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|Author:||KenChennar alias Orl|
|Title:||Ter Shibboleth Part 2|
|Additional Links:||Func_Msgboard •|
|BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:|
Files in the ZIP archive
Ter Shibboleth Part 2The sequel to Ter Shibboleth, follwing the same boundary-pushing vein in three huge levels with impressive vistas: 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. The levels run on the Drake mod which is included.
Note: These levels require a source port with increased limits and BSP2 support as well as server protocol 999. The memory heapsize must be set to at least 1 GB.
Due to the large open areas and no optimization (VIS), a considerable impact on performance should be expected.
Tags: drake, huge, bsp2, winter, village, mountains, paris, rome, france, coliseum, eiffel tower, city, episode
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Would it be feasible to vis these maps at all? Like, I don't care how big would the resulting files be, as long as they run better than unvised.
If I load shib6 from the console, it loads fine, but if I load it from the command line, I can't see the ground.
I do apologize dwere but it is not feasible. Many efforts were tried but it simply cannot be done. Firstly, vis refuses to even touch these maps, it always returns in an error. Now even if vis is able to work, the amount of time to process these maps would be staggering. We're talking like, years at least because the program was never meant to do huge maps like these. Further still even if the maps are full vissed, their huge open nature would make very little to no impact on frame rate. And not just that, but there would be visual bugs everywhere like invisible walls and very long stretched out planes.
EricW has done all he could to try and make some attempt to vis these maps but sadly no luck. Vis as it currently is, just isn't equipped to handle these maps.
Oh well. I guess I'll have to wait a few years.
That picture looks like Oolacile. Very cool.
On the first map (
shib6) I've cleared out the lower and higher villages, and found two areas that are blocked by gates — one needing the gold key and the other needing the silver. I have neither. (I had a silver key earlier, but used it to open the gate that got me from the mountain area at the start into the village area.)
Can anyone give me hints where the keys are?
Also: I stopped trying to get into the houses when the first half dozen were all unopenable. Am I right to ignore all the house doors now, or are some of them real?
OK, I found both keys. It wasn't hard, they weren't really hidden. I suppose I was just being particularly stupid before. (The silver key is out in the open in the middle of the village nearest the silver-key gate; the gold key is on the other side of the chasm to the right of the gold-key gate, and you can just walk around.)
I found the secret sanguinoch on the second level. What is the point of picking this up? All it seems to do is drain my health.
Bring it to living enemies or gibs, it will attack and absorb their health and give it to you where it can go beyond 100 without slowly being drained. Think of it as a lesser version of a megahealth, but you have to work to make it really effective.
Ah, that makes sense — it'll work well for players who like to get right into the middle of a melee, but it's done nothing for me who prefer to snipe when I can.
I'm getting a Bad surface extents crash to desktop when I try to load shib6 & shib8. The other maps are fine though.
Ignore my previous post, I just needed to update Quakespasm. Derp.
OK, I give up — where should I be looking for the Silver Sword in the Colosseum map?
Ah, I found it!
The mod shuts down out with this following message in console when i end shib6: QUAKE ERROR: Hunk_Alloc: failed on 14090432 bytes
Same thing happens when using "map shib7", i am currently using Quakespasm 0.93.2 which is the recent version
KayX291, you will need to increase the -heapsize to 1048576. (one gigabyte) If that isn't enough, keep going higher until it eventually loads.
Well, I have come to the end of this pack — I wonder say I've beaten it, because I just can't legitimately kill the final boss — but in the end I went god-mode and finished him off that way.
I really don't know what to make of a pack like this. I admire all three maps tremendously, but I'm not sure how much I actually enjoyed them. Sometimes the extreme geographical size becomes a bit much. For example, I liked that I could jump off the Eiffel Tower and roam around outside the main game area, but it was sort of mind-blowing to run all the way to the Palais de Chaillot only to find that it was properly modelled in 3d (but unpopulated).
So this is a fascinating experiment, but not necessarily great for gaming.
I do appreciate you playing through the whole thing MikeTaylor. Jumping off the Eiffel Tower was supposed to kill you, but I'm guessing you found a spot where it can't? And the Palais de Chaillot was really only there as decoration and never meant to be a playable part of the map. Just something to add a little variety to the scenery besides the hundreds of 2d houses.
What was it exactly you didn't enjoy? Was the gameplay too difficult or unbalanced? Were the large map sizes too distracting and made it hard to find your way around?
Awesome and crazy pack. I tried to think about scale of buildings. Minimal height of pipe where player can stay is 64 point. Using r_pos 1 I deducated, that maps from these pack has corners with coordinate += 128000. It means that total area has side 256000 points. It is about 4K human sizes. Let human size 175cm, so total size of map is 7 kilometers. Using this method I counted size of Сolosseum is about 3 kilometers. IRL its size is 150-180 meters. Game Colosseum is 20 times bigger than real. It is the craziest thing in Quake I ever seen. And I wait more!
Hi, KenChennar, sorry I didn't see your comment before. You ask, quite reasonably, what exactly I didn't enjoy. It's a hard question to answer. It's not just a matter of size, because I adore (for example) Telefragged in the Rubicon Rumble Pack, which has going on for a thousand kills.
I think it might be something to do with the geographical scale and wide openness. These are in some ways a delight, but they have two negative consequences: first, they leave many areas looking very similar, and the rather flat contributes to that. But maybe more important is that these huge spaces left me a bit unclear on what I needed to do next. You can see a hint of that in my questions earlier about how to find keys and swords. The result was that at times the maps felt a bit like hard work.
By contrast, your Conflagrant Rodent is among my very favourite maps, with progression that always feels right to me: not obvious exactly, but very discoverable.
But none of that criticism should take away anything from the what an extraordinary achievement these maps are. I love that you have done something completely new and different with this quarter-century-old game.
I pulled through the first two levels at around 15 fps, but the third one, at 5 fps, is completely unplayable for me. I got a suggestion to try with a different engine, but it didn't help. I guess I'll come back to this one when I renew my computer in 20 years or so. :P
From what I've seen so far, I would give this 3 stars.
Firstly, Kudos to you Jugador for getting through the first two maps at 15 fps. I strongly recommend using the latest version of the FTE engine ( https://fte.triptohell.info/downloads ) as it boosts framerate drastically. Even with low end hardware, you will at the very least get around 30 fps consistently.
Hydl, yes, FTE was the one I tried later, but it just crashes on me, and, on top of that, my screen looks far too bright afterwards, until I restart my computer.
At last there is an engine that can run these maps in all their glory: https://github.com/andrei-drexler/quakespasm/releases
Get this and you will no lag whatsoever.
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