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Easily install and launch Quake maps with the cross-platform Quake Injector

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Author:

KenChennar alias Orl

Title:

Ter Shibboleth: Drake Redux

Download:

ter_shibboleth_drake_redux.zip (23ec5e274f2aee82f1ae2d94ef5e49da)

Filesize:

217825 Kilobytes

Release date:

12.10.2020

Homepage:

Additional Links:

Func_Msgboard •

Type:

Partial conversion

BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:

Files in the ZIP archive

Files in the ZIP archive:

File

Size

Date

Tershibboleth/TerShib_readme.txt

3 KB

12.10.2020

Tershibboleth/Tershib_source/amphiteater.wad

9019 KB

30.01.2020

Tershibboleth/Tershib_source/beach.wad

2092 KB

21.08.2020

Tershibboleth/Tershib_source/boreal.wad

4904 KB

10.01.2020

Tershibboleth/Tershib_source/chamber.wad

1132 KB

24.08.2020

Tershibboleth/Tershib_source/desert.wad

2775 KB

04.10.2020

Tershibboleth/Tershib_source/hypnagogic.wad

7569 KB

15.09.2020

Tershibboleth/Tershib_source/pagoda.wad

5547 KB

25.08.2020

Tershibboleth/Tershib_source/paris.wad

8822 KB

08.10.2020

Tershibboleth/Tershib_source/shib1_drake.map

17872 KB

10.10.2020

Tershibboleth/Tershib_source/shib2_drake.map

6950 KB

10.10.2020

Tershibboleth/Tershib_source/shib3_drake.map

20615 KB

17.09.2020

Tershibboleth/Tershib_source/shib4_drake.map

14219 KB

11.10.2020

Tershibboleth/Tershib_source/shib5_drake.map

28549 KB

06.10.2020

Tershibboleth/Tershib_source/shib6.map

25754 KB

11.10.2020

Tershibboleth/Tershib_source/shib7.map

44530 KB

11.10.2020

Tershibboleth/Tershib_source/shib8.map

52912 KB

09.10.2020

Tershibboleth/maps/shib1_drake.bsp

25660 KB

10.10.2020

Tershibboleth/maps/shib2_drake.bsp

26315 KB

10.10.2020

Tershibboleth/maps/shib3_drake.bsp

43949 KB

17.09.2020

Tershibboleth/maps/shib4_drake.bsp

41628 KB

11.10.2020

Tershibboleth/maps/shib5_drake.bsp

54513 KB

06.10.2020

Tershibboleth/maps/shib6.bsp

59992 KB

11.10.2020

Tershibboleth/maps/shib6.lit

42845 KB

08.10.2020

Tershibboleth/maps/shib7.bsp

87257 KB

11.10.2020

Tershibboleth/maps/shib8.bsp

126102 KB

09.10.2020

Tershibboleth/maps/start.bsp

122 KB

06.10.2020

Tershibboleth/pak0.pak

24465 KB

12.06.2011

Tershibboleth/pak1.pak

11425 KB

12.06.2011

Tershibboleth/pak2.pak

4701 KB

11.12.2012

Tershibboleth/pak3.pak

6355 KB

11.12.2012

Tershibboleth/progs.dat

1760 KB

11.12.2012

Tershibboleth/quake.rc

1 KB

12.10.2020

Tershibboleth/sound/gong.wav

38 KB

27.08.2020

Tershibboleth/sound/shib1amb.wav

1624 KB

01.09.2020

Tershibboleth/sound/shib2amb.wav

2050 KB

01.09.2020

Tershibboleth/sound/shib3amb.wav

3033 KB

01.09.2020

Tershibboleth/sound/shib4amb.wav

1762 KB

19.09.2020

Tershibboleth/sound/shib5amb.wav

3449 KB

21.09.2020

Tershibboleth/sound/shib6amb.wav

1658 KB

12.01.2020

Tershibboleth/sound/shib7amb.wav

2250 KB

19.03.2019

Tershibboleth/sound/shib8amb.wav

1293 KB

14.01.2020

ter_shibboleth_drake_redux.zip

Ter Shibboleth: Drake Redux
Redux version of the previously-released Ter Shibboleth Part 1 and Part 2, featuring various changes including a port of the first five maps to Drake.

Episode with eight huge, uniquely themed levels: a beach resort under a Golden Gate Bridge, a puzzle map set in an industrial storage facility, an Asian temple, a twisted otherworldly fortress, a desert mining town, a snowy village in the mountains, the city of Paris (complete with Notre Dame and the Eiffel tower), and an ancient Roman city next to a colosseum. Most of the maps use custom textures; the texture wads and the map sources are included.

Note: These maps require an source port with severely increased limits and BSP2 + protocol 999 support, such as Quakespasm 0.93.0 or higher. The memory heapsize needs to be set to around 1.5 GB!

Tags: large, episode, limits, bsp2, realism, beach, base, puzzle, abstract, asian, temple, fortress, vista, town, drake, huge, winter, village, mountains, paris, rome, france, coliseum, eiffel tower, city, source, industrial, colosseum

Editor's Rating: Excellent

User Rating: 3.7/5 with 12 ratings

You can NOT add ratings if you are not logged in.

PJA Guest 17 October 2020, 15:14

Even with heapsize set to 1.5gb it will not run

Hunk_Alloc: Failed on 176 Bytes

negke★ Registered 17 October 2020, 16:20

-heapsize 1536000 works for me

dwere Registered 17 October 2020, 16:38

Does anyone actually like those blue assholes from Zerstorer?

KenChennar Guest 17 October 2020, 19:15

@PJA Just keep trying different heapsize amounts until it loads, sometimes a lower heapsize might help.

@dwere The blue enforcers? I like em. Once you know their attacks and the shield goes down they are easy to take out. Double barrel shotgun does the trick.

fairweather Registered, rated this a 1 25 October 2020, 23:24

Possibly the worst map set ever created for Quake. Unrelentingly terrible in almost every way, with a vague sense of impressiveness in just how much confidence it must have taken to complete and not realize it's inherent badness.

Each level learns nothing from the last, each one is a completely optimized mess of brushes that offends the eye as much as the gameplay offends the senses. It's hard to say just what is so poor about it, but I can say with certainty that I would rather play Anoxia a million times before "playing" these again.

Lane Powell Registered, rated this a 5 26 October 2020, 0:20

Well, thanks for reminding me to finish typing up my scattered thoughts on this release.

All maps here are huge (at least in terms of scenery, though often in playable area as well), but there's a mix of very "sandboxy" levels and levels with a more conventional structure. The sandbox maps include a desert town (fifth level), some kind of post-apocalyptic Paris complete with Eiffel Tower and huge demonic corpses bursting out of the pavement(7), and a abandoned Roman coliseum and surrounding complex (8). These maps all have open layouts with multiple widely-spaced key items to track down. I think these are the most successful because their gameplay matches the maps' size and scale: there's a lot of ground to cover, a sense of open-ended exploration that's more familiar from other games than from Quake and which makes you feel small, but also you're surrounded by MORE space that's not accessible but makes you feel smaller still. I think this is why these maps work so well. The other levels feel more like large-scale versions of "normal" Quake levels that stand apart from each other in their distinctive themes and gimmicks. I've commented before on my love for Blasocuyst (2nd level) with it's huge puzzle room, as well as the fourth level's dizzying and surreal take on the wizard theme.

With maps this huge there's always a risk of having too much 'empty' space, and I feel most of the maps here fared pretty well. I would maybe cite the first level (the island resort) and the sixth (the snowy mountain/village) as possible exceptions. They are both pretty wide-open once you get past the initial location, but have large areas that are essentially skippable and kind of repetitive, not particularly interesting in gameplay terms.

Thematically, the maps are a weird mixture of realism and abstraction. There's nothing linking the maps thematically except how out of place in Quake's universe they are. I mean, "realism" is not alien to Quake, neither is unusually otherworldly approaches to standard Quake themes, but it's strange (in a good way, I think) to see them in a single release, sometimes even combined in one map (the wizard level looms over scenery that is essentially a collage of photos of war-torn cities; the huge corpses in otherwise realistic Paris). Taken as a whole it creates a kind of uncanny effect. I'm reminded vaguely of the Doom WADs produced by a Russian team called Clan B0S, which also combine realism and abstraction in their layouts and aesthetics, to different (but still uncanny) effects. They also, incidentally, have drawn a similar mixture of praise and condemnation from players...

Gameplay-wise the maps are generally pretty tough on skill 2. Maybe a bit excessive at times in its use of Drake entities but it's not the worst thing to be guilty of.

It's worth noting all these levels can be played from shotgun start. Cool feature, as the maps are time-consuming enough, so it's good to be able to just skip to my favorites and replay them as I wish.

KenChennar Guest 24 November 2020, 4:23

That's quite a compliment fairweather, to have the absolute worst map set in the entirety of Quake's history, worse than anything ever released from 1996 all the way until 2020, and without even explaining as to why its the most unrelentingly terrible, god awful most egregiously offensive Quake maps that someone would ever dare consider sharing online. That's gotta be a record.

huanlopan Registered, rated this a 5 10 December 2020, 18:10

Nightmare, shotgun starts, any%, 4.5 rounded up to 5 stars.

This is wonderful stuff. Gorgeous maps, exciting combat, and Drake's cast of enemies. Special praise for the final map, With Deference in Eminence, but I enjoyed all of them greatly. There is no sense of wasted space, the backtracking isn't obnoxious, especially because the author will add extra enemy encounters along the way. Just to go on a little more about Eminence, that was some of the most fun I've had in a shooter. Lots of dying to be sure, but damn that was great. The enemy placement was really on its A-game.

4.5 because of Galiduse Point. I like the idea a lot: Scaling the outskirts and mountains of this sleepy winter village, coming across the village and exploring/killing its inhabitants. But that none of the buildings were able to be entered really stung for how long we spend fighting in the streets of this village. There's a large cathedral, and I was so sure a fight was going to happen there, but it never did. Noclipping inside of it finds it totally empty. And then there's this out of nowhere military bunker with a tank that fires but can't aim at you, the grappling hook lets you get in places with dead ends; there are two exits, and you can reach the first one without ever facing the map's boss, and as far as I can tell there's no bonus for this. It's very indicative of being rushed. I'd much rather the author ixnayed the military bunker and focused more on the village. There are these caves which tease a network of something more, and I thought I was going to get a lot more use out of the grappling hook, but it leads to nothing interesting. None of this is damning, as I enjoy the map. The bit in the bunker where some enemies leap onto a ledge was really good, getting ambushed by axemen while exploring bushes for items was fun, and just fighting in this village at night was enjoyable as hell. But definitely loss of half a point for the problems it has.

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