Abyss of Pandemonium - the 'unofficial' (but still commercially-released) third mission pack for Quake, and most likely my last official addon. A great experience from start to finish and full of Quake'y goodness. My only disappointment was that the final boss isn't tougher. Taken from the Abyss 2.0 re-release, in my release I've updated and upgraded textures for the new monsters, and done the same for the new weapons in the mission pack - re-worked the soundtrack - many other things. A lot of people have asked for this, I'm sorry it's taken so long to provide- enjoy! Read more below for installation instructions etc.
Epsilon Build Addon pack - Mission Pack 3 - Abyss of Pandemonium
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The 'unofficial' (but still commercially-released) third mission pack for Quake, and my last official addon (most likely).
A great experience from start to finish and full of Quake'y goodness. My only disappointment was that the final boss isn't tougher.
And this is pretty much the definitive version of it, in my view.
Taken from the Abyss 2.0 re-release, my release adds updated and upgraded textures for the new monsters, and for the new weapons in the mission pack, a re-worked soundtrack, and other things.
A lot of people have asked for this, and I'm sorry it's taken so long to provide- enjoy.
Requirements:
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* Quake Epsilon build
(or any modded darkplaces build with (at a minimum) the quake reforged bestiary skins, shambler castle pk3, rygel texturepack (or QRP texturepack) and dp pretty water mod in your id1 folder).
* Quake Epsilon Mission Pack 2 addon (will run fine without it, but I've designed this to inherit some graphics, settings from the MP2 addon)
* the full commercial version of quake (ie. full-version .pak files copyed into your id1 directory)
* NOT required: full commercial version .paks for quake mission pack 1 and 2
Installation:
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1. Unzip it into your main quake directory.
2. Run the game:
Windows: (double-click) quake - mission pack 3.bat
Mac: (double-click) quake - mission pack 3 - mac
Linux: (double-click) quake - mission pack 3 - linux
Not-quite bugs:
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No bugs that I'm aware of, but of course there are a few graphical anomolies:
1. As a result of having to use the game's own progs.dat, the blood looks pretty old-school.
2. A few of the textures look a bit dated.
3. Some areas are over-lit as they have not been customised for darkplaces (and would take phenomenal amounts of work to do so), but these are few-and-far between.
4. Some of the buttons aren't quite right-looking.
5. There's a part in aop1m4 (fourth level after difficulty selection level) where you (in appearance) "lock" yourself in an area without the key to proceed beyond that area. That's not the case. All you need to do is some clever jumping and backtrack a little...
6. There's a few areas where the lighting causes slowdowns in enclosed spaces. Don't worry, it won't happen often. The main two are on the first level after difficulty selection.
7. Also, the second-to-last level - the end door (gold door) is intentionally hard to find. Not impossible though.
Differences from original Abyss of Pandemonium 2.0 package:
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1. Updated and added detail to the new monster models, added lumas and normal maps etc etc etc.
2. New models for the ogre and knight/hellknights courtesy of TeaMonster and the quake 2 Dawn of Darkness mod. Hellknight/knight models edited by me and lumas added etc. Decided to go with an 'incorrect' texture for knight that I modified as it made it look awesome. Original texture didn't look as cool.
3. New animated teleporter courtesy of moondrunk.
4. New dog and grunt models courtesy of Capnbubs, norms etc added by me.
5. Took the soundtrack, correctly looped it, encoded as .ogg, changed the volume settings for each track to be optimal in-game, and added a couple of my own tracks for the two levels which weren't covered by the existing soundtrack (assumably because of space limits on the original CD-ROM).
6. Added detail to the Abyss weapons models. Added normal maps etc.
7. New detailed (replaced) textures, dual-enforcers and sky textures courtesy of Ironwarfare + Ingiger
8. Added a modified 'smooth demon' skin - modified from original shambler's castle + seanstar images.
9. Improved lighting, texturing, blood and flame effects.
10. Ammo icon corrections.
Sources and thanks to:
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Abyss of Pandemonium 2.0: Moddb.com
Capnbub's Authentic Model improvements (norms gloss etc by me): Quakeone.com
Ironwarfare's Abyss texture + seven's enforcers patch + additional ingiger skies: Quakeone.com
Dawn of Darkness Knight and Hellknight (ported by seven, edited by me): Quakeone.com
Shamblers Castle Hipoly models and skins: Quakeone.com
Teamonster's Ogre: Quakeone.com
frag.machine's mutant (demon replacement) ported by Seven, edited with more detail by me (original port: Quakeone.com)
Ingiger's 'starfire' skies: Quakeone.com
Quake Reforged Alt-Bestiary Skins: Quakeone.com
Tabun's enforcer and alternative skin: Quakeone.com (with special permission from Tabun: Tabun.nl)
Seanstar's vore, fish, shambler & scrag skins: Quakeone.com
Mykey/ooppee/moo grunt: Quakeone.com
Bloodvengeances rtlights (some edits by myself) and texture pack, seven's effects: Moddb.com
Additional 2 tracks for the levels without music - one taken from this album: Exolve.bandcamp.com, the other is some of my own non-album work, reused from the Star Control 2 Precursors project: medievalfuture.com/precursors
Thanks to all the people who continue to make great quake stuff.
Google drive link here:
Drive.google.com
Thanks for the updates! Nice to see the old stuff getting good treatment :)
I wonder if the saves from 2.54 will be compatible?
On a side note, I also wonder if this patch might be compatible with 2.56 Moddb.com
Yes the saves are compatible (probably). And yes, v2.0 is incorporated in this release if you check the notes.
Ah yes, but what I meant was a patch for version 2.0 made by OV3RDR!VE and Seven, so I wasn't sure from the notes - original link: Quakeone.com
Just tested, doesn't appear to work, creates issues with map loading, but might test again later.
Having looked further, what I'm using is the previous version of the same patch, the only thing it misses is a corrected mouse-wheel weapon-change option (mouse-scroll misses the new weapons for some reason).
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