Map for Quake's mod Alkaline 1.2.1b.
What's the necessary to play?
The required version of the Alkaline is already included.
Simply unzip the download & drag the "lamothe" folder into your Quake folder.
To launch Lamothe, type "game lamothe" in the console, followed by "map lamothe" (no quotations).
For Ironwail users, you can also access it via the "mods" option in the menu.
credits to Greenwood for this better written version of the instructions!
Author of the original map: Chuma.
iYago fixed the HL textures in TexMex so the color palette transparecy could work in Quake engine, and well i decided to explore the original map i've made to get idea of the textures and places i wanted to "import".
The original map should be in this github or in the slipseer release but i imported all places or worked them out in the map, working with Alkaline enemy roster and going ahead was really fun, just the map turned out longer than i expected, but i had fun nonetheless!
I thank you Admer and Urby for encouraging me in the mapping journey years ago and look where i am now! i'm very happy and excited you guys can play this!
The only note is that Forte in his playthrough got an occasional crash in VKQuake due to a qc file, while Fabio, Forte and me trying to look into the issue we got no clue on it, but it seems to be random.
The map was playtested in Ironwail, QSS and JoeQuake across the team of friends that always collaborate with me.
There are 2 possible bugs :
- SNG can get "stuck" shooting super slowly.
- Turrets when dying or being destroyed can have their explosions stay as an image, it kinda fixes itself but yeah, not much to say there, it's beningn
tracks used in chronological order:
"Hopeless" - DEvSEb
"Concrete" - DEvSEb
"Revolt" - Karl Casey @ White bat audio
"Baozi" - mtsch
"Follow the wraith" - idioplex
Thank you to the respective artists!
Co-Authors and Collaborators (mapping/design) :
For more detailed info, i always write everything in Github docs then transfer what's necessary here.
What's the necessary to play?
The required version of the Alkaline is already included.
Simply unzip the download & drag the "lamothe" folder into your Quake folder.
To launch Lamothe, type "game lamothe" in the console, followed by "map lamothe" (no quotations).
For Ironwail users, you can also access it via the "mods" option in the menu.
credits to Greenwood for this better written version of the instructions!
Author credits
Map name : Lamothe.Author of the original map: Chuma.
About the map
Long time ago in 2019, i decided to make a Half-Life multiplayer map for a competition in TWHL community, as a fun nod, things weren't going well and i didn't even know what feedback i could've gotten, years later i could talk to who organized that competition (also friend) monster_urby or urby for short, he told me the feedback i wish i could've heard in 2019 but i was a different person, so... for a while Fabio has been encouraging me to map for Alkaline, having finished most "campaign levels" or official mod levels, i decided to step ahead and start.iYago fixed the HL textures in TexMex so the color palette transparecy could work in Quake engine, and well i decided to explore the original map i've made to get idea of the textures and places i wanted to "import".
The original map should be in this github or in the slipseer release but i imported all places or worked them out in the map, working with Alkaline enemy roster and going ahead was really fun, just the map turned out longer than i expected, but i had fun nonetheless!
I thank you Admer and Urby for encouraging me in the mapping journey years ago and look where i am now! i'm very happy and excited you guys can play this!
The only note is that Forte in his playthrough got an occasional crash in VKQuake due to a qc file, while Fabio, Forte and me trying to look into the issue we got no clue on it, but it seems to be random.
The map was playtested in Ironwail, QSS and JoeQuake across the team of friends that always collaborate with me.
There are 2 possible bugs :
- SNG can get "stuck" shooting super slowly.
- Turrets when dying or being destroyed can have their explosions stay as an image, it kinda fixes itself but yeah, not much to say there, it's beningn
tracks used in chronological order:
"Hopeless" - DEvSEb
"Concrete" - DEvSEb
"Revolt" - Karl Casey @ White bat audio
"Baozi" - mtsch
"Follow the wraith" - idioplex
Thank you to the respective artists!
Co-Authors and Collaborators (mapping/design) :
- bmFbr (technical/coding/design/master eldritch entity of Quake programming).
- Testing/bug finding/feedback:
- Forte.
- Mopey Bloke.
- RecycledOJ.
- Sodium Chloride.
- Admer
- monster_urby
- iYago (Thanks to him for fixing the HL textures for Quake)
- DevSEb.
- Karl Casey @ White bat audio.
- Idioplex
For more detailed info, i always write everything in Github docs then transfer what's necessary here.