ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Yc542O2uxEE.html: Right at this moment, there is a switch through the bars that I think you're supposed to strike with a hit-scan such as a shotgun. If the ax couldn't break through any walls, I believe that would be the way out (after it opens the portcullis).
I hope you can also put up a 30 minute or so compilation video of your Quake Xmas Jam 2019 live stream. In fact, more 30ish minute compilation videos of all your multi-hour live streams would be great.
Author of moonlit keep. Sadly the final compile had a bug that wasn't identified in time. A risk of multiple routes being made available from the beginning and testing all of them, but not the most straight forward route apparently. A patched and less convoluted version was published.... Somewhere. I will add it to a reply below if I can find it outside discord.
"as luck would have it the 2019 jam came out right in the middle of editing this, oh well." I mean, 'tis still the season, you can probably just record the new year now and upload it on christmas.
Cheers for the report on my map dude, glad you liked it and appreciated the decision, I was chuffed with it in the end (it was hard to get the layout working initially!). Yeah it might be a bit easy on Normal, I was erring on the side of caution.
The beginning reminds me of the twisted Christmas song "there's something stuck up in the chimney". It's a lovely chipper song a kid sings about how Santa gets stuck in the chimney, and let's just say "he'll be there every Christmas".
I love how the community are making mods and map packs for these awesome games. I also like how they come up with interesting twists and new ideas. Despite that, I'm not a huge fan of stealth in Quake, it feels very odd in a game designed to shoot the snot out of everything all the time. I do love the original Thief; and the Metal Age games where stealth is crucial but it just seems like it would be annoying in Quake.
"This is how you end up with at best coal and at worst a smoldering Santa corpse and trust me, that's something you do not want to show your kids on Christmas morning!" *Confirmed: ICARUSLIV3S murdered Santa Claus*
I havent paid attention to quake modding as I have doom modding, but, a shit-ton of the monsters and even weapon skins seem totally new but are talked about as if standard. ...what did I miss?
modders often use two popular expansions to Quake called Arcane Dimensions and/or Contract Revoked which add a lot more content and features to the original game. think of it as the Brutal Doom/Project Brutality of Quake mods, but instead of amping up the carnage, it amps the atmosphere, in typical Quake fashion as the gloomier angstier brother of Doom.
Trenchbroom is the easiest and one of the more commonly used. Check out Dumptruck_ds's excellent tutorials if you're at all interested in learning that tool.
As I sit here in the middle of spooky month watching a Christmas video, I only have one thing to say: I really should get into playing some Quake mods. These maps look brilliant and I need a change from Doom sometimes.
Imagine if someone created a Quake mod where Shamblers had the abilities of Arch Viles? Big nasty bastards who shoot lightinging, flame pillars and fire and resurrect enemies. Or maybe summon and resurrect enemies both
I just played the level you got stuck on and I might have figured out how to get out of that room but it's done in such a way that it's still kinda bullshit. There's a button in the area where the zombie first breaks out that you need to press and this will open up the bars in the room with the shadow ax, and entering the area previously blocked off will teleport you to a rooftop (with the game even displaying a message of "that doesn't make any sense!"). If that is indeed the way out of that room then it's kinda bullshit the map creator expected people to know there's a button they have to press in the other room before entering the one that locks them in. If that's not the "intended" way out and is actually a secret then I still feel the map maker did a bad job letting the player know how the hell they're supposed to get out of that room without no clipping.
@@KingLich451 i'd recommend just sticking with quakespasm. Darkplaces looks nice but quakespasm runs pretty much everything. Also use quake injector, as it's kind of like steam for quake mods - and even downloads other mods that are necessary to play the mod you want.
Use this to disable all texture filtering with the press of a single button... Create a file named AUTOEXEC.CFG on your id1 folder and put this inside of it... To guarantee it will be loaded, copy this file to every mod sub-folder you might have. scr_centertime 6 alias pixel_on "gl_texturemode GL_NEAREST; bind o pixel_off" alias pixel_off "gl_texturemode GL_NEAREST_MIPMAP_NEAREST; bind o pixel_on" bind o pixel_on alias overbright_on "gl_overbright 1; bind b overbright_off" alias overbright_off "gl_overbright 0; bind b overbright_on" bind b overbright_on gl_fullbrights 1 Then press O in game to test the difference between filtering on/off and press B to test overbrights on/off... easier than this is impossible... you can replace the second line there for GL_LINEAR_MIPMAP (or whatever it's spelled like, google it...) if you want to see more drastic differences