Corruption Catharsis: Part 1 - Try To Act Normal

RickyT23

Try to act normal
Jun 25, 2023
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rickyt23.com
RickyT23 submitted a new resource:

Corruption Catharsis: Part 1 - Try To Act Normal - 3 map mini-episode, part 1 in a series

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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Great stuff!

I encountered a small bug while playing in the Containment Facility while trying this out in Ironwail, where these elevators with the enemies inside didn't raise.

I moved over to vkQuake, and all was fine, so I'm not sure what's going on here. Could even be a one off thing? Not entirely sure.

Overall, I really loved this. I love seeing projects where the maps connect together in some logical way.
 

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Great stuff!

I encountered a small bug while playing in the Containment Facility while trying this out in Ironwail, where these elevators with the enemies inside didn't raise.

I moved over to vkQuake, and all was fine, so I'm not sure what's going on here. Could even be a one off thing? Not entirely sure.

Overall, I really loved this. I love seeing projects where the maps connect together in some logical way.

Thanks - yeah it's a little odd - didn't really happen in extensive testing, movement is triggered by relays too... But you and Flecked both had this happen.
 
RickyT23 updated Corruption Catharsis: Part 1 - Try To Act Normal with a new update entry:

Minor bugfix

I really thought I had got these working perfectly, alas there was an issue where at certain framerates some platforms (doors) wouldn't raise in rt_alk3. But ladies and gentlemen, we got 'em. (Thanks to Flecked for some extra testing).
I also added a missing secret trigger to rt_alk1 (Also thanks to Flecked).

Download mirrors:

Read the rest of this update entry...
 
Great stuff!

I encountered a small bug while playing in the Containment Facility while trying this out in Ironwail, where these elevators with the enemies inside didn't raise.

I moved over to vkQuake, and all was fine, so I'm not sure what's going on here. Could even be a one off thing? Not entirely sure.

Overall, I really loved this. I love seeing projects where the maps connect together in some logical way.
I think I fixed it :) Thanks for letting me know BTW
 
Just played, had a riot! Liked how a lot of the fights played with limited space, pushing you into corners / into sightlines and stuff.
Found a minor bug on rt_alk2, the door to the right in this screenshot will constantly open/close constantly whilst enemies/you try and go through it. Kinda ruined the cool push and pull this fight would have had without it.
 

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Just played, had a riot! Liked how a lot of the fights played with limited space, pushing you into corners / into sightlines and stuff.
Found a minor bug on rt_alk2, the door to the right in this screenshot will constantly open/close constantly whilst enemies/you try and go through it. Kinda ruined the cool push and pull this fight would have had without it.

I might change the door behaviour if any more bugs come to light. ATM I don't think it's worth having a 1.2, but if anything serious comes to light I'll have to do it. But at the time of writing there have been 159 downloads (!) which is mind-blowing (!!), so I don't want to have a new version if avoidable. The room full of dreadnaughts was designed to back the player up somewhat, I feel as though it will do that as-is. But I totally see what you mean as the door gets triggered by monsters and does move a lot.
 
I like everything about it, except for the very last fight, which basically is impossible for me as I don't have enough ammo to finish it. When I ran out of ammo, I still had two of those bamblers and the boss left. I took out the bamblers with the axe, but after that there's not much I can do really. (This is on Nightmare btw.)

So an anticlimactic (non-)ending to what otherwise was a really well-made and fun mini-episode. So nice to see Zerstorer- and Ikbase-themed maps.
 
OK, so I've played the last maps twice more now. The second time I ran out of ammo *just before* finishing off the boss, so I had to cheese melee it. The third time I actually had perhaps 20 shells left after the boss fight. So it is stingy on ammo IMO, but it can be done. I guess you could focus more on infighting as well to preserve ammo, which I haven't.

Anyway, excellent mini-episode, looking forward to part 2!