- - -
Requires Alkaline Version 1.2.2 [ This is included in Archive Version 1.01 and future versions moving forward ]
Big Note: The old 1.0 release version does not include Alkaline Version 1.2.2, so if using the old release version you will most likely need this:
Running this map in Alkaline Version 1.2 instead of Version 1.2.2 will result in problems.
- - -
This started off as a direct conversion of the original QBJ2 map. I had considered the idea of converting this to Alkaline fairly early on, mostly because I figured this map might benefit heavily from the expanded techbase stuff Alkaline provides.
Eventually I started adding stuff that I had initially cut from the map for time and this is what came out of that.
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Tested in:
~vkQuake (works fine)
~QuakeSpasm 0.96 (works fine)
~QuakeSpasm Spiked (seemed to work fine)
--While the remaster is able to play this map to completion (at least the last time I checked it), I cannot recommend it as a few models are wrong and there seems to be a really weird sound problem with enemies and water.
--Map does not play well in Ironwail 0.7.0 or older versions of QuakeSpasm (before 0.96). A handful of fights can get very, very gib heavy which causes them to error out. Originally I was holding onto this due to that aforementioned error, but I decided on a cutoff date a few days ago to prevent more feature creep.
- - -
[ Map statistics ]
Secrets: 17 (and a bunch of unmarked ones)
Monster counts:
Easy - 509
Normal - 666
Hard - 961
Custom skybox: extracted & converted from S.T.A.L.K.E.R.
Custom music: "Common Consciousness" by Gates of Morheim
Most custom sounds were extracted & converted from S.T.A.L.K.E.R. (some from the base games, some from Anomaly), one was taken from Rubicon 2
Custom models taken from Alkaline (custom keycard, a stool, some fans, and a workbench) and Arcane Dimensions (dead trees & candles)
Requires Alkaline Version 1.2.2 [ This is included in Archive Version 1.01 and future versions moving forward ]
Big Note: The old 1.0 release version does not include Alkaline Version 1.2.2, so if using the old release version you will most likely need this:
Release Alkaline devkit v1.2.2e · fabiolimamp/alkaline
Devkit with all the necessary assets for the mod to work. Includes a complete mapping guide and updated FGD entity definition file. Changes since v1.2.2d: Corrections Fixed mapvars not changing on...
github.com
Running this map in Alkaline Version 1.2 instead of Version 1.2.2 will result in problems.
- - -
This started off as a direct conversion of the original QBJ2 map. I had considered the idea of converting this to Alkaline fairly early on, mostly because I figured this map might benefit heavily from the expanded techbase stuff Alkaline provides.
Eventually I started adding stuff that I had initially cut from the map for time and this is what came out of that.
- - -
Tested in:
~vkQuake (works fine)
~QuakeSpasm 0.96 (works fine)
~QuakeSpasm Spiked (seemed to work fine)
--While the remaster is able to play this map to completion (at least the last time I checked it), I cannot recommend it as a few models are wrong and there seems to be a really weird sound problem with enemies and water.
--Map does not play well in Ironwail 0.7.0 or older versions of QuakeSpasm (before 0.96). A handful of fights can get very, very gib heavy which causes them to error out. Originally I was holding onto this due to that aforementioned error, but I decided on a cutoff date a few days ago to prevent more feature creep.
- - -
[ Map statistics ]
Secrets: 17 (and a bunch of unmarked ones)
Monster counts:
Easy - 509
Normal - 666
Hard - 961
Custom skybox: extracted & converted from S.T.A.L.K.E.R.
Custom music: "Common Consciousness" by Gates of Morheim
Most custom sounds were extracted & converted from S.T.A.L.K.E.R. (some from the base games, some from Anomaly), one was taken from Rubicon 2
Custom models taken from Alkaline (custom keycard, a stool, some fans, and a workbench) and Arcane Dimensions (dead trees & candles)