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Excellent episode. Bravo to Zigi & Newhouse!
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A complete masterpiece - the amount of thought that went into this design is simply mind-boggling. Bravo!
Unregistered user “ru” posted:
Nice, but after the “Family Tree” Quakespasm 0.95.1 says “host_error: sz_getspace: overflow without allowoverflowset”. And QS 0.94.5 just throws the exception
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@ru and others
Thank you for letting us know*
In some older engines/ones with no extended limits and ones with no automatic sv_protocol switching seems to give that message. This might not work for every case but please try the following:
Open up console and type there “sv_protocol 666” press enter then type
“map elders6” press enter and the map should launch normally now, and episode progression should continue without issues.
Hopefully this will help some of your for now. Until we figure out if possible some better fix solution to automatize it can be done. ^^
Unregistered user “inf78” posted:
It runs in Linux just fine, at least in Ironwail (from latest source).
TyrQuake seemed to run it fine too, but it segfaulted on me in elders2 or 3, I don’t remember.
I didn’t really play it so thoroughly, but that’s because I frankly don’t like this much.
General vibe can be similar to Elder World, but only in terms of some used assets.
Problem on one hand is the gameplay and on the other the rather nonsensical and not very consistent architecture.
That there are some almost direct rips of id maps locations doesn’t really help it either.
Some monster placements/types are pain and combined with some of those environmental traps/attacks it’s sort of antiplayable. Copper as a pain bonus given the mentioned circumstances.
Architecture suffers from the rather common problem of being there as a substitution of the missing player’s feeling of being there instead, if you know what I mean.
And some of those sheer combinations of stuff like those colorful windows on walls where there is a lava pit undrneath etc., no, sorry.
I understand that today’s engines allow for similar things, but that’s not what makes it a good game, it’s the rest that is not present in this pack.
Just go play the Elder World and notice the flow, the much more simple, but immersion wise functional architecture and great consistency.
Why is all that just being ignored today so often?
DOPA eventually made it into a sort of official Quake episode and there is a reason for that.
It kept the Quake core and only gave it new clothes. Not Versace perhaps, but they were a perfect fit.
And why on earth is half of the music in vorbis and half in mp3?
It’s not easy to express this opinion about it, I understand that the effort that went into this is incredible, but I had to. I have to be honest what I feel.
Quake is very accessible today, just like Doom. But you can’t make a tutorial for a sense of place that easily. Games tend to be very compartmentalized too, like the permeating mindset that retro shooters are only good for INTENSE COMBAT. True or not, this way of thinking rewards setpieces over structure.
This episode is a challenge gauntlet, no way around that. Not without its charms though. Some maps are built and detailed in peculiar ways that feel out of fashion, but in a good sense. And sometimes, it’s just noise. Similarly, the mechanics aren’t afraid of fucking with you, which can be a hit or miss. For me, it’s a savescum fest, but I’ll probably finish it.
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I’m sorry, i didn’t like this.
Nevertheless, i give it maximum points. Very skilled mappers, a immense amount of effort, lots of imagination and thinking outside the envelope, oceans of creativity (and a few blatant ID ripoffs!)…
This is truly wonderful mapping!
So, what’s not to like?
…The whole mood of the map. It’s like a prolonged, bad acid trip. This nightmare mood really gnaws at me; i’m not even sure why.
My dislike of these maps is not due to the mapper’s skills and effort; this is an amazig job. They just drive me up the wall…
Thanks for a job very well done; thanks for sharing!
Wonderful episode!
We’ve got 10 new levels + new boss (and his level) + new music.
The music is very atmospheric… adds to the feel of otherworldly mystery… and the main course is levels, and well… they are good.
Don’t know about fourth episode, the new levels give somewhat different vibe. Have you played Thief: The Dark Project and its sequel, Thief II: The Metal Age? If you did, you do remember the levels associated with Pagans… and the Maw of Chaos. Water defying the law of physics, objects that are bigger than they are supposed to be… A lot of nature/tree motifs all around… and, surprisingly, the mysterious dark city… all is here, reminding you of these classic stealth games… and yet, those surreal settings fit well in the world of Spirits that you explore in this episode. Expect a lot of strangeness and twisted, beautiful, dream-like locations. There are no new enemies (except boss) and weapons, and yet the episode is very hard even on NORMAL. Expect challenge and unpredictability. The new final boss is [[SPOILERS]]…
A damage-sponge variant of Death Knight. It is called GOLD KING. If you played UNFORGIVEN or SOUL OF EVIL and you remember Bane or Dark Lord… you’ll know what to expect) Although, if you managed to get to the boss, which require surviving lots of tough combat, he will be almost a no threat))
The main treat of this episode are its creative, surreal maps and challenging combat. Highly reccommend to play!)
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Unregistered user “Michael” posted:
Everything seemed square which was a bit weird but it was a fun romp none the less. I felt like I spent a lot of time spamming pills round corners to kill spawns. Also those spawns on roof beams were annoying. Played on nightmare, found about half the secrets each map