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Screenshot of eoe
Author:Bal, Fairweather, FifthElephant, Greenwood, JCR, JPal, Markie Music, Nolcoz, Rhoq, ZungryWare
Title:Epochs of Enmity
Download:eoe.zip (9104251563bc0ba6778b6e638c414d66)
Filesize:93293 Kilobytes
Release date:21.10.2020
Homepage:
Additional Links: Func_MsgboardQuaddicted forumTrailer
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
eoe/eoe.pdf114 KB21.10.2020
eoe/eoe.txt2 KB19.10.2020
eoe/pak0.pak226950 KB21.10.2020

eoe.zip

Epochs of Enmity

Episode with 10 around medium-sized levels plus small start/end/credits maps in various themes, including bases, temples, citadels, towns and dungeons. The goal was to create an "unofficial 6th episode" similar to DOPA. The levels are based on the Progs_dump mod (included) and feature some additional content like models, skyboxes and custom music tracks (in OGG format).

Note: These maps require a source port with increased limits + BSP2 support.
A hotfix for a progression stopper on eoe7 (only occurs on easy skill) is available here.


Tags: episode, medium, base, cave, swamp, dungeon, medieval, town, castle, citadel, temple, metal, runic, lava, bricks, industrial, knave, textures, progs_dump, sounds, models, skybox, music, start, boss, limits, bsp2

Editor's Rating: no rating (yet)
User Rating:
4.4/5 with 75 ratings
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Gioyo3aa Registered 24 October 2020, 17:24

Great episode. I found the first few maps underwhelming at first because they were too easy even in Nightmare, but as you will see things escalate quickly especially when it comes to the final encounters of a few even numbered maps (and the grand finale in Terrorcota). I'll certainly revisit the episode in a while to hunt for secrets.

h4724 Registered 24 October 2020, 18:24

It's a good episode. Some of the maps are a lot better than others (4, 6 and 9 are my favourites; proper 5/5s,) but they're all well-made. I'd recommend playing from a shotgun start since they mostly seem to be balanced around that and can get pretty easy if you're playing with armour and weapons from previous maps. Size/length is pretty consistently "medium," and every map has at least one quad run.

I found that in general the gameplay was very enjoyable with lots of surprises, and some inventive secrets. Layouts varied, but I never got lost. Visuals are a little better than id1 in some cases and absolutely beautiful in others. Only so many ways for me to recommend this; just play it.

Chaser Registered 24 October 2020, 19:19

This episode has a very retro feel ti it. Like it a lot. Depressing ambient music is also on point with original Quake vibe.

bw Guest 24 October 2020, 22:33

Some 100%s on eoem6 and eoem8:

https://www.youtube.com/watch?v=V2nHHNugDqE

https://www.youtube.com/watch?v=0CWdZG1d1RU

Hal Registered 25 October 2020, 11:37

A good selection of maps, but like h4724 said it doesn't work as continuous episode. Most of the maps are really easy when you start with 100 rockets and 100 lightning from the previous map.

The final climactic encounter in EOEM8 drops you in the shit with a few dozen monsters and it expects you to run /away/ through a whole sequence to access the quad to then go back and kill all of them. But I had already killed every single one with my 100 rockets so when I finally got to the quad, there were literally no more monsters on the map and I jumped through the portal with a wasted quad. The entire pack is really, really easy if you don't do shotguns starts (right up until the final boss of course, that is hard no matter what you have.)

Mazu Registered 25 October 2020, 15:30

It is a great set of levels. Shotgun starting maps and trying to get a good time while aiming for 100% completion is fun. I'm in process of doing some decent runs of EoE.

Classic design of most maps are great, but Markie kinda steals the show at the end with his insane creation. There are some really cool secrets in couple of the levels, won't spoil them, but it is worthwhile to look around a bit.

Gila Registered 1 November 2020, 15:57

It's nice to see more releases appearing with their own music tracks, like Dwell1, Raven Keep, and Tears of the False God (AD1.8) released recently and also SMEJ that was released last year. The included dark ambient music tracks are a great addition to atmosphere and are quite refreshing compared to the original Quake music, though great and all, but long time 'overplayed'.

This pack is less of an episode but more of a jam where instead of start hub the maps go in certain order, since it does lack a bit of continuity, unlike the description-referenced DOPA, which felt more cohesive.

EOE maps are all fun, some more, some less, depending on what style and visuals one might favor. They are somewhat of a mix of retro/id1 and more modern styles, though of course leaning towards the latter. It also feels they were sort of designed for a shotgun start maybe? Some of them were a bit easy, considering carryover weapons/ammo from previous levels.

The last map of course is cherry on top of already awesome pack.

NightFright Registered 12 November 2020, 12:29

Other than "Dwell" which had been released around the same time, this one isn't too hard. There are some enjoyable encounters involving Quads, Pentagrams and tons of enemies. If the game spams you with mobs, it stays fair at least - you just need to kill fast enough. Locations are also very interesting. One of the must-plays of 2020 for any Quaker IMHO.

Escalate_krsk Registered 18 November 2020, 17:10

Completed the episode and... wonderful, guys! I accept this mod as "unnoficial sixth episode" of Quake! Gameplay and feel is UNIQUE, and that's why.

  • Some maps resemble memorable vanilla Quake's maps... situations, traps, overall feel... It does what DOPA's final map did: brings the feeling of nostalgia, why being a thing on its own. Penultimate map especially made me recall Door to Chthon. The goal was to do it "the way Id did it", and it's a success.

  • Monsters and weapons are all vanilla, with notable - and glorious - exception of final boss, named Ythogaru. He is a reskin of Chthon, but fits well with the game and provides a good conclusion (unlike DOPA).

  • Despite vanilla feel, the mod incorporated modern "Quake mod features": 1) It has tough combat with horde battles (especially on later levels) a la Tronyn's best work. 2) It has wonderful world-building reminiscent of Arcane Dimensions/

OVERALL, a must-play. 5/5. Feels good, plays good, looks good. Along with recent Raven Keep, this is an essential 2020 Quake release.

Marian Registered 25 November 2020, 0:17

Epochs of Enmity is a love letter to Quake 1. It consists of 10 levels with varying quality. Some of them are blocky (imitating original Q1 levels), and some of them are almost of "Arcane Dimensions" quality. Final level is absolutely 5/5 stars with a proper and challenging grand finale (where you will die a few times - it's a little bit unfair there). Overall gameplay is good, there are some interesting ideas presented here and there. If this was released 20 years ago, it would have been a legendary map pack. Today, next to the Arcane Dimensions, it is "only" a very good episode. I give it 4 stars. But hey, thank you all!

JMP 2 January 2021, 2:24

Really enjoyed this episode. I agree with Gioyo3aa that the early maps are too easy, but after that the episode gains some serious momentum. Rhoq's map is my favorite, with its complex and intricate layout. I also liked Nolcoz's map: the architecture is generally boxy and gameplay isn't the best, but like all his previous maps, it's very creative and interesting.

Thanks to Greenwood and everyone else involved for putting this togethe


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Vasya shkolnik 21 January 2021, 21:59

Add tag #unreal98rocktexture plea


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MikeTaylor Registered 1 March 2021, 15:43

In The Augur's Mold (eoem4), I go through the silver door and a sort of anteroom into a darkish chamber with two big doors, one on either side, each with windows to the left and right. Behind one is an obvious secret. But I can't figure out at all how to get through the second. What am I missing?

MikeTaylor Registered 1 March 2021, 15:47

I caved, and found it by noclipping. There's an underwater passage near the corners of the room opposite the secret.

MikeTaylor Registered 4 March 2021, 15:52

What's the simplest way to force a shotgun start? I thought kill would do, but it just restarted me with the same equipment I had when I entered the level.

Then I thought, OK, just getting killed by monsters Should do it. But no, same thing.

This is with QuakeSpasm 0.93.2, BTW.

h4724 Registered 4 March 2021, 18:23

(re)loading the map through the console will force a shotgun start. I don't know if there's another way to do it.

MikeTaylor Registered 9 March 2021, 23:08

Oh yes, of course: map eoem9 — thanks!

MikeTaylor Registered 9 March 2021, 23:11

Well, I finished this, but I didn't love it like most people seem to. The first few levels felt very bare-bones and 1990s, and by the time things started to get more interesting, I was too powerful for there to me much challenge. If I play this again, I will follow the advice of several commenters above, and reset to a shotgun start on each level.

The last level, Terrorcotta, is by far the best, and I would recommend anyone to play that one even if they skip the rest of the pack (map eoem9). Save frequently, and not over the same slot repeatedly — keep half a dozen slots in rotation, because you may make decisions that you regret after having saved! The final battle is crazy hard, but it did leave me with a huge sense of achievement when I finally completed it.

Jehannum Registered 16 April 2021, 19:47

I really enjoyed this episode. It starts out slow, but as you progress the maps get harder and harder and consequently more enjoyable.

It's a great tribute to classic Quake in many ways with good tension and atmosphere and music to match.

Thank you to everyone who contributed!

metalliqaz Registered 4 June 2021, 3:48

Really cool episode. Lots of fun to be had here. Some definite hits here. Others are just okay. Markie's map (m9) and the secret level stood out as the most interesting to me. Overall I didn't get the feeling that this was a cohesive episode as the level styles and layouts had very little in common with each other. I suppose this is to be expected given that each had a different author.

Alex Ros Registered 15 July 2021, 1:23

Well it's kinda way too retro for me personally. Don't see any reason to make undetailed visuals while they're possible. But that's just me, subjectively. Objectively it's 5/5 I think. Totally works as official DLC, same quality. Plays cool. Engaging. Levels aren't bland but on the contrary are throwing some unpredictable twists on & on. I didn't finish it yet (finished secret level and entered Knavel I think) but it gets better actually. Levels are gettin' complexier... Anyway 5 out 5. Not some clumsy mappin' PS. Dead Can Dance! PPS. Perhaps I didn't like for real only that greek level (forgot it's title), way too out of place, but that's ok

JP Guest 2 September 2021, 17:23

"The Augur’s Mold” by Rhoq (Map 4) captures the essence of Quake in a really important way - it's scary! The combination of the custom soundtrack, deep shadows, ambushes, and gameplay that always has you on the back foot scrambling for cover makes it eerie in a way that Quake was if you played it back in the nineties. Great job, Rhoq.

whatisquake Registered 13 September 2021, 6:12

Worth playing, especially shotgun start. I got softlocked in eoem3 when I ran out of rockets, and the progression in eoem6 is not obvious enough... but eoem9 is a great finale.

ironicmoustache Registered 22 September 2021, 4:49

I thought it was a great episode overall. Some maps are genuinely stellar—maps 4 and 9 come to mind, as does 6; map 8 has its moments too—and most of them are still decent-to-good. I only somewhat disliked map 7, but it wasn't necessarily BAD. A lot of great ideas and clever design in this one.

Agree with the shotgun start suggestions, it made the later maps quite a thrill.

MittensForKittens Registered 13 March 2022, 1:32

As a collection of maps, Epochs of Enmity provides some very solid entertainment and gameplay. The quality of the entries in this episode are of variable quality, but none of them are less than average experiences. From my perspective, the standout maps are the introductory base map (I always enjoy the classic Quake tradition of beginning an episode with a solid base level) and the incredible finale of Terrorcata (easily one of the best Quake maps created).

I do wish there was a more unifying aesthetic to this episode. The styles and levels of detail are quite variable. Overall, however, this is an excellent episode to dig into.

Visuals - 4/5 Atmosphere - 4/5 Gameplay - 4/5 Difficulty - 4/5 MittensForKittens' Rating - 4/5

Greenwood Registered 13 April 2022, 3:18

@MittensForKittens

Glad that you enjoyed it!

However, the variety of the levels was kind of the whole point: the evil of Ythogaru permeated into epochs throughout time, etc. It allowed some artistic freedom to the mappers while giving players a variety of environments to enjoy. :)

Ninja Registered 13 April 2022, 22:16

E0M9 & E0M13 Are master class maps, they are nuts, but so joyful to play, even on skill 3 its hell'ish, but so good,other maps is series are good, but those 2 are NUTZ !!! Good

OldKnavy Registered 29 June 2023, 2:37

I really like Knavel Orange and Bunker of Barzai. The other maps were of varying quality; mostly okay to pretty good. However, I straight up disliked Terrorcotta. Not a fan of Chthon or monster hordes.

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