Congratulations on the release of the new version, Balgorg!
Still, could you kindly add a comprehensive description of your mod on the main page of it (not the Discussion tab)? I can't tell what I'm getting into here or if this is something I would be interested in playing. Throw some screenshots on there, too.
EDIT: Also, you could set up a proper Mod DB page for it instead of a download page that is not linked to Quake.
I hope you understand my concern about your mod. I can see that it's very ambitious, and it would be a waste if people couldn't find it easily or know what it actually features.
Thankyou.
I can't seem to find any options to add screenshots.
I am limited to my phone for a while.
In the first map, I found this wall that you can fall into (spoiler below). I couldn't find a way out or back up after that. I am playing on Nightmare difficulty (skill 4).
Thanks for that!
I must have made the gap by accident when I created a copy of the map for the final mission.
I remember saving the file when in the process of culling and convex merging lots of useless brush work, and thinking I must check I didn't mess up something.
Looks like I did.
Found now and fixed. Will need to update.
I am sure lots of other glitches will be found, especially if anyone isn't using Qss.
I just got around 160/220 kills on the first map and stopped. The scope is impressive so far, and the map is fun to explore. I think I need more direction or guidance--I've found all 5 secrets, but not the gold keycard, which is needed for progression. When I got looped back to the start, I took a break. I will come back for more, but the thought of running through already-emptied streets is not exciting.
Each map in Peril was experimental, attempting to do something a bit different. But the main theme is openworld for most maps.
The problem is that Quake wasn't developed for an openworld scenario, and it has been difficult to pull off.
After years of playing fps titles and maps that are mostly linear or on rails, I wanted to have a go at offering freedom and space within excessively large maps.
I am listening to your comments, and have adjusted the map slightly.
I don't know exactly where you ended up, but if you crossed back over using the aircraft to the scraper roof, then there's already three alternate routes off the roof to avoid having to elevator down into empty streets.
1)There's a second aircraft to take you back.
2)theres a hidden ladder and cable that takes you to a point behind the gold key door incase you missed the gold key.
3)theres a slow moving hover craft that can be jumped on to a convenient ledge to drop onto.
If you decended the second long elevator then you be reasurred to know I scrapped it now....
Any other issues as you progress please let me know.
Cool mod bro.
I noticed alot of the maps give errors in the console about missing sounds and/or edict issues.
Yes.
The missing sounds are where I added a sound but without the . wav at the end, and cloned the sounds. I managed to find most of them, but there's so many sounds in the maps, a few have slipped past. Who knows where they are hiding?
There's still a few issues with some of the really complex brush work, which I will try and resolve in a future update.
The edict issues is something I don't understand. It has to do with the breakable vases from AD, not sure if I can fix it.
Missing textures, anyone got a link how to resolve the tb_empty one?
TO be honest I have been at this now so long the rest of my life is suffering as a result.
I guess just one last push to resolve those issues.