72b3c9b987f1a43b52789373cf1511ac06133dbbd014145707fcd57b5ec569a9

72b3c9b987f1a43b52789373cf1511ac06133dbbd014145707fcd57b5ec569a9
overall_rating 4.822516441675321 108

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Amazing pack. What a feat!

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Unregistered user “ludicrous” posted:

Awesome.

I’M so impressed … found this site just searching for good ol’fashioned quake files and found THIS - and a lot of others.
I’m from Germany, tryin’ to write good English.
I’m 55, and played Quake first when I was 37.

But in Telefragged I get a stack overflow as described here
http://www.celephais.net/board/view_thread.php?id=60452&start=1225&end=1249
and here
http://www.celephais.net/board/view_thread.php?id=61077
(playing with -heapsize 256000 -zone 4096)
and, yes, I played it on Easy.
Whimpy of cause, but I’m an unexperienced player and on most of these newer maps I have not much chances on Normal or Hard.
Even Easy often is Nightmare :slight_smile:
Tried it with Quakespasm 0.85.10 and 0.90.0, but it doesn’t work.

Any ideas?
OK, except tryin’ Normal, of cause …

Cheers

Unregistered user “blinded by the might” posted:

Someone would have to make an external entitty file which fixes the easy skill/gold keycard door crash.
I assume thats the way to go, if not recompiling the level with updated entitylump.
Kindly ask Ijed for help with this one? Its a pity this happens, true, so true…

Unregistered user “ludicrous” posted:

I began to play Telefragged on Normal.
OK, died 4 times more than on easy and got much less time to think about the next 4 steps.
But may be much more fun.
And I accept that Easy is the exception for almost all players :slight_smile:
Learning on - so much fun with this.
Thank U all who invest time to create such wonderful maps. It’s ART, really.
Cheers
ludicrous

Replayed Hrimfaxi’s absolutely magnificent A Locust in August. Once more, the Rubicon Rumble Pack exhausts superlatives. The climactic sequence in the three-level warehouse would be one of the best 5* maps all on its own. This time I got 341/343 kills and 13/19 secrets, including the mega-secret with the tribute to the authors.

And I replayed mfx’s Ceci N’est Pas Un Pipe, which was also just as much fun the second time around (i.e. a lot!) I think that when I said I got 261/384 kills last time, that must have been a typo for 361/384. This time I managed to up it to 367/384, but I still have no idea where the elusive last seven monsters are. Probably inside one of the nine secrets that I missed – yes, I only managed to improve from 13 to 14/23 secrets this time around.

After finishing the final combat, I went back to the “finish your mission first” door, which was a nice bonus. Enjoyed the play-testing credits level, but finished up wondering whether there is a way to untelefrag yourself on that level?

My only regret is that I have but one 5* rating to give the Rubicon Rumble Pack.

Is there a console command to stop the countdown after you blow the reactor in Telefragged? I’d love to be able to take my time touring all the wrecked scenery instead of having to sprint to the exit.

Unregistered user “-mfx-” posted:

Mike, there is no way to be healed in the credits map.
As for the countdown sequence in Ijeds map, once activated, it cant be stopped if i recall correctly. Well, thats the point of that sequence.
Any exploration you’d have to do before i guess.
Else godmode:)

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This pack truly shines with insane amounts of details in each of its maps. It’s really hard to pick a favorite as they are all great and serve as a fine showcase of what Quake mapping can still accomplish these days.

If you are interested in some serious exploration that may take one hour or more per level to thoroughly check out all the secrets (20-30 usually) and details, impressive architecture and enjoyable gameplay, download this at once. IMHO, this sets new standards for high-quality mapping in Quake.

Technical note:
I was playing this with one of the very latest FitzQuake Mk V snapshots from April/May 2015 and had no problems at all since it features full BSP2 support by now with raised limits. The only issue that remains is the “Telefragged” crash on easy. Hope that Ijed will eventually address it.

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Unregistered user “NoNameUser” posted:

I did as instructed and used the “-heapsize 256000 -zone 4096” command line, and I’m still getting several warning messages (example: 720 models exceeds standard limit of 256). Also, “r_lerpmodels” is set to 1 by default, but the weapon models lose their smooth animations outside the start map; monsters are ok, though, and everything else seems fine too. I’ve had this problem with the weapons animations with other mods too (Warp Spasm, The Horde of Zendar, and others). I’m at a loss here, how can I fix this? I’m using QuakeSpasm 0.90.0, but this happens with any other engine except maybe DarkPlaces (which I’m not really fond of).

Unregistered user “ericw” posted:

It’s normal to get some warnings like “720 models exceeds standard limit of 256”.

Hm, I see what you mean about weapon lerping. Will look into it.

Unregistered user “ericw” posted:

@NoNameUser, thanks for reporting that bug. for the tech details, I posted on func_msgboard. If you want, there is a dev build of quakespasm available here that has a fix in.

Unregistered user “NoNameUser” posted:

Will try that. Thanks

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