Quake themes with maybe one or two modified textures that I noticed; all that's missing is a blue E4-ish map. The secret level (very easy to find, the level leading to it practically guides you to it by the hand) is possibly my favorite, with nice traps and moving parts, proper id style. Definitely an essential 1997 release.
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*Epochs of Enmity, not Epoch of Eternity
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Made a small update for my BB patch since the quake.rc file was kinda buggy (default entries were missing).
Link to new version in the QuakeOne forum thread: http://quakeone.com/forum/quake-mod-releases/finished-works/12106-beyond-belief-reforged?p=281595#post281595
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Thanks for uploading these fixes. I'll try this sooner or later.
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The bbelief6 trap hotfix in the description didn't work for me and neither did the patch linked a few comments above - QSS 0.93.2 Linux. No crashes after the boss, though. Anyways, the episode feels a little easy and visually plain to me.
Great campaign. For those who want a secrets list, including where the secret level is, the creator's very old website is archived here: http://web.archive.org/web/20000301100715/http://www.langsuyar.com/
Also it works great on the remastered edition - lucky I could still open the .doc file from two decades ago though for how to start the first level haha
Let's remember that this episode was released in 1997, folks. Most people's computers could barely run Quake. Nobody was complaining that this pack wasn't visually spectacular enough.
Anyway, marvelous old-school level design. I really enjoyed the combat encounters, facing only one or a few enemies at a time, so that each had to be placed perfectly. Nowadays it's almost expected that you'll be facing hordes, mostly just charging straight at you in a huge arena.
I'm only giving this four stars because of the annoying spike traps. They can be avoided easily enough if you're paying close attention, but you're almost guaranteed to die the first time. Still, a classic episode!
NightFright: you entity fix for BBSECRET.bsp is wrong. There's already a "trigger_multiple" on the wall to the left that when shot, will fire the spike trap killing the Shambler. See: https://i.imgur.com/03349Vu.png
Excellent episode! 5/5
If anybody is having issues with the download link for the hotfix or any links on this site. If you right click on the link and hit inspect you can start the download from the link in the window that pops up.
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Did you read the file's readme?