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| Author: | ijed |
| Title: | Warp Spasm |
| Download: | warpspasm.zip (8df7fc5d394cbc31da826dea01fd947c) |
| Filesize: | 42296 Kilobytes |
| Release date: | 10.05.2007 |
| Homepage: | |
| Additional Links: | Tronyn's Top 10: Elder World • Underworldfan's • erc's Quality • |
| Type: | Partial conversion |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| Dependencies: | quoth • |
| File | Size | Date |
|---|---|---|
| winwarp.exe | 518 KB | 14.04.2007 |
| warp/org8.jpg | 21 KB | 11.05.2007 |
| warp/pak1.pak | 20460 KB | 11.05.2007 |
| warp/pak2.pak | 19 KB | 20.04.2007 |
| warp/readme.html | 96 KB | 11.05.2007 |
| warp/pak0.pak | 62902 KB | 11.05.2007 |
| warp/autoexec.cfg | 1 KB | 30.04.2007 |
| nehwarp.exe | 489 KB | 20.04.2007 |
| FMOD.DLL | 115 KB | 19.02.2001 |
| glwarp.exe | 416 KB | 14.04.2007 |
warpspasm.zip - Warp Spasm
Probably the most evil and hostile atmosphere a Quake release ever had. This episode is built upon Quoth code and monsters. It comes with "dark ambient" music which adds to the feeling. The levels are huge, and the number of monsters in each one is extreme. An essential release, but clearly not for everyone.Note: This episode requires Quoth and an engine port with raised limits. A modified version of GLQuake is included.
Tags: huge, difficult, epic, episode, evil, industrial, base, medieval, music, quoth, horror, exhausting, mustplay
Editor's Rating: Excellent
User Rating: 4.7/5 with 25 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
It's an engrossing story. Wouldn't mind reading a full novel along this path.
Host_Error: Mod_LoadModel: progs/s_plas.spr not found
Any suggestions? :(
I know that these questions may seem very basic & all but, although I have been on the internet for almost a decade, it's been almost four years since I've played any type of first person game.
I've been out of that loop for a while.
Thanks,
Morpheus
I recommend you save yourself a lot of hassle and instead install Java ( http://www.java.com/en/download/ )and then get our Quake Injector ( http://www.quaddicted.com/quake-injector/ ). It will enabled you to install and run all the maps and mods from this website with a few mouseclicks. Otherwise Quoth is available here: http://www.quaddicted.com/reviews/quoth.html
Yes, you need a full copy of Quake. Once you have it, download http://www.celephais.net/fitzquake/ and extract it into the Quake directory. Use it to play.
Be aware that if you buy Quake from Steam or other stupid download/renting services, the soundtrack is not included and you would miss a lot of atmosphere. I'd recommend ebay, amazon and the like. If you get an old CD with no Windows support, just send me a mail (spirit aatt quaddicted doodot com) and I will help you out with the files.
The maps can drag on a bit. They're for those who enjoy map crawling - I was trying to emulate Insomnia, but didn't reach the same level of visuals, nowhere near.
Mind you, not sure how closely I should listen to someone who calls themself 'felch'.
New stuff is underway, though when it'll finish is anyone's guess.
http://kneedeepinthedoomed.wordpress.com/
That's the blog, made and maintained by Gb - though we should all be contributing sooner or later.
When I saw monster count of second level I thought I gonna be playing Serious Sam port to quake. But it positively surprised me, as there's no horde combat - killcount so high because level is extremely huge! It's longer than hipnotic or rogue mission packs...
Very immersive levels and good health balance. Ammo was kinda short, even at skill 1. At skill 2 I often found myself with nothing but bunch of shotgun shells and plenty of monsters wanting me dead. Don't be cocky and select skill 3 right away. Here skill 1 is actually harder than original quake nightmare mode! Plasma gun is kinda overpowered to me so not gibbing enforcers is essential. 6 cells are enough for a fiend, 12 for shambler. It's very good for Spawns too.
I still liked it, but this is a case where "less" would have meant so much more...
The level length was far too long, true. I was aiming for a very deep level of immersion, so that when the shit hit the fan or the player got lost the impact would be greater.
It was a bit hit and miss, I don't have the knack for making visual set pieces or environment art, which makes me lazy, so many parts ended up c+p+modify.
So these maps defaulted to a hostile, hopefully unnerving place to imagine.
This is the best pack on the site. Insomnia was great, as was Zerstorer, but this is unforgettable.
Also I found all the runes. That was pretty intense at the end, not to mention the special kill message, AND the actual rooms I found a few of the runes in.
I could rant about this pack all day. This is why I still browse Quaddicted.
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QUAKE ERROR: Mod_LoadModel: progs/s_plas.spr not found
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Note that the quake directory that contains your "id1" directory, should not just contain "warp", but also "quoth"! This is because quoth is a dependency.
http://www.quaddicted.com/reviews/quoth.html
As others said, this could have been a half-decent map if it was about 1/4 the size, and had some kind of coherence to it. Sorry to be so harsh, I'm sure the author spent a lot of time, but that's the point. This map is a terrible waste of the player's time.
What makes the map so great are the points in it at which you exhaustedly stop and think, fuck, I'm never getting out of here--I'm so totally lost and confused. To me, THAT'S THE POINT OF THE MAP--it is a full-on war of attrition. To say the map is the worst piece of crap ever is just plain stupid. ShakeNquake, stick to the shallow end of the pool.
Luna's Loyal Subject makes a great point about wishing he could play it again for the first time. That is so totally true.
Bottom line, ijed is awesome. This map should be in everyone's collection, well maybe not everyone. . . ; )
bcbc2, everyone is entitled to their opinions. Calling someone stupid or making snide comments doesn't reflect well on your own level of maturity or intelligence.
To respond, to the worthy parts of your comment, I'm all for a challenging map. Look at Troyn's latest ( heel, any of his maps ) as an example. Excellent design and flow, lots of areas to get lost in, but not feeling like a bad movie on repeat. Or Honey, or The Anomaly 2: Water, or... there are just so many superior maps to warpspasm's complete lack of interesting play. Again, I'll state my main problem. Nice set pieces, but with endless, dull slogging between them, with no coherence or relationship of those set pieces. It was boring, not fun to solve the map, and just not worth the player's time when there are so many great alternatives.
The author has talent, they just need to tell a better story
ShakeNquake - I didn't call you stupid, I called your comments stupid. Most boring, pointless, worst-designed map EVER? Really?? That's just, well, . . . ; )
Anyhoo, I do get what you are saying, but I LIKE the rare map that is a pure war of wills. And ijed throws down a helluva challenge.
Sounds crazy, but I would have liked the map to be even longer and more complex! Perhaps it's akin to the mega-crossword puzzle that's as big as a coffee table top, or the 10,000 piece jigsaw puzzle. Neither of those are my cup of tea, but it's the challenge, not the game itself perhaps.
Cheers.
'Tell a better story'
That's great feedback, thanks. Although my next release won't be smaller, and the story I've chosen to tell certainly won't be to everyone's taste.
i thought this pack was great. this mod is worth ANY player's time, at least to try. no, it's not everyone's cup o' tea. if the player doesn't like it, move on! i think if the original quake was smushed together into five maps it may be similar to warpspasm. anyone want to take that on? :-P anyway, i'm excited to see your next epic adventure!
ijed, do what you do. everyone doesn't like everything.
not for me. i found it really boring and tedious. this pretty much put the final nail in the coffin of quoth for me. it really serves to highlight for me that the whole mentality behind quoth and so many of the releases that use it, is that some people think a good way to increase challenge is to throw enemies with huge hp reserves at you, and to be stingy with ammo placements on the map. dude, no. that is boring as hell. i play quake because i have a short attention span, and this just ruins it for me. don't make enemies harder to kill, make me easier to kill!
this set doesn't suffer too much from the stingy ammo thing, but still, just sayin... eff quoth. unless you are gonna spawn me with a rl and give me plenty of rockets the whole time, just say no to quoth.
Hey Ijed, since you apparently check this every now and then, is Schism still happening? :)
(As for Warp Spasm, can't believe I never played this, dl'ing now...)
boink182,
Sounds like you should be playing Doom.
Lane, it's dead I'm afraid.
Enormous levels, good use of quoth monsters, intense battles - and yes, "exhausting" is the proper word here, after each map I had to take a break :) The story in the Readme was very nice and climactic.
best ever maps so far! Top marks to the developer(s). Very absorbing.
Now, can I find more from the same?
Just filter the download list for "ijed".
This map pack was fantastic, with only a couple problems. I'll go over them below:
The overwhelming ambiance of the maps are amazing. The first two maps were phenomenal with getting the general feel of the story in place. One of the reasons was the unsettling music. Quake itself had some interesting music to set the mood, this was no different.
However I'd have to say that the most unusual aspect of the music that really added to the feel of the maps was that the music seemed to generate from somewhere on the map itself, rather than just play over the game like normal. Its a unique phenomenon that this pack has that grants a much more mysterious and unexplainable feeling to it. its super hard to put into words but it was extremely satisfying.
The graphics were well done and they meshed very well with the general level design. The heavy use of accent panels and textures made trying to find secrets a total pain, but significantly helped the immersion of the maps as opposed to having one texture all over the place.
The only problem I had with the maps was the "OH MAN monsters behind you!" motif that was prevalent throughout the series. To some, it might not be a problem. However i LOVE to go slow and stare at the scenery, and its a bit frustrating to constantly have a dog up ass for no reason.
No clipping around the map after finishing it in an attempt to find the 15 secrets i missed was also very fun! Though I couldn't figure out a legit was to get into the Rune Shrine in the 3rd map legitimately at all.
Overall, I loved this set. Great job!
Cheers!
Just a note to anyone else who made the mistake I made last year ... I started playing this, and found the first map ugly and tedious, and gave up. Don't do that.
I came back to WarpSpasm partly because of Tronyn's very positive review of Sealed City (one of the five maps in this page), and partly because of loving ijed's Telefragged so much. This time I hacked my way, slowly and painfully through level 1, only to find that level 2 was completely different and very much more enjoyable (not to mention five times bigger!)
My advice would be to play map 1 on normal or even easy, then manually set difficulty to 2 (hard) just before you exit the map, so that you get the full challenge in map 2.
Some way into Sealed City ... I see what some of the earlier commenters mean. I really could use a bit less of the old New Monsters Appearing Behind You In Areas You Just Cleared trick. Once or twice is a clever surprise. To do it constantly just makes the level feel like work.
Well, I'm on (what I assume it) the final boss fight, with the vermis, the gugs, the numerous fiends and the void. I have no idea how to stay alive for more than a second or so -- and that's only on hard, I hate to imagine what it's like on nightmare.
I assume there has to be a secret that you need to find to stand a chance -- a pentagram. But I don't see it. Can anyone help me?
Got bored of the final, stupidly difficult, combat, and unashamedly did it in god-mode. I realised that completing the game had started to feel like an obligation, a burden, rather than fun.
It's a shame that such a magnificent experience should end in such an unsatisfactory way, but I'm scoring this as a 5* download anyway, because there is just so much awesomeness here. No, it's not for everyone, but the scale and scope, it's still pretty much unrivalled.
Finally: please, everyone who enjoyed Warpspasm, play ijed's Telefragged from the Rubicon Rumble Pack. It's just magnificent: it has everything that makes Warpspasm great (scale, brutality) but adds everything that's sometimes missing in this package, most notably a sense of progression and narrative beyond "enter room, kill monsters, repeat".
Oh, one more thing. I am really going to miss the plasma gun on other levels. Lovely weapon, really adds something to the game.
@MikeTaylor on the final map, you can grab deflection cross pickup in the secret, you need to do a leap of faith from a certain platform (the sound of a working teleporter is a hint there), the artifact is located on the invisible ledge. after obtaining it, you can warp to the boss room really fast using a shortcut teleporter not far away from the start of the map. it'd allow you to spam all the enemies with rockets/plasma point blank. however, playing this pack on skill 2 isn't everyone's cup of tea, that's understandable.
plasma cannon is a standart quoth feature by the way, it can be found on various quoth custom levels.
Mike, now try "map warps"
1path0gen1, thanks for the tip. Stupidly, although I found and used the Cross Of Deflection, it didn't occur to me that I could have saved it for the final combat. I think its protection against splash damage just might be enough to make the final battle not completely impossible.
I've seen the plasma cannon in other Quoth levels, but somehow never felt I've had the time to get familiar with it like I did in WarpSpasm.
Spirit, I did play Murder Mandala (warps), but straight away realised it was going to be ludicrous and went into god mode. I highly doubt anyone, anywhere has ever completed that level without cheating.
^^^ https://dl.dropboxusercontent.com/u/13399338/murder%20mandala.JPG - no cheats here :)
Yes, people still play this... after all where do you find another shooter fun as Quake? ;) besides, people still play Chess and Go that are much older :D
Unfortunately, I am one of the people that disliked this map set. I really got bored at about 250 kills in the second map. The map kinda drag,
I think it is because (a) it is huge, (b) the classic trick "go in the hallway, get attacked from behind" is used too times, (c) sometime the doors are hard too see, (d) I felt a lack of "action", (e) I feel that the quoth monster are often nothing special, just overpowered or annoying (I just loathe the Flying Polyps and Vorelings, and I dislike the Drole) and drop ridiculous amount of ammo.
However, obviously this is a great work of love and there are people that loves it. So, if you are reading this and never played this one, go for it! But do not expect the adrenaline of maps like The Masque of Red Death or Drysorrow.
I did not like this...mostly. The levels were way way oversized, horribly long, tedious, boring, well scripted, well made, but very very sparse. Pack it denser, delete 3/5ths of the enemies, compress it, eliminate half of the backside ambushes, make doors more obvious, have a more consistent button/door/teleport scheme for visual clarity, minimize the teleportation of enemies, add more variation in height - maps were very flat (Doomish I suppose, not that that's bad in all cases), and make maze areas slightly less repetitive so that they are somewhat more navigable. If you love Doom more than Quake, this is your haven.
Memorable sections were toggling the bridges over the lava in Sealed City and its dark vast halls of books filled with Droles (I kinda love those guys...the death animation! hoo!). Also memorable was the purely evil themesets, I hated them immediately which I believe was intended. This definitely had an evil feel to it. Which I ended up liking in spite of my immediate distaste. I do think it was intended to give the feel of "Oh man am I ever going to get out of here!"
So it's ok. Not great imo, but ok. The maps had the feel of being first maps all put together...they reminded me of my younger days' maps.
Brutally difficult (Played on Skill 3) but engrossing to say the least. Each map feels like an arduous undertaking with the exit seemingly non-existent. Quoth enemies tend to get a little annoying to deal with throughout and the immense amount of "behind" spawns could have been lessened.
A must play for those seeking endurance maps!
How do I access the rune shrine in Nightmare Tangents?
I'm speechless
I'll won't be too critical of the gameplay. Yes some people are going to hate the many situations which could be considered unbalanced, 'cheap' traps and enemies constantly teleporting behind the player. Others will love being challenged to come out alive after being dropped in the shit time and time again. Adjust the skill level depending on your level of masochism and take it for what it is, or don't bother.
Visually, the maps would look much better if more effort had been put into attractive and interesting lighting. It almost looks like some of them were compiled with automatic ambient light enabled. 'Sealed City' was by far the high point of the pack, aesthetically and probably gameplay. 'Bile Plant' isn't too bad either. I wonder if the mapper just ran out of patience and wanted to be done with the rest of it. It's a shame because 'Nightmare Tangents', the final large map, is pretty good architecturally and had the potential to be epic (with a lot more polishing). Instead it seems like it was indeed bulked out with a lot of copy+pasting and repetitive combat. This map also suffers the most (along with the boss map) from the bland lighting described above. See 'Telefragged' in the Rubicon Rumble Pack for what this mapper became capable of.
Hah, yes - we were all young once :)
I did terminate work on nightmare tangents before it was really ready to be honest. Back when I released it a few people picked up on this; the meatech theme was supposed to be a lot more pronounced. The veins and organ that gib at the end were just a test for this, but compilers at the time weren't really capable of doing it within the time frame I had in mind.
Telefragged was only possible because of the the amazing tools and engines created by others years after warp was released.
One thing I will say in my defence/autocritique of the backspawns - they wouldn't have bothered anyone if I hadn't used the 'silent' flag from Quoth which stops the monsters from playing their alert sound.
Everything I make is a self indulgence really, and I don't compromise on the vision unless it's a 9-5 thing where I don't have a choice.
I don't think I'll be coming back to Quake. There is one project I could finish, or even just patch up and launch with a single level, but I've got other things to work on that can (potentially) bring home the bacon.
All the same, very happy that you guys played the pack and felt that there was enough substance to warrant such honest and considered commentary.
"I don't think I'll be coming back to Quake."
:(((
One thing that consistently annoyed me was how the BSP model pickups' visible location often didn't match their actual bounding box. Probably because of some flawed random rotation code. AFAIK, such objects have their pivot points at the corner of the model instead of the center, so rotation is tricky. Another symptom is that some of the pickups were visibly stuck in walls.
Nothing like trying to pick up a Megahealth in the heat of the battle, only to miss it and catch a deathblow a moment later.
Please, please do patch-and-launch this project, even if you don't finish it. I've said several times that (check the comments) that I think Telefragged if the single best Quake level of them all, and I would hate anything else you've done to go unreleased.
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