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Screenshot of ter_shibboleth_drake_redux
Author:KenChennar alias Orl
Title:Ter Shibboleth: Drake Redux (23ec5e274f2aee82f1ae2d94ef5e49da)
Filesize:217825 Kilobytes
Release date:12.10.2020
Additional Links: Func_Msgboard
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
Tershibboleth/TerShib_readme.txt3 KB12.10.2020
Tershibboleth/Tershib_source/amphiteater.wad9019 KB30.01.2020
Tershibboleth/Tershib_source/beach.wad2092 KB21.08.2020
Tershibboleth/Tershib_source/boreal.wad4904 KB10.01.2020
Tershibboleth/Tershib_source/chamber.wad1132 KB24.08.2020
Tershibboleth/Tershib_source/desert.wad2775 KB04.10.2020
Tershibboleth/Tershib_source/hypnagogic.wad7569 KB15.09.2020
Tershibboleth/Tershib_source/pagoda.wad5547 KB25.08.2020
Tershibboleth/Tershib_source/paris.wad8822 KB08.10.2020
Tershibboleth/Tershib_source/shib1_drake.map17872 KB10.10.2020
Tershibboleth/Tershib_source/shib2_drake.map6950 KB10.10.2020
Tershibboleth/Tershib_source/shib3_drake.map20615 KB17.09.2020
Tershibboleth/Tershib_source/shib4_drake.map14219 KB11.10.2020
Tershibboleth/Tershib_source/shib5_drake.map28549 KB06.10.2020
Tershibboleth/Tershib_source/shib6.map25754 KB11.10.2020
Tershibboleth/Tershib_source/shib7.map44530 KB11.10.2020
Tershibboleth/Tershib_source/shib8.map52912 KB09.10.2020
Tershibboleth/maps/shib1_drake.bsp25660 KB10.10.2020
Tershibboleth/maps/shib2_drake.bsp26315 KB10.10.2020
Tershibboleth/maps/shib3_drake.bsp43949 KB17.09.2020
Tershibboleth/maps/shib4_drake.bsp41628 KB11.10.2020
Tershibboleth/maps/shib5_drake.bsp54513 KB06.10.2020
Tershibboleth/maps/shib6.bsp59992 KB11.10.2020
Tershibboleth/maps/shib6.lit42845 KB08.10.2020
Tershibboleth/maps/shib7.bsp87257 KB11.10.2020
Tershibboleth/maps/shib8.bsp126102 KB09.10.2020
Tershibboleth/maps/start.bsp122 KB06.10.2020
Tershibboleth/pak0.pak24465 KB12.06.2011
Tershibboleth/pak1.pak11425 KB12.06.2011
Tershibboleth/pak2.pak4701 KB11.12.2012
Tershibboleth/pak3.pak6355 KB11.12.2012
Tershibboleth/progs.dat1760 KB11.12.2012
Tershibboleth/quake.rc1 KB12.10.2020
Tershibboleth/sound/gong.wav38 KB27.08.2020
Tershibboleth/sound/shib1amb.wav1624 KB01.09.2020
Tershibboleth/sound/shib2amb.wav2050 KB01.09.2020
Tershibboleth/sound/shib3amb.wav3033 KB01.09.2020
Tershibboleth/sound/shib4amb.wav1762 KB19.09.2020
Tershibboleth/sound/shib5amb.wav3449 KB21.09.2020
Tershibboleth/sound/shib6amb.wav1658 KB12.01.2020
Tershibboleth/sound/shib7amb.wav2250 KB19.03.2019
Tershibboleth/sound/shib8amb.wav1293 KB14.01.2020

Ter Shibboleth: Drake Redux

Redux version of the previously-released Ter Shibboleth Part 1 and Part 2, featuring various changes including a port of the first five maps to Drake.

Episode with eight huge, uniquely themed levels: a beach resort under a Golden Gate Bridge, a puzzle map set in an industrial storage facility, an Asian temple, a twisted otherworldly fortress, a desert mining town, a snowy village in the mountains, the city of Paris (complete with Notre Dame and the Eiffel tower), and an ancient Roman city next to a colosseum. Most of the maps use custom textures; the texture wads and the map sources are included.

Note: These maps require an source port with severely increased limits and BSP2 + protocol 999 support, such as Quakespasm 0.93.0 or higher. The memory heapsize needs to be set to around 1.5 GB!

Tags: large, episode, limits, bsp2, realism, beach, base, puzzle, abstract, asian, temple, fortress, vista, town, drake, huge, winter, village, mountains, paris, rome, france, coliseum, eiffel tower, city, source, industrial, colosseum

Editor's Rating: Excellent
User Rating: 3.8/5 with 5 ratings
You can NOT add ratings if you are not logged in.
PJA Guest 17 October 2020, 15:14

Even with heapsize set to 1.5gb it will not run

Hunk_Alloc: Failed on 176 Bytes

negke Registered 17 October 2020, 16:20

-heapsize 1536000 works for me

dwere Registered 17 October 2020, 16:38

Does anyone actually like those blue assholes from Zerstorer?

KenChennar Guest 17 October 2020, 19:15

@PJA Just keep trying different heapsize amounts until it loads, sometimes a lower heapsize might help.

@dwere The blue enforcers? I like em. Once you know their attacks and the shield goes down they are easy to take out. Double barrel shotgun does the trick.

fairweather Registered, rated this a 1 25 October 2020, 23:24

Possibly the worst map set ever created for Quake. Unrelentingly terrible in almost every way, with a vague sense of impressiveness in just how much confidence it must have taken to complete and not realize it's inherent badness.

Each level learns nothing from the last, each one is a completely optimized mess of brushes that offends the eye as much as the gameplay offends the senses. It's hard to say just what is so poor about it, but I can say with certainty that I would rather play Anoxia a million times before "playing" these again.

Lane Powell Registered, rated this a 5 26 October 2020, 0:20

Well, thanks for reminding me to finish typing up my scattered thoughts on this release.

All maps here are huge (at least in terms of scenery, though often in playable area as well), but there's a mix of very "sandboxy" levels and levels with a more conventional structure. The sandbox maps include a desert town (fifth level), some kind of post-apocalyptic Paris complete with Eiffel Tower and huge demonic corpses bursting out of the pavement(7), and a abandoned Roman coliseum and surrounding complex (8). These maps all have open layouts with multiple widely-spaced key items to track down. I think these are the most successful because their gameplay matches the maps' size and scale: there's a lot of ground to cover, a sense of open-ended exploration that's more familiar from other games than from Quake and which makes you feel small, but also you're surrounded by MORE space that's not accessible but makes you feel smaller still. I think this is why these maps work so well. The other levels feel more like large-scale versions of "normal" Quake levels that stand apart from each other in their distinctive themes and gimmicks. I've commented before on my love for Blasocuyst (2nd level) with it's huge puzzle room, as well as the fourth level's dizzying and surreal take on the wizard theme.

With maps this huge there's always a risk of having too much 'empty' space, and I feel most of the maps here fared pretty well. I would maybe cite the first level (the island resort) and the sixth (the snowy mountain/village) as possible exceptions. They are both pretty wide-open once you get past the initial location, but have large areas that are essentially skippable and kind of repetitive, not particularly interesting in gameplay terms.

Thematically, the maps are a weird mixture of realism and abstraction. There's nothing linking the maps thematically except how out of place in Quake's universe they are. I mean, "realism" is not alien to Quake, neither is unusually otherworldly approaches to standard Quake themes, but it's strange (in a good way, I think) to see them in a single release, sometimes even combined in one map (the wizard level looms over scenery that is essentially a collage of photos of war-torn cities; the huge corpses in otherwise realistic Paris). Taken as a whole it creates a kind of uncanny effect. I'm reminded vaguely of the Doom WADs produced by a Russian team called Clan B0S, which also combine realism and abstraction in their layouts and aesthetics, to different (but still uncanny) effects. They also, incidentally, have drawn a similar mixture of praise and condemnation from players...

Gameplay-wise the maps are generally pretty tough on skill 2. Maybe a bit excessive at times in its use of Drake entities but it's not the worst thing to be guilty of.

It's worth noting all these levels can be played from shotgun start. Cool feature, as the maps are time-consuming enough, so it's good to be able to just skip to my favorites and replay them as I wish.

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