fbcd19b85e2c1942f326c58b7c2496c88cce174a7643a430ae20b6746b5b78e6

fbcd19b85e2c1942f326c58b7c2496c88cce174a7643a430ae20b6746b5b78e6
overall_rating 4.528571428571428 70

Unregistered user “Ninja” posted:

Works fine with quakespasm spiked, no hacking needed.But what a fantastic episode 5 star, but hard as hell on nightnare. Some levels i finshed with still another 60 or 70 kills left ? I even found the secret shrine secret room, jaw dropping episode neck and neck with dwell.


[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]

[User added a rating.]

Unregistered user “Johnny Law” posted:

BTW, if you are using QSS and see a lot of error messages that a soundfile “is missing data chunk” and “has zero samples”, you can fix it by putting this wav file in a sound\soldier subdirectory of your warpspasm directory:

https://github.com/neogeographica/quakestarter/raw/v2.0.2/quakestarter_scripts/mod_extras/warpspasm/sound/soldier/idle.wav

(In QSS this file override will work even though the original sound is in the pak file, because QSS (unlike most engines) prioritizes loose files over pak’d files.)

The problem is that the original idle.wav contains literally no samples (because it’s intended to be silent) and I guess the current version of the relevant sound library doesn’t like that. This new version I made just includes a few silent samples.


[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]

Unregistered user “Johnny Law” posted:

Sorry, a better link here: https://raw.githubusercontent.com/neogeographica/quakestarter/v2.0.2/quakestarter_scripts/mod_extras/warpspasm/sound/soldier/idle.wav


[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]

Unregistered user “Johnny Law” posted:

OK the comments software here is mangling the links because it sees an underscore as markup. There should be an underscore between quakestarter and scripts in the link. I’ll try one more time to make the markdown processor ignore it, then I’ll stop spamming this thread. :slight_smile:

https://raw.githubusercontent.com/neogeographica/quakestarter/v2.0.2/quakestarter\\_scripts/mod_extras/warpspasm/sound/soldier/idle.wav


[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]

Unregistered user “Ninja” posted:

Using QSS gives no sound issues, no warning text, sounds are 100% ok, the whole game runs perfect, no glitches, the game runs perfect on windows 7 x 64 bit with a gtx 1080ti, ddr4 16gb ram, with QSS No probs.I think you are looking for problems, that only excist in your o/s or your mind lol


[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]

[User added a rating.]

[User added a rating.]

Unregistered user “fairweather” posted:

I have been too hard on Warpspasm in the past. The rough edges and exhausting size of the levels is definitely the point, and once you get into the groove of the absolutely insane density of monsters and just get to blasting… Nothing comes close to the experience you get with this map set.
I will say, navigation could have been a bit better, and sometimes the combat felt a bit same-y. There were some great highlights and setpieces, but I just wish something like the Murder Mandala was in an actual map.
Looking forward to whatever you’ve been working on, Ijed


[This comment had to be restored. See this thread for context. This means that there might be problems with its formatting or content missing. The information if the user posted while being logged in was not restored. -Spirit]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

[User added a rating.]

I played “Warpspasm” some time ago; even though I do intend to replay, eventually. From my original playthrough, best I remember the first map, for the insane soundtrack and “The Thing” vibe. Other map that I remember - the “Bile Plant” - is for amazing soundscape and “Rubicon”-style ambiance, well worth the “Quoth” trademark. The start map, was also impressive. Otherwise than that, I remember little; infact, I remember the pack quality to systematically slide with each consecutive level afterwards the few early mentioned. To me, “Warpspasm” is an idea, an epitome of cosmic horror that “Quoth” spoke about; cemented with flesh, blood and metal - a perfect ‘Quake’ reiteration - that we never really received in proper form, unfortunately.

[User added a rating.]

perhaps the only mod that I might consider to be better than the base game. absolutely brutal and exhausting, and I mean that in the best way. the first map is a bit lame, and enemy placement can be cruel at times… but the cruelty is the point, no?

Warp Spasm’s atmosphere is absolutely immaculate. the map design is incredible, and the music paired with it is impeccable. a nightmarish fusion of metal, stone, and flesh that creates an extremely hostile atmosphere. it must be played to experienced. hands down the best Quake mod I have ever played.