QUAKE

here’s my playthrough; unfortunately my commentary is a bit quiet, but at least the important bits are loud :sweat_smile:

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Amazing! This is so much more than I could have hoped for. Thanks for taking the time to play and share your experience and feedback dogs. Gonna pour over this as soon as I have the time, and get back at it!

Alright! More details and greebles, more to recontextualize the hub upon return, something to indicate how the player got in the level, and… more health!!

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A new map from me is available! You Are the Inch Valley Captive… escape!

You can download it over at Slipseer or from my itch.io account. Thanks to everyone for all the kinds of support you’ve shown as I made this one. Special thanks to dogs for the very very helpful and encouraging feedback they offered, I think it really improved the level.

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The midi version of the nin track is a great touch

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Have been studying the nuances of a Quake mod called Copper by playing some maps built using it. The classic Underdark Overbright is one of them. And, wow, that is a sweet set of maps. Really inspiring.

I am also playing the recent Quake Brutalism Jam packs (1) (2), which have some really really good modern Quake levels. It’s a fun set to explore because, in the case of the first one, the start map connects to 35 other maps. You can walk around this monolothic brutalist environment and pick a map to explore just like stopping to glance at a painting at a museum exhibit.

I am going to participate in the upcoming Quake Brutalism Jam 3, which is the cause for all this studying. I really want to make a third map that is smaller, denser, more intense, and shorter. And seeing how some of the excellent maps in the previous packs are basically three rooms or one intricate environment is really impressive.

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new ironwail release has gyro support let’s fucken go

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don’t need to set heapsize to some arbitrary large number anymore!

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Still gotta try The Immortal Lock, that thing seems immense.

SPRAWL 96 is a celebration of SPRAWL, released on our first birthday, August 23rd 2024. It’s also our way of giving thanks and giving back to the communities which made SPRAWL possible.
SPRAWL would be nothing without the Quake Mapping community, SPRAWL was originally built on Darkplaces, and the resources provided by nearly 30 years of dedicated modders made it possible to get it started.
Hannah and myself, Carlos (REVEL), met on the Quake mapping discord, and well, the rest is as you say, history. Here we are 4 years later paying homage to our roots.

So what actually is it? Well it’s a revival in a sense of that original Quake engine version of SPRAWL. It answers the question “What if SPRAWL actually existed in 1996?”.
So it includes every single SPRAWL weapon (sorta), a big portion of our enemy roster, and our movement mechanics all on a custom fork of the Ironwail Quake source port.
It’s a near total conversion gameplay mod focused on vanilla entities setup, so all non-mod specific maps (non-ad, non quoth etc) can be played. [v1.1 Support Copper Maps]. So long as you own Quake, you can play SPRAWL 96.
For the modding community as a whole, we are also allowing you to use any of the assets created for SPRAWL 96 directly in your own non commercial mods.
Careful set up has been taken in particular to the enemies models to make them vanilla compatible. Same frame data as vanilla monsters!
We’ve also included a texture wad full of textures directly taken from SPRAWL, as well a prefab.map file which includes set ups for most of these assets, again free to use in your own non commercial mods.
There are over 400 models, sounds, textures provided! Plenty of which is archival from the 2020 QuakeSprawl version of the game.

I also want to take the time before we get into the actual setup, to thank VoidForce, who reached out to us and made this entire mod possible. This gargantuan effort is mostly his lovechild with myself playing support.
All the tweaks and changes to the base formula of SPRAWL were directed entirely by him, and I’m so thankful to have such a talented human being at the helm of this project.
Special thanks to Ptoing as well, he put together all of our menu, and HUD art. One of the last true pixel artists left, an extremely next level genius, very thankful for his contribution to this project.

Thank you all for checking this out and for celebrating SPRAWL’s first birthday with us!

  • Carlos (REVEL)
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