Episode 1.2 Download
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James: And it was a real bonus for us. And that was a great opportunity for us to spend a little bit of advertising to promote that episode, because it got so much traction. And just for example, we got a lot more shares of that episode. So having a more well-known name, or a big fish type guest, can definitely get some more shares.
Tyrone: No. Well, we just basically upload it into the platform. So inside the ad platform, it has that option. Say for example, you select the campaign, and you say look, I want to run for NAB for the next month. You select the date, the time, you know, where you want to place it, and it will just go out there. And you have, like, basically targeted amount of downloads.
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An excellent episode. First of all, it's great to have a third episode for the Copper mod, a mod for which my appreciation is deepening the more I play it. This is probably the best of the three to my taste (though all of them are great). It's definitely more consistent between maps in terms of style compared to Realm of the Lost (which would have near-AD levels of detail in one map followed by something closer to id) and also has a clear narrative with its Egyptian ruin theme that gradually becomes more fleshy and otherworldly, with the last couple of maps being messy hellish void levels. It also gets pretty hard toward the end but I'm not complaining. Great stuff, and the promise of three more episodes to follow is exciting.
I've been very satisfied with this episode. Very playful, not a frustrating game at all, kinda testing at times, amazing design. I really enjoyed it and I'm looking forward to see episode 2 being released!It's a project worth to keep working on.
Great pack! Amazing work all around, thanks to all who created this. I agree with funcmsgboard post by StroggSothoth that episode has "a sort of Dissolution of Eternity meets Zerstorer" feel to it, mixing egyptian themes with 'evil' and organic/meat stuff.
This release actually feels like a cohesive episode, since the themes mostly flow from one another level to level, though maps might seem to have different amount of 'eyecandy' or detail - for example d1m6 might seem 'overdetailed' compared to, say, d1m2. The included ambient music is also very good and adds to the atmosphere.
The way the aesthetic descends from egyptian temples to hybrid eqypt/flesh horror and then into hellraiser void temple territory is possibly my favourite thing about the episode - possibly the most cohesive visual journey of any quake episode, original or modded, that I've played.
Loved this episode although I didn't make it to the end. Here are some thoughts on the individual levels. Into the Mvoid: Despite using a lot of standard textures, it didn't have a Quake atmosphere at all - more Half-Life "aliens in a lab" vibe. The architecture was clean, smooth, readable. A tidy and enjoyable level that flowed easily, with a fresh, simple look. Duet with Duat: A visual treat. Small and medium-sized pyramids and high platforms offered new shooting angles and grenade bounces. The pacing is great - once the high platforms are reached the level transforms into an arena combat. Coloured light recalls Unreal's Nali temples, but the prettiest spot was a gorgeously-textured beige and silver underground hall. Combat was perfectly calibrated with numerous 1HP moments. A cheerful, memorable level, with nice music too. Under A Funeral Moon: The brilliant final fight was built up to by a long and beautiful indoor section: stone decorations, columns, steps, all contributing to a weighty Egyptian dungeon feel. Then there was calm moment in the desert night, before a pacy, drawn-out yet exciting combat making good use of modern regenerating enemies and ammo, in a subtle open U-shaped space. I shouted and swore a lot, but made it through first time. Only problem with this level is that I was able to run through the whole first part. Otherwise, excellent. Arrivee de L'Etranger: A conventional medieval dungeon with tall stone chambers, effective water interludes and strong vertical combats against opponents on high platforms and niches. I thought the final combat and also the disgusting but innovative genocidal interlude (involving shooting dozens of teleported-in grunts) both lacked some difficulty. That Which Can Eternal Lie: Despite the massive and gorgeous stonework, this level is actually structured around a small, tight spiral ascent, throwing in ever tougher encounters on it and in surrounding chambers. The balance is perfect. I was pushed to switch strategies and lead enemies into infighting or weaker locations. Ingeniously, the craziness of the resource- and kill-rich side-chambers is gated off from the rigorous, tactical, spatial combat in the central ring. Really impressive visual and game design. Into The Flayed: A traditional interconnected, medium-scale map with ferociously skilled brushwork. Complex detailing gave areas a rich identity. Fun and fairly varied combats and monster mixes, but less dramatic than earlier levels. Darkstar Triumvirate: This level pushes the envelope of what environments we can expect in Quake with a visionary tombs and tentacles in space aesthetic. I really appreciated the boldness and also the conveniences like well-placed teleports. However I found the heavily-scripted flow to be too much and lost patience. All in all, a great dose of fun. I can't agree with JP that it was cohesive though.... Even though the textures and themes are similar, the individual mappers' styles were quite distinct - which is fine!
Really cool architecture, especially maps 4 and 7. I did miss the part where the path branches and got lost in map 7, and ran out of ammo a little too often. I also didn't care for for the end boss, it took so long I wasn't sure anything was happening. I am very happy to see that more episodes are planned.
Awesome :) Runs great on the Remastered edition too, except for the secret level which had a few seconds lag on saving for some reason (awesome level though, hi Coconut!) and as the episode I went on I noticed a lot of the creatures (particularly Vores and some Deathknights) would be periodically transparent - possibly some conflict with the fog graphics in the Remastered edition. Not a big issue.
One of the best episodes for that 120 field-of-view stoner quake. The maps just work well together and let you enter a flow state of running and gunning. Great design with enemy encounters, no bullshit. Maybe not as visually stunning as other new releases. The egyptian theme gets a little corny at times. I was stuck for a couple minutes at maximum, never got frustrated. 5/5
@MacDwell is its own mod. It is based on Copper, but it has some additional things (mainly the boss and the keys in this episode.) I believe this version is Copper 1.11 with some but not all 1.15 features. Running latest Copper with it is not recommended, as it will break the custom aspects.
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I have been looking forward to the full release of the game and the release of a new demo for the game really makes me hyped up for the full release. I loved the direction that the game is going, with the addition of various puzzles and new episodes of Amanda the Adventurer, I will be looking forward to solving the puzzles and getting scared by Amanda in the future! :)
Code can be checked out from the Git servers via anonymous read-only access. Development code can also be checked out from the Asterisk and libpri Gerrit repositories, and DAHDI Git repository. Below are example commands you might use to download the source from the various repositories.
On this episode of Reaganism, we will be continuing our Reagan National Defense Forum deep dive with Former State Department Spokeswomen and RNDF Live host, Morgan Ortagus. During her time at RNDF, Morgan met with panelists which included policymakers, industrial titans and department of defense officials on how the United States can lead the world in an era of increasingly complex challenges.
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