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Author: | necros |
Title: | The Altar of Storms |
Download: | ne_ruins.zip (3b8327def936f283255c8087a5c77d06) |
Filesize: | 47680 Kilobytes |
Release date: | 22.06.2011 |
Homepage: | http://necros.fov120.com |
Additional Links: | SP Map Corner • |
Type: | Partial conversion |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
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ne_ruins.zip
The Altar of Storms
Large ancient temple ruins hidden deep beneath a snowy mountain valley. The theme of the map is inspired by the Ayleid ruins from TES4: Oblivion. The map has all new textures, many modified or new monsters from Hexen 2 including a fearsome boss demon, and a custom quad-barrel shotgun.Tags: large, temple, textures, monsters, snow, boss, ayleid, weapons, hexen 2, cold, epic, mustplay, episode, unique
Editor's Rating: Excellent
User Rating:
4.7/5 with 122 ratings
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The visuals were amazing, the zombies kicked ass, and the quad shotgun was sweet. Approved.
Because of the save bugs I had to give an otherwise excellent map 2 hearts. :-(
Look forward to the rest!
but from what I've seen in YouTube video this is going to be a MASTERPIECE !
Snowy outdoor setting reminds me of Daikatana 2nd chapter (no pun intended :)..)
This is great stuf'
5/5
What kind of PC (poop computer) is that?
Despite some glitches, this gets a strong 5. Stunningly beautiful environments and architecture (reminds me strongly of Skyrim graphics, but I like this better), and one of the best boss fights I've played in any game.
Wow. Just astounding. How had I not noticed this map set before? This sets new standards with its incredible scale, superb lighting, beautiful textures, brilliant new and modified monsters, nice new weapon, subtle and sometimes not-so-subtle special effects, atmosphere, pacing, staggering attention to detail ... I … just … words fail me.
Absolutely gorgeous and epic in each and every aspect.
Marvelous! I have just started playing Quake and of the 10 or so custom maps I have played, this one takes the prize. The only thing stopping it from getting 10 out of 10 is that the enviroments are not that varied.
you will find very few maps as amazing as this one. The whole sequence of start map, dungeon crawl, and final climax is frankly cinematic. This map also shows how ridiculously adaptable Quake is - it has diversity and potential like no other game.
Everything here is so cleverly done and looks totally amazing! A start map which you return to after completing the main level (for the end boss battle), new enemies like super-fast zombies, huge stone statues or corpse-resurrecting succubi, some new gameplay elements like urns you can smash for health and armor boni (just don't smash the wrong ones or you'll be in for a nasty surprise) and a lot more! The fights against the ice and lava golems are fantastically scripted and visually very rewarding: When the water melts after the ice golem dies or the lava rises in the catacombs after the fire golem falls were some of my many highlights in this release. The final battle is also very impressive and not too difficult if you stay close to those healing pools and don't waste your ammo. A top-notch release totally worth investing 45-60 minutes into! [For FitzQuake Mk V users: You have to use a different command to increase the amount of edicts, it's not "maxedicts" like in the included nesetup.cfg file, but "hostmaxedicts". So you need to put something like hostmaxedicts "8192" into your autoexec.cfg. Additionally, you WILL need the "-heapsize" commandline parameter. I had to go up to -heapsize 524288 to prevent crashes when trying to leave the starting map. And as a last note, my game crashed whenever a succubus tried to resurrect a corpse. The only workaround was to kill those succubi before any other enemy in that area.]
I can't believe someone rated this something else than 5 full points. Just replayed it (yay procrastination) and it is just as awesome as on the first playthrough. So much surprising and impressive "scripting", with the thawing ice, red sky, rising lava etc.
Well, this map is just brilliant. The architecture, the battles and the atmosphere are genius, the use of custom content is nicely placed and the setup for the final battle iwas awesome. Definitely one of the best.
Note: Requiem style automatic attempt to fix missing "impulse 12" fix is incompatible with this map. Give all weapons and try to use impulse 12 through each weapon will lock things up when it hits the super shotgun.
That was so cool! The architecture is breathtaking, the events fantastic, the custom monsters are amongst the best I've seen. Genius use of Hexen 2 assets, plus a lot of original ones.
Probably the best custom level for Quake 1 I've ever played. The feeling of Skyrim was sublime. Monsters were perfect, events too. A masterpiece and a work of art.
Excellent architecture , amazing monsters . What a masterful piece of workmanship . Who couldn't be in awe....
I actually thought I rated this five and should be 5++.
Just played it for first time, was on my backlog. Loved the ending.
Shows just how far you can push Quake into anything you really want if you pour elbow grease into it! Would have loved more maps and that Quad shotgun and running zombies...oh my!
This mod keeps resetting some of my settings. I think it's the sole reason why I bound executing autoexec.cfg to a key years ago.
Otherwise great.
I created an account just to comment on this one. It is BEAUTIFUL. And tough. I died a lot, but I died BEAUTIFULLY. Cannot recommend this one enough!
My only complaint was the constant resetting of my "Always Run" setting (I want it off, but it kept switching on). I just created a macro that would manage the situation for me and bound it to SHIFT and all was well.
It looks like golem's earth pounding attack uses some dirty tricks that rely on client settings. Personally, I don't like this approach. It's intrusive and tends to break things.
Excelent map! Great visuals, really fun enemies (World War Z anyone? :) ). And - once more - great visuals. I was really pleased to see some new textures and new colors - not that I don't like original colors - but it was refreshing. And the ending sequence - really nice. This was first map, on which i didn't search for any secrets. I have to do this map once more on more demanding level of difficulty. But - even on standard difficulty - it was fun to fight those big red ones with 1 HP :) - lucky them i forgot how to turn god mode on! :)
All in all - great map. One o the best maps (in terms of visuals and mechanics) in q1 I have ever played. BRAVO!
Only a 4 for me because basically, it's only the recreation of an ayleid temple from TES: Oblivion. A beautiful recreation, no doubt, but not exactly an original map. I've seen Necros more inspired. Maybe I was spoiled by all the praise this map got but I expected more. Progression is very linear and though the new 28-Days-Later type of zombie is unexpected and refreshing the first time around, it loses its novelty appeal after the 3rd or 4th attack wave. The lava spawns that freeze over time are a nice idea on paper but not that interesting gameplay-wise in an open arena since all you have to do to be safe is take some distance for a few seconds until they become icicles. These guys should be much more interesting in close quarters or a sealed-off arena, though.
Feels like playing Painkiller on the Quake engine. Extremely well made!
One of the most interesting single-level maps ever played. It makes you rethink the way to play a Quake map. Brillant, clever and inspired. I would like to play more maps in this fashion. The final round a bit too deadly for my taste but still great.
It's a very good map, but I don't think it's quite on the level that everyone else here is making it out to be.
Amazing the architecture might be, original it's not if it's just taken straight from Oblivion. The same can be said for the zombies; they're just L4D zombies with Quake skins and Doom 3 sounds. And the Quad Shotgun's model.
Anyway. I liked the snowy outdoor areas and the very Elder Scrolls feel of the maps, including the interiors. Didn't like the glitchy visuals, but that's what you get for stretching an old engine far beyond it's intended limits.
3.5 / 5
Felt compelled to comment on the "glitchy" visuals.
This is one of the maps that glitches out on the more recent builds of DarkPlaces, because the authors of the latter had the bright idea to recalculate map portals on map load in order to "improve performance" of their real-time world mode. As the result, big, spacious maps tend to have flickering polygons all over.
Solutions are as follows:
Don't use DarkPlaces. It's more of a testing bed for various graphics feature than an engine to play Quake. There's a reason it's got so many console commands to turn various things off for compatibility reasons.
Turn off the "smart" portal culling by typing
r_useportalculling 0
in the console. Or typemod_bsp_portalize 0
to prevent DarkPlaces from generating new VIS data in the first place. As a bonus, the maps will also load much faster.As a side note, the first ogre in the map gets telefragged on spawn in DarkPlaces for some reason. I've tried playing with various settings like
sv_gameplayfix_droptofloorstartsolid
orsv_gameplayfix_nudgeoutofsolid
, but it still doesn't work. It's possible that other enemy spawns are also affected.Just don't use DarkPlaces. Stick to QuakeSpasm, or FTEQW if you must have bloom, HDR or what not.
Finally got a chance to play this. Amazing. A must play for anyone who loves Quake. This mod brings new environments, mechanics and monsters to the universe. Play this ASAP.
I found this a ton of fun till I reached the stupidly too-hard boss fight. Even on normal skill I couldn't make any headway. In the end, I god-moded it and felt no shame. Except that it's a shame such a fine level ends so badly. Necros is one of my favourite mappers and has created some delightful maps, but I don't think this is among his best.
Wow, on reading everyone else's comments it seems I am very much in the minority! Still, that ending did leave me with a sour taste so I'm sticking with my 3/5 score. But I did love the horde zombies.
I really like the build and the textures, and the zombies were brilliant, but it felt really weird with no ambient sounds. It would be nice to hear some winds here and there, and maybe some rumbling, but the maps were completely silent, other than the music. Other than that, it was great.
Great map with amazingly coherent atmosphere. Contrary to MikeTaylor, I found the difficulty of the boss fight just right. I also experienced no graphical glitches on QuakeSpasm.
absolute masterpiece
Incredible. I don't get people saying "It's from Oblivion" like it's a bad thing. This map is just a blast to play in Quake.
Definitely on tier with Honey and deserves a spot among the best ever. It's equally beautiful to Honey, but I would say the gameplay is more fun than Honey's.
It sent chills down my spine multiple times, encountering the hoards and running from the Statue(?) things. Very, very thrilling (maybe creepy is a better word).
The biggest downside for me was the lack of ambiance/music. Thankfully, Iron Cthulhu Apocalypse fits the Quake vibe absolutely brilliantly. Definitely recommend listening while playing this map. https://www.youtube.com/watch?v=cRzQuPvLjdU
Visuals are spectacular, gameplay is boring as sin. It's a play-once-and-then-never-again sort of thing.
I'm surprised to see that the map is much shorter than I remembered from my previous try. And I have yet to find any of these secrets ...
Great map with good scripting and action! Fast zombies, architecture and new four-barrel shotgun were extremely cool! The Altar of Storms triggers some nostalgic feelings... memories of Hexen 2 and Oblivion. Never knew I missed Eidolon and golems))
Hi, I am using the markv engine to play Altar Of Storms and it keeps crashing, even though I load it with extra heapsize (I can't set max_editcs to 8192 because it doesn't recognize it as a command). I never had this problem with any of the big releases: Dwell, AD, Warp Spasm, etc.. Can somebody tell me how to get it to not crash?
Also, the game has an autosave feature that I can't disable. Same problem with Dwell and other releases. Can somebody tell me how to disable it? I use a quick save key bind and the autosaves lag the game.
10x.
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MarkV's dynamic edict allocation fails in this map. Use QuakeSpasm.
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What about those autosave features on some of the releases. Any tips on how to disable those? "sv_autosave 0" doesn't disable them.
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My friend, what an epic, arcane adventure. Even though I did not play any of the famous 'Bethesda' RPG games, I can sense the inspiration, just following the common wisdom. Anyhow, I am deeply impressed with the grand architecture - in particular how the architecture drives the progress in a dynamic manner - but even more than that, am I impressed with the new plethora of enemies; particularly the rabid zombies, which I would definitely steal even for a science-fiction genre! The slime in the pottery, combined with the stone golem smashing attack, is such an interesting combo. I also like the 'Quake 2' style quad-shotgun! Everything seems custom made for this map pack; you have put a lot of heart and effort into it and even though not all may be perfect, it is great.
Epic, so fucking mega epic map, the start feels a little too empty at first, but when things start to roll... WOW...
Only issue I had with this mini-episode was with the low ammo count on the map... And about the epic boss fight... Awesome!
There is a small gap on some vertex in the lower part of the icy mountains... black on white doesn't feel quite right... But apart from that, perfect map. 5/5.
=)
What an epic map.
How the hell do I turn off this autosave nonsense? Please stop turning PC into a nanny state like consoles and at least give the option to disable rather than force enabling hand holding services.
Hi,
could you make a version of this map compatible with Arcane Dimensions?
Thank you in advance. :)
trolling.
Well that was an experience! I played it twice and at 1st I played like 25% and stopped. I got bored by all-the-same "oblivion" dungeons bluish designs. I got lost... so I stopped. But later on I kept hearing "altar of storms", "altar of storms", "altar of storms"... on discord forums. And decided to play it again. Could I miss the point when played the 1st time? Yes! I did miss the point. And on 2nd playthru I appreciated everything. Designs. Layout. Brushwork. New mobs & weapons & coins... non linearity! How much I loved non linearity. All in all this episode (not just a map pack but a full scale episode for sure) goes for 10 out of 10. It's something exclusive and unique. PS. Loved fast zombies!!!
Wow, what an incredible map! It's amazing how well this is made, but sometimes with the Quad Shotgun you ran out easily on shells. Not a hard map at all, and enemies were on point. Traps are interesting too, fell for the first one.
Definetively this has a 4.6/5
Overall I disliked it
Pros for me -
Atmosphere Architecture
Cons -
The quad shotgun The enemy types Lack of ammo around molten golem
I quit after I ran into the molten golem. There was not enough ammo to take out 4 golem plus him. I noclipped to safety, killed him, but golems still remained. It just felt wrong at that point
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