Yes, this is a Quoth only mod version, completely broken without. Quoth should work fine with the DP engine, not sure about Epsilon.
I loved the architecture of that boss level with the broken Gothic rose window above the door. Why spiders? I like spiders, easy minion to fill up a room with and they infight really well with the zombie knights!
It sounds like the command line parameters are not working properly. The "-game ad" command is especially important because this tells the engine to use this directory (ad) to look for files. Open the shortcut properties and check you have the extra commands line parameters after the engine name.
I just double checked the map ad_test3 (Rotation and Exploration) and it looks like you have to pickup the RL or go down to that platform to trigger the final battle. I would like to stress at this point, you were playing a *test map* and not everything about these maps are perfect. The test maps are designed for mappers to see how new feature work and for us (mod team) to test things. The *test maps* are something extra (normally a separate download) and were provided as examples, which is why you have to load them from the *test* hub!
Are you sure these problems are bugs? Are you using the correct engine? Have you setup the MOD correctly? Did you follow the instructions in the readme file? I assure you we did do a lot of testing, but Quake can be setup and run many different ways.
The Tomes of Power are an optional objective to find the Rune of Power. Scattered throughout 4 of the maps are various collection/exploration missions to find the Runes. Once all the Runes have been found the room below the skill selection pillars in the start map will lead to the final map!
AD_Swampy is a wonderfully massive exploration map, but it is not suited to everyone's taste. The MOD was about creating a variety of different map styles for many different types of people. There will be other maps in the MOD you will like! :)
Unfortunately this is an old comment, samsam did find a way to install the mod in the end. I did create a document recently for anyone wanting instructions on how to install the mod - Moddb.com
Unfortunately this is a very old video of the MOD. I have not had a chance to setup and record new videos yet. The Drum shotgun seen in this video was replaced with a triple barrel widowmaker shotgun.
All of the monsters can detect and destroy breakables if they are in the way, unless of course the breakable is defined to be monster immune! The AI path finding is still the straight line "nose against a wall" approach, but the breakables are not cover to hide behind.
The map is designed for the mappers toolkit with lots of different examples to show how breakables are setup.
The player still needs rock platforms, except they are not always available all of the time!
The fire at the bottom is a flat texture, the idea is the lava splashed upwards and then slowly dripped down. I will probably add an extra shader stage (slight glow effects) for the DP engine but nothing extra for Fitz types.
The burned flames at the bottom of the rocks is static, but the lava is fully animated with colour blending to match. The lava surface has an unique shader for the DP engine and classic warping for Fitz engines.
This area is a meeting point of several route choices, where paths cross and keys are collected! Also new armour model, more detail and no UV stretching
The map is fully switched over to the new mod and has the new pickups, lids, random angles and better texture uv/normal setups. This area is a mirrored version with a separate SK and door. This area was built first and the rivers of lava screenshot was built based on this side which is why it looks similar.
Thanks, I am glad you like it. The movie is certainly setup in a special way with the player slowly sliding down a slope towards the monsters. The infighting between the knights and shambler is unscripted. There are a couple of tweaks to prevent the shambler switching targets so quickly when hit, but otherwise its all dynamic.
The map still has plenty of cool blue areas, but this area needs to feel hot with the lava bubbling close by.
The floating red things are lava balls, an original quake entity added for effect. Has a nice dynamic light attached to it and does a little damage if touched. It certainly sounds a bit goofy, but is a classic dressing for lava in quake maps.
Probably the best part of this screenshot is the lava, how it blends at the edges and yes, that lava path is dangerous!
I total agree, the lighting from the lava is certainly not intense enough, hopefully the next screenshot will fix that.
Indeed, the upper area is an alternative route to discover!
The new ammo pickups come in two flavours, base and medieval. I wanted something to contrast the rest of the scene which is why the ammo box is base style.
The map is deep underground, it needs to be dark and cold so that when the players gets to warmer locations they feel the change
Thanks, this map has the same footprint as the original with some extra demon door surprises for those who like to hunt for secrets!
Thanks, I am glad you like it! :)
Yeah, this is just a test map, experimenting with different lighting, colours and encounter setups.
Unfortunately this project is on the backburner until I finish my current projects. This MOD is not dead, just in hibernation for the winter!
You should create a thread for this mod at the QuakeOne forums, a lot of people there use the DP engine and they might be able to give you more feedback running your alpha with different hardware.
'http://quakeone.com/forums/quake-mod-releases/works-progress/' -> Quakeone.com
The front portcullis is opened by walking up to it, there is trigger just infront where the knight is standing. I recommend you play this map with a Fitz or QS client, check the readme file for more details of where to download them from.
I am glad you enjoyed it, the falling factor can be annoying at first, but it brings so much tension to the map experience that it would have been a shame to remove it. I highly recommend you try Horde of Zendar next.