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Mixing Quake and Doom's gameplay and atmosphere


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 I'm currently working on a mod which has atmosphere and music inspired by the first Quake and will have enemies inspired by Quake II while being in the Doom universe.

 

The story is:

 You are a Marine in the spaceship that Doomguy launched into space to keep the humans away from earth. A spaceship of demons attach to the ship (imagine like Star Wars a new hope) and the are where they attack and destroy is sealed off automatically. You and a team of marines are sent down and only you remain, so you desperately try to survive.

 

 Most Doom weapons function like their Quake counterparts and new weapons are straight from Quake and Quake II. Generally the level design and fast-paced gameplay will be inspired by Quake 1, I even played with the gravity and air control to make them feel like Quake physics. I will use dark areas with dynamic lights a lot, such as this here:resim_2023-10-15_193124003.png.ce7a54ec5202c22b66fcf003cf4072f1.png

image.png.7a5c1405b3e4b69550da675a5f52ffae.png

 

I'm planning to call this mod "Astrophobia" (since it is set in a spaceship and all).

 

 Are you interested in this and do you think it is worth the effort? I'm doing this to take a break from my medieval fantasy mod Shrine Of Kalgadar, so should I keep doing that or take a break and do this? Please let me know.

Edited by ThatKidBobo
one more shcreenshot

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aren't the quake 2 enemies just the doom enemies but expanded? why not just build off the doom bestiary instead of replacing everything?

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1 hour ago, roadworx said:

aren't the quake 2 enemies just the doom enemies but expanded? why not just build off the doom bestiary instead of replacing everything?

I will do exactly do what you said, I didn't mean to say I'd replace them sorry.

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