Peril3.0

Balgorg

Member
Jul 31, 2023
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Balgorg submitted a new resource:

Peril3.0 - 42 large complicated maps, custom sounds, textures, atmosphere.

Finally finished my mod Peril3. 0, based upon Arcane Dimensions.
Look forward to hearing some feedback.
You need to run it with Qss for best compatability, but Iron Wail also works.


Taken me three years, but finally finished Peril, a mod based upon Arcane Dimensions.

Read more about this resource...
 
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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.
 
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Yes please add some more pictures/details in your overview page here. I remember playtesting this a long time ago in the Quaddicted thread, some truly crazy/ambitious stuff in here ... I'm really interested to see the final version & for other folks to give it a look as well.
 
I can't imagine the amount of work that went into this. It's pretty much a full on campaign. Very ambitious indeed.. I also agree with adding more pictures and detailed description. Could get more people to give it a try.
 
I can't imagine the amount of work that went into this. It's pretty much a full on campaign. Very ambitious indeed.. I also agree with adding more pictures and detailed description. Could get more people to give it a try.
I think I took on too much.
Releasing it now because I need to get my life back!
 
Yes please add some more pictures/details in your overview page here. I remember playtesting this a long time ago in the Quaddicted thread, some truly crazy/ambitious stuff in here ... I'm really interested to see the final version & for other folks to give it a look as well.
Thankyou.
Will have a look to see if I can to that.
 
Thank you for the screenshots! Although I would add 2 or 3 of them to the main Overview page along with a more detailed description. I see that you wrote a big chunk of info about the mod in its readme file, so it's just a matter of copy-pasting most of the text on Overview.
 
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.
 
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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).

spasm0000.png
spasm0001.png
 
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I have completed the first two maps, and overall, I am very impressed. I think the vibes are pretty clear and distinct from those of vanilla. I like how big and open the maps are--it's like an alternate universe's version of Half-Life or Perfect Dark. Loved the ending to the second map, though I had to play it twice because I initially thought that something had bugged out. Not sure what the bulldozer's deal was, but it was cool to see.
 
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Also, a few tips about taking screenshots for the presentation of your mod:

1. Disable the crosshair (crosshair 0 in the console);
2. Use fullscreen mode;
3. You can bind the command "screenshot" to a key and then press it to take a screenshot in-game (bind F11 screenshot, for example). You can find the screenshots in your mod's folder.

About performance: I know QSS is the recommended source port to run Peril, but it runs the mod poorly, so it hinders the experience a lot. I finished the first two maps with it and I'm currently on the third one, Prison. Ironwail, even while not supporting all of the mod's effects, runs it beautifully, so I'm willing to sacrifice that for way better FPS.
 
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Also, a few tips about taking screenshots for the presentation of your mod:

1. Disable the crosshair (crosshair 0 in the console);
2. Use fullscreen mode;
3. You can bind the command "screenshot" to a key and then press it to take a screenshot in-game (bind F11 screenshot, for example). You can find the screenshots in your mod's folder.

About performance: I know QSS is the recommended source port to run Peril, but it runs the mod poorly, so it hinders the experience a lot. I finished the first two maps with it and I'm currently on the third one, Prison. Ironwail, even while not supporting all of the mod's effects, runs it beautifully, so I'm willing to sacrifice that for way better FPS.
In Ironwail pressing "=" a few times changes "viewsize" value and "viewsize 130" crosshair is automatically hidden.
 
In Ironwail pressing "=" a few times changes "viewsize" value and "viewsize 130" crosshair is automatically hidden.
I forgot about that! You're right.

Found some problems in the Prison map.

There is this hole:
spasm0004.png

spasm0003.png
And this huge skip to end the level:
You don't need the gold key to open the gate. It is possible to just jump on that railing and circle jump to the other side.
prison_2023-08-02_10-26-36.jpg
1690983388526.png
 
Cool mod bro.

I noticed alot of the maps give errors in the console about missing sounds and/or edict issues.
 
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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.
 
Thankyou.
I can't seem to find any options to add screenshots.
I am limited to my phone for a while.
That is OK. If you can add the detailed text in the meantime, that will be enough. Otherwise, you can do everything once you're back on your PC.
Thanks for that!
I must have made the gap by accident when I created a copy of the map for the final mission.
Anytime! I am taking more screenshots of map errors and typos as I go. I am thinking about organizing them into one reply here, but not right now. I am running Peril using Ironwail now, so maybe some of them are related to that.
 
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I have completed the first two maps, and overall, I am very impressed. I think the vibes are pretty clear and distinct from those of vanilla. I like how big and open the maps are--it's like an alternate universe's version of Half-Life or Perfect Dark. Loved the ending to the second map, though I had to play it twice because I initially thought that something had bugged out. Not sure what the bulldozer's deal was, but it was cool to see.
Finding a fair few issues post launch.
I guess that's the way it gos sometimes.
Glad you like it so far.
Trying to get an update for the maps completed for the weekend as although Iron Wail works well on all maps, it does things a bit differently to Qss. Some objects and items have vanished because they were slightly clipping a wall or something. A missing key in the map Bickley.
Breakable boxes concealing pickups are empty, the item entity presumably removed by the engine.
Complex terrain stops the player moving due to see some angle, and for similar reasons roaming monsters get hung up against walls and angled brushes.
So trying to get those issues sorted.
Oh, in the map Tavistock, the gate to the gold key opens only for 6 seconds and can't be opened again. That though was my fault!
That is OK. If you can add the detailed text in the meantime, that will be enough. Otherwise, you can do everything once you're back on your PC.

Anytime! I am taking more screenshots of map errors and typos as I go. I am thinking about organizing them into one reply here, but not right now. I am running Peril using Ironwail now, so maybe some of them are related to that.
Thanx.
When I started with Peril Iron Wail was in its infancy, so I stuck to Qss all the way through. Taking Spikes words to heart about pushing the boundaries.
I only recently tried Iron Wail, and am delighted that it's the only other source port capable of running all the maps.
However there's things that don't work, certain items not appearing, especially an important key in Bickley map. Also some odd issues walking upon certain angular brushes.
I have been doing as much fixing as I can to get the map fixes uploaded.
The problem when you have made something yourself is that you develop a certain path through the map. My son plays differently and finds stuff I missed out.
Can't wait to see what you have found.
I am planning to get the fixed maps up by this weekend.
 
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