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| Author: | ORL |
| Title: | Cataractnacon / Zeangala |
| Download: | oms3.zip (c8300a2234ff0e160230f877934fa072) |
| Filesize: | 27044 Kilobytes |
| Release date: | 21.01.2016 |
| Homepage: | http://qrf.servequake.com/~orl/ |
| Additional Links: | Func_Msgboard • |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| RMQEngine_0.85.3.zip | 383 KB | 14.11.2013 |
| oms3.bsp | 26661 KB | 20.01.2016 |
| oms3.map | 9733 KB | 20.01.2016 |
| oms3.wad | 2572 KB | 26.12.2015 |
| oms3_2.bsp | 79831 KB | 19.01.2016 |
| oms3_2.map | 18611 KB | 19.01.2016 |
| readme.txt | 2 KB | 20.01.2016 |
oms3.zip - Cataractnacon / Zeangala
Two large abstract base levels, "a lengthy journey through a non-linear H.R. Giger-themed flooded scrapyard". The map sources are included.Note: These maps require an engine port with increased limits and expanded map boundaries. Currently, only RMQ (included) and Quakespasm (version 0.92.0 or later; set "sv_protocol" to "999") are capable of running them.
The maps can only be played on either Easy or Hard skill setting.
Tags: large, base, abstract, traps, limits, source, giger, unique
Editor's Rating: no rating (yet)
User Rating: 4.3/5 with 15 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
Bundles a windows copy of the RMQ engine which is kind of annoying, but looks promising!
If using RMQ engine, I recommend setting r_motionblur 0 to disable the messy damage feedback effect.
Seriously, Quakespasm can't run these maps? What are they doing that's so very special that QS can't cope?
oms32.bsp has entities and a playable area outside of +-4096 units which exceeds the limits of the Fitzquake protocol (svprotocol 666).
This is the first released q1sp to do so, AFAIK, which is why the engine choice is limited.
Note that protocol 999 is only available in a special build of QS that I prepared for those having trouble running this map in RMQ: here And you do have to set "sv_protocol 999" in the console with that build.
Any tips on getting this map to load on a Mac w/ Quakespasm?
Any tips on getting this map to load on a Mac w/ Quakespasm?
Any tips on getting this map to load on a Mac w/ Quakespasm?
Instead of a "patched build" can we have a patched source code so we might even be able to use it?
ezze: yes, source code of the patched build is here: https://github.com/ericwa/Quakespasm/tree/oms3
Lensjocky: the first map should run with the latest official QS release -http://quakespasm.sourceforge.net/download.htm . The second map would need the "patched build", I can make a Mac build of it if you want.
I would love a "patched build" of QuakeSpasm for the Mac if you're willing to compile it for me. I'm dying for a new map.. Thanks in advance ezze.
Lensjocky: here is a package with the mac+windows builds and source, I hope it works for you! http://quaketastic.com/files/tools/windows/engines/quakespasm-oms3.zip
Thanks a lot for the Mac build! I actually have BootCamp, but I do most of my Quakery on the Mac side.
Thanks for the Mac build as well ericw. taking it for a spin right now..
The level design is really quite unlike anything else. ORL nails the Giger elements to a T, the uneasiness, the savageness and brutality, the atmosphere and visual themes.
On the other hand, I wasn't always fond of the gameplay itself, a bit too unfair and claustrophobic at times. Still well worth it.
Do we know whether the next official build of QuakeSpasm is likely to support both these maps? (If so, I will wait for it.)
THANKS ERICW
This worked well, but unfortunately, the last(?) section doesn't "load" properly, after the huge zombie area, things get ugly: coordinates/bsp errors!
anon, make sure you entered "svprotocol 999" in the console with my Quakespasm-oms3 build. If you teleported into the void partway through oms32, that is the problem. Sorry, I should have enabled that setting by default for this engine build :-/
Damn markdown, that should read
sv_protocol 999Woah, that fixed it right up!! thanks!
Honestly I got more of a Lovecraft vibe from these maps than a Giger one, outside of a few textures. While I grew up with both Quake and Lovecraft, I never felt that Quake's worlds were really all that like how I imagined Lovecraft's alien worlds when I read his stories. This map is the closest I've seen to one that actually captures my mental image.
The combat is really tight. The second map was my favorite. Many areas give room to maneuver by jumping between walkways and platforms, but there's always the risk of falling (which isn't always deadly). Since there's usually very little room to run about I imagine the combat won't be everyone's cup of tea, but I found it fresh, pretty tough but well-judged (on skill 2). The sense of progression is pretty impressive throughout. I loved thr fight back through the raised platforms after getting the silver key, and the descent underground was incredible. Unfortunately the maps suffer from a few bad cases of wonky geometry but it's not enough for me to lower my rating when the theme is so special.
The latest official version of Quakespasm (0.92.0 -- which was released today) supports both of these maps.
Played on hard difficulty, it is brutally hard, and the maps are chaotic already both in gameplay and in theme. The areas are pretty wide and open,seeming empty first before a huge bunch of enemies teleport on your ass. The theme is really unique and changing, sometimes horrific, sometimes weird. Play it for a very unconvential and unique experience.
I hereby confirm that this works with the latest build of QuakeSpasm (0.92.0 x64) from beginning to the end. Be sure to switch to protocol 999 by typing sv_protocol 999 in the console though - otherwise the second map glitches in the second half. As a side note, I played up until that point in protocol 666, when it glitched, switched to 999 and reloaded a quicksave: worked without a problem after that. So, no worries if you forget to switch it to 999 before starting your playthrough.
oms3 seems to be all about fighting spawning waves of enemies whenever you move forward, push a switch or do something as ordinary as grabbing a health pack. If you're happy with that, then this is for you, but I'll pass.
wow, very imaginative and fanciful !
No idea why I initially gave this a 3. The ambition in this map is astounding. Extremely original and the surprise after hitting all buttons really "rises" to the occasion. That moment is seriously one of the most memorable I have had in my custom quake map adventures.
The 5 star rating eludes these maps due to somewhat frustrating monster placement and geometry/player relationship issues. Still, absolutely recommend a play through to experience the world ORL has constructed here.
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Did you read the file's readme?