Timewarp Cathedral

dex

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Apr 29, 2025
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dex submitted a new resource:

Timewarp Cathedral - time to play 4d quake

Installation:

Pop into a new subfolder in your Quake folder called 'timewarp'. Play with
Ironwail (also tested with JoeQuake). The map's name is also 'timewarp'.

Description:

You've been captured by the Chthon cult for dark slipgate experiments.

But these aren't regular slipgates - these enable travel through time. However,
the cult may have bitten more than they can chew when they decided to experiment
on you...

Description, non lore:

My first map (for anything ever), which grew out...

Read more about this resource...
 
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The overview says to play it with Ironwail, but I played it fully with vkquake 1.33.1 for anyone else that prefers vkquake
 
I walked around, thought about it, and decided I needed to write another comment.

I forgot to mention the importance of the author's resourcefulness. We only have one new mechanic, but combined with what we know from Quake, it provides a lot of variety, and the author approached it very cleverly.

I liked the idea of jumping and simultaneously traveling through time (even though I don't like that kind of jumping). I enjoyed solving the secret of how to get the lightning gun. And most importantly, donating the grenadlauncher not at the very beginning. This can actually give you the opportunity to use something that wasn't possible at the beginning (like the boots you can use to jump).

In fact, this reminded me of Portal. To play Portal, you need to think differently. And here, too, you need to think in terms of time travel.

Again: very cool, and thank you.
 
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Damn, I'm blushing over here. I'm very happy you've enjoyed the map so much. My intention was definitely playing with the Quake formula.

I seriously think this is just the tip of the iceberg for what you can do with this...
 
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Just played a few minutes, but I like the concept. Reminded me of the portal2 mod "Portal Reloaded", which intorduced a third green portals.
 
Hey,

thanks for the report. I replied in that thread, but the included alkaline has a few extras to facilitate monsters not moving in the timeline you depart. This does seem to work well, but I have had it happen a few days ago where a monster got 'frozen'. I suspect some race condition in the QuakeC is at play, a race condition that happens very rarely on my setup.

I'll try to get the bug to happen again, maybe I can pinpoint what the problem is.

The latest devkit will work (and for that matter so will 1.2.3) but there will be no 'freezing' of monsters when you depart the timeline, which is not the intended way to play (the final cathedral fight is intended to allow the player to 'flank' monsters by moving timelines, which won't work as well without the freezing). 1.2.4 has improvements to the silent teleport anyway so I'm gonna update the quakec to work with that.

Hope you've enjoyed the map nevertheless lol.
 
the included alkaline has a few extras to facilitate monsters not moving in the timeline you depart.
ah, right, I forgot that this is not a vanilla alkaline feature. I did not see any src files included though :)

I watched a stream yesterday, and it happened also in IW at skill 3 a lot. More enemies...
 
ah, right, I forgot that this is not a vanilla alkaline feature. I did not see any src files included though :)

I watched a stream yesterday, and it happened also in IW at skill 3 a lot. More enemies...
My thinking is that since it appears to only happen in the past timeline, the setting off of the trigger before all enemies are fully loaded is the culprit. I added a delay to avoid this but apparently it's insufficient. That also squares up with it happening more in a higher skill, since the initialisation phase takes longer.

I should have a fixed version up today. Once again, thanks for the reports!

I'll also add the source so that there isn't any confusion. I was sort of thinking of adding it to mainline alk, since it can be useful as a stasis effect etc, but it'd require a more robust QuakeC to fit the standards and I don't have the time to fix it up to be better at present.
 
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dex updated Timewarp Cathedral with a new update entry:

some bugfixes

  • fixed (hopefully) issue with monsters turning pacifist
  • fixed a softlock
  • fixed a few untextured surfaces
  • added a little bit of ammo and fixed a few floating ammo box placements
  • added some light to make a secret switch more visible
  • added alk source (the only change is freeze.qc + a few extra fields on ents)

Read the rest of this update entry...
 
since it appears to only happen in the past timeline
It also happen in the 'modern' time e.g. when going back to base at the second gate before the lava room. Some of the enemies turn 'pacifist' :ROFLMAO: Was able to reproduce (skill 2) with one of my save games.

will retry later to reproduce with the new release. Hope this will be included in alk at some point. It's such a great mechanic.
 
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It also happen in the 'modern' time e.g. when going back to base at the second gate before the lava room. Some of the enemies turn 'pacifist' :ROFLMAO: Was able to reproduce (skill 2) with one of my save games.

will retry later to reproduce with the new release. Hope this will be included in alk at some point. It's such a great mechanic.
If you do, please try to get me a save file so I can see the fields on the monsters. :)
 
If you do, please try to get me a save file so I can see the fields on the monsters. :)
Played up to the lava room and retried twice switching to modern timeline. They were all highly alerted those bastards!
Will save a game if I encounter a pacifist again.

One issue though, was also in the original version, enemy fire can also trigger the time warp
 
Played up to the lava room and retried twice switching to modern timeline. They were all highly alerted those bastards!
Will save a game if I encounter a pacifist again.

One issue though, was also in the original version, enemy fire can also trigger the time warp
Glad to hear it, though I think the issue is quite random. I looked at the code again and figured out a possible edge case that I can make fix for too, so I'll do that just in case.

Sadly func_button that's shootable just can be triggered by monsters, I don't think there's a way to avoid that. I think if I make progs for a map jam I'll add a flag to the buttons that checks for damage being a player, if that's possible (which it should be though I haven't looked closely).

Glad you're enjoying the map enough to bughunt on it lol :)
 
Question: should be the dreadnaught behind the gold key door active/alerted or not? What about the three (guys) near the two cannons ( near the gold key )?
 
Question: should be the dreadnaught behind the gold key door active/alerted or not? What about the three (guys) near the two cannons ( near the gold key )?
There are a few monsters that 'lie' in wait so if you don't shoot them or walk in front of them you'll get the jump on them, but they should all respond to 'seeing' the player. If they don't, that's the bug happening.