Empire of Disorder

Tonhao

Member
Sep 1, 2022
23
61
13
23
Brazil
www.twitch.tv
Tonhao submitted a new resource:

Empire of Disorder - Vanilla episode

View attachment 1259

Vanilla episode with 9 small to medium maps, including start, end and secret map.
All maps have singleplayer, cooperative and Deathmatch settings.

OBS.: A sourceport with increased limits is required.

Background:

Old rumors say that whoever picks up the Rune of Greed will
be the next emperor of the Empire of Disorder.
You decide to go on this journey, with this goal, and nothing can stop you...

Any feedback is welcome :)

Read more about this resource...
 
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I'm working on an update regarding the episode's deathmatch. Nothing related to singleplayer or layouts will be changed.

After published the episode, I decided to test it on kex quake, and noticed that the game randomizes spawn points in multiplayer, which can lead to some objects not working properly in some maps.

I accept suggestions for improvements on waypoints 🙂
 
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I have discovered a new bug, thanks to Aesopolis, where the episode ends up crashing kex quake because of the red texts. To avoid this I decided to leave them white. This will be the real last update, I hope... (BTW this bug doesn't happen in a common sourceport).
 
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Tonhao updated Empire of Disorder with a new update entry:

Empire of Disorder 1.4 Update

The update was made to fix the main problem of the episode: red/bold texts not being displayed and crashing kex quake, but I also took advantage and changed some points.

Changelog 1.4:
> Removed red/bold texts, turning them white - I'm still not sure it was the red texts that caused crashes in kex quake, because the first versions where the texts were available these crashes never happened in my tests.

>Removed last enemy in eod_5 - I decided to remove the last fiend from the map, because...

Read the rest of this update entry...
 
Are there any noticeable differences in the kex exclusive version?
the only difference is the name of the initial map and the trigger_changelevel "map" key in the eod_7. I decided to make a separate version so that the episode is compatible via download through the custom add-ons tab, provided by Immorpher. no need to download both versions
 
the only difference is the name of the initial map and the trigger_changelevel "map" key in the eod_7. I decided to make a separate version so that the episode is compatible via download through the custom add-ons tab, provided by Immorpher. no need to download both versions
It's really cool that you did that. 2 thumbs up dude!
 
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During this week I will be continuing to update the episode. I'm already planning another update to rebalance the map eod_7 progression.
As of next week, the episode will no longer receive updates, unless some very worrisome bug is reported.
I will also try to improve the bots waypoints.
 
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Tonhao updated Empire of Disorder with a new update entry:

Empire of Disorder 2.0 Update

Probably (again) this will be the last major update of the episode. As said, I will only update it again if any bugs of concern are reported. Here is the changelog of this version:

Changelog 2.0:
> some changes on bots waypoints;
> reformatted some sentences;
> removed the yellow armor of first secret in eod_2;
> minor changes on visuals in eod_4;
> small changes on some monsters position in eod_4;
> changed the ilusionary wall for a secret door in eod_4;
>...

Read the rest of this update entry...
 
Excellent episode. Nailed everything, and despite adhering to the ID1 style, still feels fresh.

All maps except the last one are playable in Retroquad.
 
Tonhao updated Empire of Disorder with a new update entry:

Empire of Disorder 2.4

I recently discovered another soft-lock on map eod7 and was already doing this update, but I didn't want the update to be just that, so I decided to make some other changes:

Changelog:

> repositioned an object out of place in eod2;
> repositioned the secret button in eod3;
> increase the bridge heith by 16 unities in eod4;
> Co-op: removed soft-lock of spawn room in eod7;
> reworked some rooms in eod7;
> quality of life changes to func_ilusionaries and unclipped corners;
> changed all...

Read the rest of this update entry...
 
THREAD UPDATE: all maps have been properly re-lit with colored lights, in addition to support for makkon skyboxes. I had said that the progression of the maps would not be changed, but I will change some encounters that were too cruel. If you want to suggest any change in the progression you can send it right here. I also said that only maps 6 and 7 would have architecture changes, but I ended up getting excited and changed several things in all maps. The only maps that didn't have big changes were eod2 and eod8 'cause it were already good enough IMO. Here are the new map visuals:​

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eod6_2023-07-30_15-01-56.png
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