Epochs of Enmity

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Epochs of Enmity (EoE) is a collection of 10 maps (12, if you include the start & end/credits map). A group of some reputable mappers have been gathered together to form a nice little "vanilla feel" episode. The goal was to create an "unofficial 6th" episode, to follow Quake's unofficial 5th, Dimension of the Past. The focus was to create a series of various themed maps, since Ranger is traveling through time to stop the evil that is tainting the time continuum.

Main maps had to include at least one quad, stay within the range of 100 enemies (more if multiple quads exist), and not use external models or sounds; however, skyboxes, colored lighting, and fog was okay.

NOTE: This includes the map 7 patch for "easy" (skill 1) players.

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Start map • "Toward the Within" • Bal & Greenwood

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Map 1 • "Called to Muster" • JCR

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Map 2 • "Tombs of Omega" • Greenwood

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Map 3 • "Knight on the Town" • FifthElephant & Greenwood

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Map 4 • "The Augur's Mold" • Rhoq

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Map 5 • "The Citadel of Twilight" • Jpal

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Map 6 • "Knavel Orange" • Fairweather & Greenwood

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Map 7 • "Bunker of Barzai" • Greenwood

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Map 8 • "Obliteration Domain" • Nolcoz

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Map 9 • "Terrorcotta" • Markie Music

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Secret map • "Downfire" • ZungryWare

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Mappers for the episode include the following:
•Bal •Fairweather •FifthElephant •Greenwood •JCR •Jpal •Markie Music •Nolcoz •Rhoq •ZungryWare

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Due to the use of progs_dump, some minor, "quality of life" changes have been made.
These include the some of the following:

Ogre marksmen
The ogre marksman was a slightly altered ogre character in the original game. What distinguished him from the regular ogre was his lack of a "sight sound" (noise made when first seeing the player) and the possibility of in-fighting with his ogre "cousins," if friendly fire occurred.
In Epochs of Enmity, the sight sound has been restored; however, now the ogre marksman is partially Z-aware (able to lob grenades higher/lower). However, his potential for in-fighting remained untouched.

Fish fixes
In Quake, there is an issue with fish kills counting double; therefore, the deathcount would always be off with maps involving fish. This has been corrected in Epochs of Enmity. In addition, fish are now "gibbable" (able to be dismembered), the weird "shrunken head" dead fish model has been corrected, and fish are now instantly non-solid upon death.

Mild model updates
A few models have been updated in Epochs of Enmity.
These are so subtle that, for most players, they will probably not be noticed.
A few of these include the following:
• c0burn's rounded head ogre and dead fish model (mentioned above)
• Dwere's straightened weapon models (early authentic model pack version)
• Seven's fixed idle animation shalrath/vore
• Copper's BSP version of item pickups, etc.

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Epochs of Enmity includes an original sound track, from various artists who produce dark ambient tunes that fit well with Quake.
Composers for the episode include the following:
Immorpher, Verbum Mentis, Markie Music, Fairweather, and AlekswithaK.

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Installation of Epochs of Enmity is quite simple!
• Unzip the downloaded package and drag the folder marked "eoe" into your the main folder where Quake is installed.
• Launch the game.
• Press the escape key to bring up the console (or the tilde key if already in game).
• Type "game eoe" (no quotations).
• If done correctly, the EoE menu screen will appear. Start the game!
SOURCE PORT RECOMMENDATIONS
It is recommended to play Epochs of Enmity with Quakespasm or one of its offshoots (Quakespasm Spiked or vkQuake).
In addition, EoE tested fine with DarkPlaces, FTE, and Mark V.
NOTE: Due to the soundtrack being in OGG format, music will NOT play in Mark V.
To keep the file size down, only an OGG version was included.
A few maps are in BSP2 format, due to size/complexity.
Experimentation with other source ports might yield mixed results.

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Submitted by
Greenwood
Downloads
356
Views
1,301
Release date
Oct 21, 2020
First uploaded
Last update
Rating
4.77 star(s) 13 ratings

Latest reviews

Easily the most fun I've had playing Quake. These levels are a blast.

Called To Muster sets the tone right away, something creepy is happening. Tombs of Omega has one of the more beautiful chambers I've ever seen. Knight on the Towne was a top notch highlight, too. A doomed medieval village square. A very logical flow with a perfect amount of exploration packed into a compact area. I loved running around this map very much. At this point I was so immersed and in love with the vibe of these maps I never wanted it to end.

The Citadel of Twilight is an incredible castle/fortress, keeping the feel going. And it just keeps going. I love this.
Skill
Normal
Played through it on skill 2 using the IronWail source port.

Very good set of maps that capture the old school aesthetic while including modern sensibilities such as hordes and combat puzzles. It is slightly harder than the original wads, but not as extreme as some modern interpretations.

Aesthetically, the maps alternate between different styles such as techbases, greco-roman styles and castles. Even the more exploration heavy maps, make a good use of architecture to guide the player through the different nooks and crannies without ever getting lost.

The maps scale on difficulty, reaching the climax on the last level which relies a lot on monster re-spawning and gratuitous quad damage runs to clear previously populated areas. Combining these with an ingenious use of level traps to clear some of the bigger baddies and the best use of the ring of shadows I have seen on Quake level.

I don't think that the episode accomplishes the goal of feeling like a 6th episode; as it feels more modern than retro, but it is still quite good and hard collection.

Favorite maps:

1. Knight on the Town

2. The Augur's Mold

3, Knavel Orange
Fun episode. Some of the maps (such as Terrorcotta, Obliteration Domain, and Knavel Orange) were more memorable than others, but overall the whole thing worked well together. :) The main (small) criticism I have, is that the opening map felt a bit weaker, and less interesting, than the others...which may cause some folks to drop the episode, if they're quick to judge.
Extremely cool episode with major vanilla vibes, but also very pretty looking levels mixed in. Set pieces and moments in this episode are great while exploring twisty layouts and hunting for keys is still important. There are plenty of memorable moments in EoE and I will highly recommend playing it!