D4NUK1 Posted October 13, 2020 (edited) http://www.simonoc.com/pages/design/sp/ad.htm Now with 4 georgious maps, A large patchnotes, optimized levels, compatibility with new engines. This it's you best chance to play this great mod. New Features New type of Huds, 3 to be exact. Randomizer of some types of enemies called "Chaos". * Added various Quoth item/monster redirect for Quoth maps loaded in AD * Re-arrange ad_start map for +2 new maps portals and original id1 episodes * Re-arrange ad_chapters map for +5 new map portals on the top level A new type of Difficulty called "Hell" 50 Hp standard, 100 HP with MEGA-HEALTH. Projectiles more faster. Edited some vainillas powerups for QoL changes. And many more. Picture of the website. I'm enjoying this mod rigth now. Edited October 13, 2020 by jamondemarnatural Add info 20 Quote Share this post Link to post
SiMpLeToNiUm Posted October 14, 2020 Definitely makes Quake way more fun to play than I remember. The levels I've played (a techbase map directly to the left and behind the player from the hub thats starts you in a rail car that falls into lava and Obsessive Brick Disorder) are really awesome, with engaging gameplay and amazing visuals (which I always remember being a selling point of this pack) throughout. The new map is absolutely stunning and seems on the scale of what our resident Bridgeburner would pull off if he mapped for Quake. Speaking of which, the latest addition and the maps I've played thus far make me really want to take up Quake mapping someday. 1 Quote Share this post Link to post
taufan99 Posted October 14, 2020 This mod's Tears of the False God map is so beautiful. Definitely digging the Mediterranean setting. 0 Quote Share this post Link to post
HavoX Posted October 15, 2020 All the more reason to play Quake once again. 0 Quote Share this post Link to post
Jello Posted October 15, 2020 (edited) It's absolutely beautiful. I haven't played it since the initial release, so I played a couple levels last night that I hadn't gone through before. And again, they are just absolutely beautiful, and they take such great advantage of Quake's 3D gameplay. Probably too great. I'll get to the point: Either I'm extremely rusty at Quake, haven't played it in earnest for awhile. Or they made these levels way too goddamn hard. Probably a combination of both. Even on easy, I've had to resort to god mode at least once in every level, except a lot of it has to do with all the random new enemies they smashed together in the levels, you're never quite sure what it does at first glance. And there's always a huge wave of enemies at the end. And sometimes in the middle of levels, and you can't pick up something without multiple Scrags spawning. And with the lavish architecture, there's plenty of places for them to spawn in, and hide behind. So I probably need to work on my Quake skills, I played it quite a bit in the late 90's and early 2000's, but I am rusty. I don't think the shotguns being changed from hitscan to projectile helps either. Although while typing this, I did take a look at the readme, and you can actually change the shotguns back to hitscan. Either "impulse 130" in the console, or editing the Quake.rc file in the mod folder. They weren't exactly clear on what needed editing, but it wasn't difficult to figure out. Opened it up in notepad, about 3/4's of the way down, after the impulse and alias commands, there's a MOD section. At the bottom is a TEMP setting that defaults to 1024, which turns the particle system on. 131072 turns the shotgun projectiles off, add them together you get 132096. So change temp1 from 1024 to 132096, you keep particle effects, and it turns the shotgun back to hitscan. There's some other stuff to play around with as well, just have to add the numbers together. I'm going to try it again, get better at Quake again, and maybe having shotguns that feel the same will help. And I have to remember, this was made by people that have been playing, and mapping for Quake for two decades. So they might have a different idea of difficult than I do at this point. Same with Doom mappers really; the maps have gotten more difficult because people have been playing the game for almost three decades. Which is fine, it means the Quake community hasn't stagnated either. It’s an outstanding project made by and for the Quake community, and it’s great that it reached completion. And goddamn, these levels are beautiful. Alright, another update: I got really tired of changing the FOV from 90 to 100 manually every time I started the game, and I found some good advice on the Steam forums from several years ago. This is for those who didn't know, I'm sure plenty of people do. And I probably did at one point when I was messing around with Quake before and forgot about it. Fov 90 worked great on a 4:3 monitor, but on a 16:9 it seems cramped. Take the config.cfg file from the id1 base directory, make a copy of it in the id1 base directory. Rename it autoexec and leave it as a .cfg file. Delete everything in the file, and put in your desired fov. I typed fov 100. No quotes, no period, just fov 100. Save it. It will always load up with the specified fov. I figured this would be done through an .ini file, or the config file itself. Since Quakespasm doesn't have a FOV slider in game, I figured this might help some people. I can't stand FOV 90 on a 16:9. Anything over 100 seems to stretch everything out too much in Quake though. Edited October 15, 2020 by Jello Fixed some typos, added a semi-final thought. 4 Quote Share this post Link to post
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