Presenting a new Quake custom episode, Ter Shibboleth. You will traverse through new environments including a tropical hotel resort, a far east structure nestled on the edge of a cliff, and a western mining town. Each map is designed to be as non-linear as possible, so don't be afraid to explore and take different routes as you progress.
Presenting a new Quake custom episode, Ter Shibboleth. You will traverse through new environments including a tropical hotel resort, a far east structure nestled on the edge of a cliff, and a western mining town. Each map is designed to be as non-linear as possible, so don't be afraid to explore and take different routes as you progress. While each map can be played with a shotgun start, the episode was designed to be played from start to finish. Saving periodically is encouraged, you will face hard encounters.
This episode MUST be played with the customized Quakespasm engine that was included in the release of ad_sepulcher (Quakespasm 0.92.2-qss-r7-admod). It has been included in this .zip as well for convienience. Any other engine has not been tested and probably will not work as intended. The next official Quakespasm release will be version 0.93.0, and will have the ability to run these maps without issue, so you have the option of using that instead once it is out.
While also stated in the readme, I will repeat it here because it is important.
sv_protocol 999 must be used at all times. Likewise, gl_farclip must be set to 100000 or higher. Quake's soundtrack is also recommended. All skill settings are available. You will more than likely encounter framerate drops when looking at far distant scenery. I only hope it will not hinder your experience when playing.
Map sources and texture wads used are included in the .zip for your convienience.
Demos are always appreciated, but not mandatory.
I give great special thanks to EricW for assisting me along the way with this episode, for if it were not for his expertise and development tools these maps simply would not exist.
Please enjoy the episode and be sure to share your thoughts. I look forward to hearing from you!
I tried to follow the instructions, but couldn't get this to work -- it looks really messed up, with tiny dobermans and floating ceiling fans. I've become accustomed to Quake Injector from the Quaddicted archive, unfortunately Ter Shibboleth isn't on their database yet.
"Protocol and rendering distance must also be changed from their defaults. Type in the console:
sv_protocol 999
gl_farclip 256000"
from the readme.txt
Ham
I changed my approach, and rather than trying to integrate this mod into my existing Quake installation, I created an new folder named \Ter_Shibboleth\. I unzipped Quakespasm to \Ter_Shibboleth\Quakespasm-0.92.2\ and copied my \Quake\id1\pak*.pak to \Ter_Shibboleth\Quakespasm-0.92.2\id1\, and finally all other files like beach.wad, shib1.bsp etc from the Ter_Shibboleth.zip to \Ter_Shibboleth\Quakespasm-0.92.2\id1\maps\. Then I edited some config files and added the navy seals mod for some extra flavor.
Yeah, it's certainly some extra work to install this.
i just use a shortcut to Quakespasm on my steam launcher with -heapsize 1073741824 +sv_protocol 999 +gl_farclip 256000 +map shib1 +skill 2 in the 'Set launch options' command line.
i extracted all the files to my id1 folder
Never download this if you plan use it on an old computer (hipster brother tried to play it on a retro pc) none than that, is really cool done :D
The instruction are insufficient and assume knowledge some of us obviously don't have or we would be playing the mod instead of complaining. Would have loved to have played this but I'm tired of installing and uninstalling quake trying to get this to work.
A couple of things. The maps are great oversized things brought to life. I do like them with all the creativity. These are just maps requiring no quake c mod to play them so you just need to copy the maps shib1.bsp, shib2.bsp, shib3.bsp, shib4.bsp, and shib5.bsp into your /quake/id1/maps/ directory. You can ignore the rest of files in the archive unless you're going to open the *.map files in an editor like NetRadiant-Custom or jack.
The compiled maps run well in darkplaces, but some of the map bushes near and far flicker. Fteqw ran these great for me with no tweaks or modification needed.
chevere
one of the greatest mapsets ever created for Quake. man's reach meets his grasp, here.
The second edition should be on Moddb!
and all players, do not forget -heapsize 1073741824