Submitted by
Balgorg
Downloads
1,088
Views
4,841
Release date
Jul 31, 2023
First uploaded
Last update
Rating
4.00 star(s) 14 ratings

Latest updates

  1. Peril3. 0b Fixed

    Stacks of fixes. Especially the door and key in Tavistock that broke the game. Most edict...
  2. Peril screenshots

    Some more screenshots
  3. Peril screenshots

    A selection of screenshots

Latest reviews

This mod is simply exceptional, undoubtedly the best I have experienced so far. Every map I traversed left me eager to discover the next one, especially due to its captivating medieval style that delighted the eyes at every turn.

The first level left me impressed; despite its apparent simplicity, its execution was flawless and managed to captivate me from the start. I lost count of the screenshots I took during my journey, reaching around 1000, although some of them were to document design flaws that, although minimal, did not escape my critical eye.

I chose to play it with QuakeSpasm-Spiked to make the most of the visual effects, although sometimes I faced slowdowns of up to 15 fps in certain sections, which did not affect my enjoyment of the game at all. Furthermore, the 2048x1536 resolution at 60Hz added an additional immersion to the experience.

Although I only finished it a few days ago, I already feel its absence. This mod has left an indelible mark in my memory as one of the best gaming moments I have ever experienced.
Skill
Nightmare
I have finally beaten Peril after all this time. That was quite an adventure! Really, that's what would come to my mind if you asked me to describe the mod in one word.
It leaves me with the same feeling Unreal does. I think it is the huge environments, the impressive vistas and the medieval setting being invaded by "future-tech" thematic being treated in a more realistic? believable(?) way than in base-quake.

You go from setpiece to setpiece and those are always creative and often very impressive, and that's a big part of the draw of the mod for me. I was often thinking to myself, "okay, what are they going to throw at us next?".

On a technical sidenote, those setpieces often rely on quake lifts and trains and are often broken by the physics in engines other than QSS and FTE. Luckily the black magic trick of turning v-sync on in Ironwail fixes those issues (I couldn't play in QSS as I was having way too low FPS). I don't know what is going on in Ironwail with the physics and v-sync because I have a 120Hz monitor so with v-sync turned on I was at 120fps, still way above the quake physics limit of 72Hz (which is supposed to be decorrelated anyway in Ironwail) but it worked fine.
I started the mod in vkQuake to keep the FTE particle system for those AD weather effects as I feel they add to the atmosphere and to have performance on par with Ironwail, but alas the v-sync trick does not work in vkQuake. It became a problem in the maps Mountain and Blimp where you NEED the physics to not sh*t the bed to progress, so I switched to FTE. I eventually came to SkyCastle but FTE crashes when trying to load the map so I went back to vkQuake for the rest of the mod.

As a criticism I'd say that encounters are a bit too often on flat ground with no line of sight breaks resulting in me just stomping them with a boring circle-strafe strategy. And I must say I am totaly suffering from small-group-of-grunts-and-enforcers-in-a-wide-corridor fatigue. Maybe that is why Peril does not get more recognition in this community? People are more interested in neatly tightly designed combat and level pacing?
That being said that is not the draw of the mod for me, no, the draw is the feeling of adventure, the wonder of what is going to happen next, as it is for me in Unreal, with some half life-esque vistas. Those setpieces fights, those are the ones I'm looking forward to, that and what the next environment is going to look like.

All the maps look incredible and the natural environment ones especially impressed me. I hear it is quite hard to achieve in Quake but Peril's are great and look natural. I don't know the UK side IRL but they reminded me a lot of Britanny on the other side of the channel.
All of blocked-out organic cosmic horrors look great and really add to the lovecraftian themes of the game, to a level base-quake could only dream of (I have the "Fire" level in mid as I write this).

For one being in the later levels, I was a bit let down by QuakeStation as the excitement builds up at the end of the level prior with the "oh shit we are going IN THERE" moment, but then it's mostly empty cargobays. The Shub fight atop the Quake-Q-nail and the end-generator fights are still epic and strong hightlights of the entire mod, but I feel the rest of the level could have been a bit more fleshed out.
On the same note, I feel the end fight in SkyCastle could stand to be a little more phases long, it is over a bit too quickly.

I really enjoyed the change of pace in the Plymouth map where you have to sneak around ala Thief. It sounds clunky to do that in quake, but I have to say it worked great for me, even if I was just there wishing I could meld in the shadows then remembering it was just Quake.
I loved Rubble and the way it makes us revisit a map we've learned an adventure ago, but ruined, instantly making it more interesting to visit -and fight in- with all the added nook and cranies, providing great encounter setups.

And there I was thinking I'd write a quick review. Long story short, that is an incredible achievement you've done there Balgorg, you can be proud of your work! I hope it can inspire some mappers to test out some of your ideas and I very much look forward to more adventures with Robyn (come on, there must be more shub nigguraths out there :D)

PS: another technical side-note, on the Tavistock level, I had to turn on "no_surfacecheck" in worldspawn to prevent huge momentary tanking of the framerate when shotgun and SSG pellets hit walls in engines with CSQC extensions like vkQuake (I think it would have been the same in QSS). I had this problem in ad_swampy in AD 1.7 back then and Sock told me that solution to fix the issue. I don't know what we are losing exactly but I never noticed anything and Sock told me it should better be turned on in huge levels. For people wanting a fix for this here is what I do: I generate the level's ent file (I use FTE's sv_saveentfile console command) then add "no_surfacecheck" "1" in the first worldspawn block of the generated .ent file.
Maybe you can add this in Trenchbroom to save people some hassle?
I really feel sad because this enormous episode does not have the public consideration that it really deserves and is very unfairly underrated.

I myself admit that when I tried the first version some time ago, I thought it was too ambitious a project to be carried out by a single person, but now some time later, seeing the result of version 3.0, I can't believe it, but be amazed at the quality of final work.

Peril is truly a work of art in itself. It is an authentic, complete alternative Quake of a quality that, in the second half of the game, becomes completely professional.

The first introductory levels do have some weak points in design quality (I imagine due to the author's lack of mastery of the level editor) and too many references concentrated on the games of the late 90's, starting with the same initial scene of the protagonist taking a shower - shadow warrior -, (by the way: what kind of crazy person takes a shower with a shotgun carried in one hand? ). Then comes a continuous series of references to Unreal Tournament, Duke Nuke 3D, Half-Life and several others that, although the author does so with a desire to pay homage and as a justification for His reason for making this episode is still redundant, because many other people have already done it before in many other levels and video games. But from the end of the industrial level - Half-Life II -, where we precisely reveal the first mystery (with that nice reference to the bomb shelters of England during World War II) and we are given to choose the level of difficulty, it is where the game really begins (everything above was just the prologue) and from there on, things don't stop improving level by level...

The creativity, the fantasy, the meticulous detail of the environment, the immensity of the levels, the references to multiple other video games and movies (from the tree village of the Ewoks from Star Wars to Arnold Schwarzenegger walking through the jungles of South America, passing by the books of Tolkien and Lovecraft or the strange flying machines and underwater bases reminiscent of Jules Verne stories) make the entire episode a delight.

Obviously this version 3.0 cannot be the definitive version. Many details have to be polished (the player gets stuck too many times and can only get out of the jam using noclip), many invisible boundary barriers have to be placed to prevent the player from ending up outside the playable limits of the stage as is happening now, there are also to fill with objects and furniture many empty rooms scattered throughout all the levels (also including certain ships) and finally, honestly, it would also have to be changed the voice of the protagonist, which is actually an endearing display of love from a father towards his son... but it sounds very strange. Probably just re-recording the phrases with the natural voice that the kid has now, would do the trick.

But for everything else Peril 3.0 is one of the best amateur episodes that have ever been made for Quake in all its 25 years of existence. Scenes worthy of the best stop motion films of the 60's, such as the avalanche of zombie warriors descending enraged by the gigantic stairs (a great reminiscence of Jason and the Argonauts and the work of Ray Harryhausen) or a Kraken emerging from the sea (tribute to Clash of the Titans) or fall into the middle of a harrowing apocalypse in flames, with hundreds of skulls flying through the sky eagerly searching for the player (a very similar atmosphere to Keanu Reeves in Constantine) or a surprising, unexpected and massive pirate landing when everything seemed under control and you no longer have any ammunition or almost any life left, are truly memorable.

- If you want to know where and when these things happen, you will have no choice but to play the level -

(no more spoilers)

It is for all this that I say that I feel sad, since in my opinion, the many hundreds of hours of intense, totally altruistic work necessary to carry out this work have not been recognized by the community as I believe they deserve. Any creator who offers their work for free for the gaming community to enjoy deserves respect, but when you offer a package with over 40 high-quality levels and only get a slight show of acceptance by that same community, that is (in my personal opinion) somewhat disappointing...
Peril in my opinion, is a really good and unique mod, kind of reminding me of the Elderscrolls games in the map design on some of the medieval and dungeon type maps, the combat though different I find good especially in the later halves, 10/10 mod
This was certainly an interesting journey. The greatest strength of this, I think, is all the setpieces and cinematic moments. There are so many moving parts, like transport ships, drop pods, kraken, ski lifts, etc. and also some really stunning vistas, even from the very start with the cyberpunk city. The gameplay part can be quite stale unfortunately, especially in the first half of the pack; open world stuff is great, but without any sort of real signposting or major differentiation between zones in a map, it's extremely easy to get lost in almost all of these. For about 90% of the maps, I had to use the Ironwail bboxes filter to locate keys, buttons, or changelevel triggers, because I just had no idea, and the solution was often something obscure and very easily overlooked. In others I had to outright noclip, because again, progression was quite unclear. Some maps, particularly in the first half, can be big to the point that it's detrimental, in that giant open spaces often don't lend themselves to very good gameplay. Keys are often in spots that are easy to miss, so I'd often go back to a previously explored area, and see one waiting for me in some shadowy area that I didn't check. A lot of the monsters have had their health values tweaked aswell, which can be a little odd at times. I had played the beta version of this before, which contained about half of the maps that this version does, and while some of the older maps were definitely retouched, they still have a lot of the same progression issues. Interestingly, pretty much all of this is fixed in the final map (except for that teeny tiny manhole opening necessary for progression).

The visual element is definitely prioritized, but in that department, this pack is absolutely fantastic. There are so many awesome vistas that are extremely detailed, which again brings me to the best part of the pack, the final couple maps. Those last two maps or so where it's just ruined versions of the cities and such, were actually great in both gameplay and visuals, particularly the very final map, where the gameplay tightens up a ton, and the visuals only improve. It's just so detailed and creative. You generally get the sense that Balgorg improved in mapping ability as the pack goes on, which is interesting to see in of itself, and the final map is the ultimate show of that, I think. All in all, I'm happy that I played this. It's clear that a LOT of work went into it, and I'm thrilled that it was finally released in full, especially considering the quality of those final couple maps. Thanks for this, and all your hard work.
B
Balgorg
Appreciated for your livestream and review!
I have learned lots by watching how you progressed, and how I need to make some stuff more clear.
Its been a tough learning curve
Each map is an experiment at doing something different, not the usual stuff you get in many maps. But the main theme was to experiment with the open world concept, and how yo get that to work in Quake.
I think I finally gave ip with that in the last two maps, and went with the flow of linearity, which seems to work better, but without loosing the sense of scale.
You are right that reflected in the game is my learning curve.
Thanx for playing it, for the livestream, and the feedback.
I haven't finished with it yet, and I have some ideas about how to sort out some map issues.
This is an extremely ambitious mapset which reminds me a lot of the popular Lost Civilization mod for Doom - the range of locations (e.g. dungeons, villages, farmland and some excursions into hellish areas) is similar, as in many ways is the gameplay, which has a greater emphasis on nonlinearity and open world exploration than is usual for Quake.

But in many ways it is far more ambitious even than Lost Civilization - the maps are massive (you have to set gl_farclip to at least 65536 in order for the biggest maps to fully render), there are some 42 of them, and there are various parts with moving vehicles. For the most part the gameplay works well, there is a good mix of combat setups and more atmospheric and exploration heavy areas.

The vehicle/transportation segments are often convincing and impressive, but can be quite buggy due to limitations of the Quake engine - in some cases the vehicle can get stuck, or the player can start getting hurt against the sides of it, making it necessary to move and jump around at times. One known workaround is to move the vehicle/transportation segments into separate maps and have the vehicle stationary and to have the surrounding map area as moving func_trains, to give a convincing illusion of the player/vehicle moving. This generally addresses the collision problems. But I can see that in many cases this solution would require considerable re-structuring of the maps and would thus bring its own problems. It's something to bear in mind for future maps though.

Understandably with being such a large and open world mapset that pushes the boundaries of what's possible in the Quake engine, there is currently a scattering of bugs, and one downside of the gameplay is that it's quite easy to get lost sometimes and to not be sure of where to go next.

I think as it currently stands, gameplay/experience wise this is really a 4 star mapset as it's a bit rough around the edges, but it certainly warrants 5 stars for effort and ambition, and as it gets patched to address the bugs, it should get closer to warranting the full five star rating all round.
B
Balgorg
Cheers for the review.
I totally take on board your thoughts and will be going back over the maps to try and sort out the rough edges.
The next release will also include an extended campaign to boot, so a future download won't just be a complete repeat with fixes.