Corruption Catharsis: Part 1 - Try To Act Normal

Requires Alkaline (https://alkalinequake.wordpress.com/)

Maps:
rt_alk0 Anomaly - A start map for the ep.
rt_alk1 Shipping Problems - Zerstorer-themed map.
rt_alk2 Transitional Base - An idbase map.
rt_alk3 Containment Facility - An ikbase map.
rt_alk4 To be continued - Placeholder map to be repaced in Part 2 (TBC)


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About:

Yes I can run a Quake mod from 2021 in a Quake engine from 1997. For science!

(These maps also run great in Ironwail or vkQuake or Joequake or just about any engine)

This is the first release of Corruption Catharsis. I really wanted to make some content with the amazing Alkaline - a Quake mod with a base map theme. I also wanted to make some maps that I could use to run Alkaline on my old computers, for science! I had created rt_alk3 first, around 18 months ago, using Worldcraft 3.4! Don't worry, I have since transitioned to Trenchbroom, and used Trenchbrom to create the rest of the maps.

I have tested these maps to work on GLQuake with a 56000 heapsize (about 56MB of RAM). I found a Pentium 233MMX with a 4MB 3dfx Voodoo GPU and 32MB of RAM wasn't powerful enough, I tested on an AMD K6-2 @ 333Mhz with an 8MB 3dfx Voodoo II was almost powerful enough. So I would say:

Minimum requirements for a retro PC:

Processor: Pentium II or AMD K6-3
Recommended: Pentium III
RAM: 64MB (heapsize 56000 recommended)
Graphics Card: 16MB OpenGL graphics card
3dfx Voodoo II in SLI or Voodoo 3, NVidia Riva TNT2
Software: Alkaline 1.1 (This works perfectly on Alkaline 1.2, however in GLQuake it will crash on loading some of the maps, especially on skill 2/3 seemingly because there are more sound effects to precache).

Console commands - if you are playing on a very old PC or in GLQuake, I would recommend disabling bulletholes (bulletholes in console) and footsteps (foosteps in console) to speed things up a little and save edicts (higher skills may crash in GLQuake without doing this).

Plot:

The ranger has been called to Ranger Station Theta as a precaution as scientists there
have reported an anomaly with their slip-tech that would indicate a malevolant force
has been trying to exploit the station. They could get a handle on the slip gate
interdimensional array and use it as a back-door that would allow them to take control
of some of Earth's remote facilities. Your breifing was to investigate the disturbance
and eradicate any compromised forces or opposition that you encounter.

Thanks to:
The creators of Alkaline, ID Software for quake, Zerstorer for the theme of the first map, Ikka for ikbase, Worldcraft 3.4, Trenchbroom, ericw for the tools, nathnolt for his awesome map utils, Metlslime for www.celephais.net/board, and playtesters Flecked, Mopeybloke, Yoder, Spootnik, bmFbr, Colossus_afps.
Submitted by
RickyT23
Downloads
726
Views
2,096
Release date
Jun 25, 2023
First uploaded
Last update
Rating
4.53 star(s) 19 ratings

Latest updates

  1. Minor bugfix

    I really thought I had got these working perfectly, alas there was an issue where at certain...

Latest reviews

Fantastic stuff, a smorgabord of bases. This is somehow the outing of Alkaline that's truest to the feeling of late 90s near-future FPS.

The combat in this mod is stellar, makes great use of the Alkaline bestiary. I got several incidences of Dreadnaught infighting in my playthrough — very exciting.

Enjoyed the 'tbc' map, and the messages with long duration. Can't wait to play the follow-up!

I did notice a minor bug:
In Shipping Problems, in the corridor extending to the left of the blue key door, there's an untextured brush behind the crates:
Overall, really cool pack of tasteful Alkaline goodness.

Some critiques: a lot of the combat consists of bunched up monsters just sitting, waiting in the next room/corridor. It works really well with secret quad-damage rewards, but otherwise, it falls a bit flat. The ammo and firepower give to the player is enough to blast through the enemies, so it never feels tedious - just a bit lacking in creative "emergence" of combat.

A lot of platforms are a bit finicky (most often in the 3rd map), and some of the small brushwork on the floor and walls gets in the way of running around (especially on the 2nd map).

The first map was definitely my favorite. I broke progression
by jumping to the red armor secret via the lift (which is itself another secret), then getting through that secret door got me way ahead of where I was "supposed" to be.
It didn't really break the map though, and I was encouraged to go back and explore, since finding secrets in these maps was really fun.

Thanks for these RickyT. I'm definitely looking forward to Part 2 of this pack!
RickyT23
RickyT23
Yeah - I figured it would allow sequence-breaking, but it's a tricky jump, so I left it in, for the runners! Some people can just jump straight up there :D
In its subgenre of ultra-vanilla stuff this one is perfect imo. Absolutely no modern shit. Looks and feels like '90 for real. And plays just as nicely as one may expect. Encounters aren't that much elaborate, quite predictable. But layouts & monster placements are truly thoughtful and fights are multidirectional & demanding-a-strategy - I mean you really need to think & decide how to beat the enemy. That's cool. Not dull. Oh and Alkaline expanded roster is just perfect - mobs even look more or less vanilla blocky. All in all, if you're not looking for modern visuals, then it's an absolute must-play. Really loved it
Just played this all the way through for the second time since it's come out. You might think this is all ludicrous powerful enemy spam, but there must be a method to the madness as I didn't die more than twice during this whole thing. I did know the maps before though.

These maps bring the player back to the mid-to-late naughties when RickyT was rocking the Quoth mod, making these intricate base maps populated by the powerful Quoth enemies. This is a new Alkaline version of that. Ricky's only consolation for the loss of the gug is he gained access to the lieutenant, and he may be the enemy's biggest fan or second only to Shadesmaster.

When you're in a tight corridor with two doors those open revealing grenade drones, hunters and a lieutenant, you feel some sort of way. But I still didn't die there. 2/5
RickyT tech base maps in 2023 is a treat, Ricky has been making tech bases for over 15 years now so he definitely knows what he's doing. Retro aesthetics that still feel modern, lots of running and gunning and plenty of ammo to create high packed action episode that is a blast all the way through!
This is an excellent set of maps with some great environmental storytelling. I especially loved the transition from getting in the back of the vehicle to arrive at the Containment Facility.

Some of the spaces felt a little cramped, but I imagine that was due to the imposed limitations more than anything. Regardless, it makes some good use of the space. The secrets were a lot of fun to find. Ammo wasn't much an issue; I was worried it was going to be since sometimes, due to the size of the rooms, you have no choice but to pick up the boxes while moving around.

Hope to see more soon!