http://retroquake.planetquake.gamespy.com/blog Sat, 15 Apr 2006 04:55:07 +0000 http://wordpress.org/?v=1.5.1.2 en Indeed, an update! http://retroquake.planetquake.gamespy.com/blog/?p=295 http://retroquake.planetquake.gamespy.com/blog/?p=295#comments Mon, 20 Mar 2006 07:51:05 +0000 Marius News http://retroquake.planetquake.gamespy.com/blog/?p=295 Well, I just recently deleted the evil, time-sucking siren, World of Warcraft, from my harddrive. So it’s back to quake for me. Check out my review of the great q1sp map Antediluvian. Honestly, this site is just too pretty to let sit without updates any longer.

Expect to see some new reviews here again. I hope. Well at least check back. :)

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Antediluvian http://retroquake.planetquake.gamespy.com/blog/?p=294 http://retroquake.planetquake.gamespy.com/blog/?p=294#comments Mon, 20 Mar 2006 07:42:52 +0000 Marius Content Quake Quake Levels Quake Single Player Quake Levels Top Scores http://retroquake.planetquake.gamespy.com/blog/?p=294   screenshot 1 screenshot 2

Author: John “Metlslime” Fitzgibbons | Rating: 8.75 | Download: ant.zip

This fine singleplayer effort is brought to the Q1SP faithful by none other than John Fitzgibbons, also known as metlslime, famed for creating the Quake engine Fitzquake, renown for its ability to play almost any map with remarkable stability. In this map, metlslime illustrates that he maps just as well as he codes. Antediluvian, is a unique, compelling experience that you should add to your singlplayer collection.

Oddly enough, this map reminds me of Super Mario Brothers. Set in a rusting, yet surprisingly scenic, sewer system, the map’s various bits are interconnected by wind tunnels which act like the warp pipes from the aforementioned nintendo platformer. The level design is decidedly nonlinear with a moderate amount of backtracking as you follow a standard silver key, gold key, find the exit, progression. But it doesn’t get annoying, as the novel style of the level makes it a pleasure to do so. Make sure to stop and look around at the subtle use of lighting and wonderful open, multifloor, chambers which accentuate the sewer and pipe theme.

Difficulty on normal is pleasantly challenging, but not too tough for the average player. Ammo is available in perfect amounts as you wont likely run out, but you never really have too much. At several points in the map the player will be tossed into the heart of the fray by a warp pipe, so save before you use one just in case you get overwhelmed on the other side. The maps bestiary concentrates on the lovecraftian enemies with ogres, death knights, fiends, several vores and shamblers population the level. It took me about 25 minutes to beat the map on normal, and really I would have been happy if it was twice as long.

- Marius

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A review? No way! http://retroquake.planetquake.gamespy.com/blog/?p=292 http://retroquake.planetquake.gamespy.com/blog/?p=292#comments Sun, 28 Aug 2005 09:05:03 +0000 DorKwolf News http://retroquake.planetquake.gamespy.com/blog/?p=292 Yes! I’ve posted a review for Target Quake today. There are more reviews in planning so stay tuned.

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Target Quake http://retroquake.planetquake.gamespy.com/blog/?p=267 http://retroquake.planetquake.gamespy.com/blog/?p=267#comments Sun, 28 Aug 2005 01:23:07 +0000 DorKwolf Content Quake Quake Conversions Quake Partial Conversions http://retroquake.planetquake.gamespy.com/blog/?p=267 Author: Avatar ¦ Rating: 9.85 ¦ Download: tqv1.zip]]>

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Author: Avatar | Rating: 9.85 | Download: tqv1.zip

Target Quake is one of those rare mods that when you first read about it you think, “There’s no way that it’s been pulled off!”, but soon after you load it up you realize that not only was it pulled off, it is awesome. You begin in your base with a group of fellow slipgaters cheering you on. There are lines of text that they are saying but it can become difficult to read them all quick enough. Still, it has its bits of comedy that helps assit the, “fun”, mood of the game.

Weapons are done very different when compared to most Quake add-ons. You get just a few weapons that can be modified by power-ups. Be careful with the Thunder bolt because upon firing it throws you back a few steps and can push off a ledge.

Health is picked up by killing the Quake monsters and absorbing their life force that is seen as blue and white bubble above their corpses. Though not completely original, an interesting technique. Not to often did I have to actually worry about my health. Most of my deaths came from falling into lava.

The levels should be familiar to any side-scrolling fan. Personally, it felt like I was playing through some old Contra levels the majority of the game. Each level has it’s jump around theme consisting of jumping on disappearing steps or navigating your way through moving lifts over a huge lava pool. The Quake baddies are usually placed in the spot that gives you the most trouble. You will find yourself having to use a strategic plan to take these guys out. What I like to do is jump, and then shoot. Say it with me, “Jump, and then shoot.” Good!

Of course, the gameplay can become tiresome. You really get let down when you finish half the game and find out that you must go back and repeat the levels you just beat. This time around though there are new enemy placements and other added challenges. I would have liked to have seen more new levels with new challenges.

In conclusion, if you’ve been looking for something fun and new to play this mod will fullfill your wishes. A definite recommendation on this one.

- DorKwolf

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Darkmaster interview. http://retroquake.planetquake.gamespy.com/blog/?p=291 http://retroquake.planetquake.gamespy.com/blog/?p=291#comments Thu, 11 Aug 2005 14:03:40 +0000 DorKwolf News http://retroquake.planetquake.gamespy.com/blog/?p=291 I recently had a chance to sit down with Vortex and discuss his upcoming mod, Darkmaster. Find out some more information here.

We finished up the Neo poll today. Here is the rundown:
Could Neo dodge a rail slug?

  • Yes 16% (9 votes)
  • No 55% (30 votes)
  • Maybe 15% (8 votes)
  • Who is Neo 15% (8 votes)

Thanks to everyone who voted on our silly poll.

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Interview with Vortex. http://retroquake.planetquake.gamespy.com/blog/?p=290 http://retroquake.planetquake.gamespy.com/blog/?p=290#comments Thu, 11 Aug 2005 13:56:59 +0000 DorKwolf Content Quake Interviews http://retroquake.planetquake.gamespy.com/blog/?p=290

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Author: VorteX
Website: Razorwind Bastion
Add-on: Darkmaster

DorKwolf: Why did you decide to use Quake instead of a newer game?

VorteX: Because I love Quake and I don’t have enough experience and team members to make a totally new game. Quake was also closest to our concept. So it was a good compromise.

DorKwolf: You have a very interesting backstory. What gave you the idea for it?

VorteX: Initial idea is to show two different worlds, different in visual plane, but similar in matter. Our world is lighty and mild in conception. Netherworld is chaotic and spiteful. But it is similar since we have made our world awful (in 26 century). During reflections we have taken away many moral factors as they suit the book more than a game and came to idea to try to sate Quake with those new elements of concept, that we thought out, creating the Netherworld. We have thought, that not bad was to issue it as Opposing Force for Quake, so you begin game as summoned demon.

DorKwolf: I saw that you are using the Darkplaces engine. Have you made any new modifications to the engine, if so, can you tell us about them?

VorteX: There is no big changes, just a few utils for QC implementation of our ideas (extension to get tag position in worldspace for md3’s for example). Currently we only have pathfinding algorithm in developing that will be used by monster AI.

DorKwolf: What can you tell us about the new enemies we will be facing?

VorteX: There will be servants of Hurr-varh and shal-varh empires (new knights, necromancers in different sorts, new types of undeads), khartorians (a human-like race lived in Netherworld) which will own all weapons that we see in quake, apparently this is expanded state of grunts and enforcers. There will also be new monsters from Ostyonix swamps zone (marsh-style monsters). Of course, there will be some new enemies from the Earth dimension as well.

DorKwolf: Will we get our hands on some new weapons as well?

VorteX: Yes, it is empire weapons which is mostly magical devices. A few new guns from Khartor. We going to add weapon modificators to game.

DorKwolf: Is it multiplayer compatible? If so, what about co-op?

VorteX: Darkmaster is multiplayer-compatible. But i cannot say about co-op support yet because singleplayer mode is in early stage of developing. There will be another cooperative mode like Keeping where players defend castle from monsters attacks.

DorKwolf: Will Darkmaster have a custom soundtrack?

VorteX: I would like it. But it is not expected yet. If we receive a chance (composer teammate) it can appear.

DorKwolf: What made you change the name from Netherworld to Darkmaster?

VorteX: There is already a game with named Netherworld. Darkmaster’s name comes from the storyline.

DorKwolf: Is there a release date scheduled for Darkmaster?

VorteX: No, currently we do not have a stable enough team to name a date.

DorKwolf: Could you give us a rundown on what we will be seeing from you at this years QExpo?

VorteX: Darkmaster will arrive on QExpo this year as netplay test version. It includes standart player-vs-player multiplayer modes, just like Qtest.

DorKwolf: What has been your biggest influence as far as styling and gameplay for this mod?

VorteX: The storyline.

DorKwolf: What are some of your favorite mods and maps? Have they inspired you in your work on your current mod?

VorteX: My favourite Quake addons are Scourge of Armagon and Nehahra. Also I like the Shrak TC as best “another Quake” thing. We pretty much like modern Quake maps like Vondur’s “Adamantine cruelty”, Kinn’s “Marcher Fortress”. We look back at Quake community activity. Quake was released 9 years ago and it still alive, thats a great inspiration. Of course a mod we like will affect thing we create.

DorKwolf: What are your views on the Quake community as a whole?

VorteX: It is pleasant to me, I like to communicate to the interesting people in it. That’s great.

DorKwolf: How are you feeling about the upcoming Quake4 and Quake Wars?

VorteX: I guess they will be very different from ” the roots “. I’m pretty much interested by the upcoming Quake 4 because all Raven software games are just cool. I have mixed feeling relating to Quake Wars, I shall wait for the further information on it.

DorKwolf: Is there anything else you would like to add?

VorteX: I understand that our concept rather strongly leaves in novelty. We try to make gameplay of Darkmaster maximally closest to Quake. Netplay test that will be released at Qexpo 2005 will show how we coped with this.

DorKwolf: Sounds great and we can’t wait to play it! I appreciate your time today.

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Server postponed. http://retroquake.planetquake.gamespy.com/blog/?p=287 http://retroquake.planetquake.gamespy.com/blog/?p=287#comments Wed, 03 Aug 2005 20:18:21 +0000 DorKwolf News http://retroquake.planetquake.gamespy.com/blog/?p=287 O.K. We have have tried everything that we can think of and read about at this time and still the server is not working outside of our network. So, unfortunately, we must postpone the server. We will continue working on it and we are hoping to get it fixed as soon as possible. If you have any information that you think might get it working please email Darkwolf.

Sorry.

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More server goodies. http://retroquake.planetquake.gamespy.com/blog/?p=285 http://retroquake.planetquake.gamespy.com/blog/?p=285#comments Tue, 02 Aug 2005 14:16:30 +0000 DorKwolf News http://retroquake.planetquake.gamespy.com/blog/?p=285 I have made a new Connect to server page. Eventually this will become the central hub for information about the server but I still have some ideas to implement. As of now, you can join the server straight from the page but you need to install the npq2plug.dll into your browsers plugin folder. Simply right click the link and save it. Once installed you will see our server information and you can join immediately.

Frag away!

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New review and poll status. http://retroquake.planetquake.gamespy.com/blog/?p=283 http://retroquake.planetquake.gamespy.com/blog/?p=283#comments Tue, 02 Aug 2005 00:55:31 +0000 DorKwolf News http://retroquake.planetquake.gamespy.com/blog/?p=283 Posted a new review of [Kona]’s alkdm15: Worlds Between the Margin. This is a great deathmatch level and is currently running on our server. Be sure to read the review, download the map, and log on to the server for a fragging good time!

I’m closing the poll tonight with a tie between QuakeWorld and Quake2. Each game recieved 11 votes with NetQuake bringing in 6. We have decided to go with Quake2 at the moment due to it’s simple setup. We are still working on the Quake2 server and we’re hoping to get a QuakeWorld server up soon as well. Thanks to everyone who voted.

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Worlds Between the Margin http://retroquake.planetquake.gamespy.com/blog/?p=282 http://retroquake.planetquake.gamespy.com/blog/?p=282#comments Tue, 02 Aug 2005 00:46:32 +0000 DorKwolf Content Quake2 Quake2 Levels Quake2 Multiplayer http://retroquake.planetquake.gamespy.com/blog/?p=282 Author: [Kona] ¦ Rating: 8.96 ¦ Download: alkdm15.zip]]>

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Author: [Kona] | Rating: 8.96 | Download: alkdm15.zip

After a while, Quake2 maps can start look the same. Let’s face it, how many base levels can you stand to play before you finally just throw in the towel. Thankfully, we have inventive mappers out there who understand this need of change, and with maps that usually raise the bar on style and gameplay, [Kona] is one of these mappers.

Worlds Between the Margin fits right in with it’s older brothers when it comes to level design. The main part of the map is a small, open area which is surrounded by two levels of hallways, balconies, and a large bridge up on the third level. Every area is easily accesible by staircase, elevator, teleporter, or just jumping down to a lower level. There are also a good amount of camping spots so be sure to keep an aware out for attacks from above.

The map gave off a sort of castle theme and is beautifully textured using a texture set by lundoom. Players can be hard to spot due to the dark textures! There were a few instances where I found an outside ledge, crouched down, and wasn’t seen for quite awhile.

The levels main weapon tends to be the rocket launcher but it also supports the railgun, chaingun, supershotgun, machinegun, grenades, and the grenade launcher. Health and armor powerups are easily found throughout the level. The mega health, usually located in more difficult to reach locations, can be easily found in the open area.

Though I have concentrated on the good parts of this level, alkdm15 isn’t without its troubles. The mega health, being easily accessible, can turn the tides in a fierce match to quickly and, as I stated earlier, it can become frustrating loosing sight of your enemy due to the dark texturing. Small complaints aside, this was a fun deathmatch level, and if you’re a fan of [Kona]’s earlier works, you won’t be disappointed.

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