Death Egg Posted July 5, 2016 (Crosspost from ZDoom and Zandronum Forums.) THE ULTIMATE CHEX QUEST for GZDoom DOWNLOAD CURRENT REVISION (R6) Official Website Official CQFF Sub-forum With permission from the creator of this mod, I've decided to create a topic for one of my favorite Doom engine mods in existence, The Ultimate Chex Quest by Boingo the Clown! This mod is an enhanced version of the original 2 Chex Quests, updated for modern source ports. It's long term goal is to eventually expand the original two games and add two whole new episodes, rounding out to 4 episodes of 8 maps each, 32 maps total. As of now, it's still just the original games though. Some of you may have seen this mod in the past. It wouldn't be surprising, as currently the development has been going on since June 28, 2003. It's had active phases, inactive phases, a cancellation, hiatuses... but it keeps trucking on throughout it all. I have hope though that some day it'll finally see the completion it deserves. So... what IWAD do I run this with? None! The most recent version of TUCQ runs as an IWAD, so there's no need to use it as a PWAD. In fact, this may cause some errors depending on what you load it with. Hey! Where's the Cinema map on E2M2? Gone. That map blew chunks and the game is better without it. There's actually a brand new Cinema map in progress by Boingo, but you'll have to wait for a future version to come out before you're able to play it. The current plan I've heard is for the next version to include it. Wait, what about Chex Quest 3's maps and flemoids? Aren't they going to appear too? No, TUCQ was started before CQ3 was created. (In fact, it's the mod that inspired it!) The story was mapped out long before CQ3's and varies considerably. Boingo wants to ensure all the work done is fresh and new, not just a rehash of another persons work. This includes the redone Cinema level from that game as well. So, uh... what about the maps after E1M5 and E2M5? Or the entire last two episodes for that matter? Those'll take time to make for sure! Indeed they will, and Boingo knows that. That's why he's very open to accepting maps from others, under certain guidelines. If you're interested in submitting maps, Boingo posted guidelines that are still fairly relevant here. Why call this a 'Megathread'? Isn't it just about TUCQ? It's about TUCQ, yes... but I've also included some of the add-ons developed or being developed too. This was actually the biggest reason for me posting this topic. I wanted to gather interest in the project itself, but also for the couple of community projects that are being created for this game that need mappers as well. That's what this next section is devoted to... Strife's Level Packs DOWNLOAD FOR R6 Official CQFF Thread Back in 2006, a member of the Chex Quest Fan Forums named Strife (Notable for going on to make the fan game Freedom Planet) created two level packs for TUCQ, back when it was still on Doom Legacy. Since there have been plenty of changes to TUCQ since the Legacy days, the original mods didn't work with the current versions. I've since gone through and fixed both mods, combined them into one package, and rereleased them with permission from Strife himself. The maps still hold up as some of the best Chex Quest maps released. Vilecore for TUCQ DOWNLOAD INTERM RELEASE 2 Official CQFF Thread This community project aims to convert the classic Doom II megawad Vilecore to TUCQ. The current release has 11 maps in it. The goal is to eventually convert all 32 maps to TUCQ, but to do that we'll definitely need plenty more people to help with converting textures and items to what they are in TUCQ. The current map completion rate is as follows: MAP01: Finished - Converted by Boingo the Clown MAP02: Finished - Converted by Boingo the Clown MAP03: Finished - Converted by Boingo the Clown MAP04: ~99% completed - Converted by Boingo the Clown (Just needs some textures created) MAP05: Finished - Converted by Boingo the Clown MAP06: Untouched MAP07: ~50% completed - Converted by Boingo the Clown MAP08: ~15% completed - Converted by Boingo the Clown MAP09: Finished - Converted by Death Egg MAP10: Barely Started - Converted by Boingo the Clown MAP11: Finished - Converted by Death Egg MAP12: Finished - Converted by Death Egg MAP13: Finished - Converted by Death Egg MAP14: Finished - Converted by Death Egg MAP15: Finished - Converted by Death Egg MAP16: ~99% completed - Converted by Death Egg MAP17: ~99% completed - Converted by Death Egg MAP18: ~90% completed - Converted by Death Egg MAP19: ~99% completed - Converted by Death Egg MAP20: ~90% completed - Converted by Death Egg MAP21: ~90% completed - Converted by Death Egg MAP22: Finished - Converted by Death Egg MAP23: Untouched MAP24: Untouched MAP25: Untouched MAP26: Untouched MAP27: Untouched MAP28: Untouched MAP29: Untouched MAP30: ~10% completed - Converted by Boingo the Clown MAP31: ~99% completed - Converted by Death Egg MAP32: Untouched TUCQ Much Oblige'd Official CQFF Thread This community project aims to complete an episode for TUCQ consisting of beautified Oblige maps, or however many maps that get submitted will be compiled anyway. Boingo created special files for use with Oblige to make it possible to generate more TUCQ-friendly maps to modify, which is avilable here. My hope is by posting about this project on these forums that I'll be able to garner more interest for it, since time has seemed to forget about it for the most part. I hope to see mappers get interested and join in the sub-projects, and maybe even see some maps make it into the main project as well! 3 Quote Share this post Link to post
KBlaney Posted July 5, 2016 I'm going to be rather disappointed if "Thy Chex Consumed" isn't the name of the 4th episode. 2 Quote Share this post Link to post
Death Egg Posted July 5, 2016 KBlaney said:I'm going to be rather disappointed if "Thy Chex Consumed" isn't the name of the 4th episode. Then you won't be disappointed, because it actually is. 0 Quote Share this post Link to post
GoneAway Posted July 5, 2016 Death Egg said:As of now, it's still just the original games though. ... No, TUCQ was started before CQ3 was created. So, it has nothing, and it's even less than what already exists. Sounds really exciting :^) 0 Quote Share this post Link to post
Death Egg Posted July 5, 2016 I wouldn't say it has nothing. The way Boingo has detailed things is going in a different direction than Charles did with CQ3. (The diner in particular is worth pointing out.) Plus, the add-ons I mentioned later in the post only work with this game, not CQ3. 0 Quote Share this post Link to post
TheNerdTurtle2 Posted July 5, 2016 So what's this mods purpose? Because I always thought that Chex Quest was WAYYYY too easy. Does this make it any harder? 0 Quote Share this post Link to post
Death Egg Posted July 5, 2016 The long term purpose is to add entire new episodes as well as beautify the original maps. The difficulty on the current maps isn't heavily modified. The original maps actually never had differences per difficulty, and currently enemy placement is the same. However, playing on the higher difficulties gives the weakest enemies projectiles rather than having them only attack up close. I can't speak for Boingo, but I'm assuming the new episodes, should they be created at some point-will have a higher difficulty. 0 Quote Share this post Link to post
GoneAway Posted July 5, 2016 Death Egg said:The long term purpose is to add entire new episodes as well as beautify the original maps. The difficulty on the current maps isn't heavily modified. The original maps actually never had differences per difficulty, and currently enemy placement is the same. However, playing on the higher difficulties gives the weakest enemies projectiles rather than having them only attack up close. This is already what the cq3 release did, so that's not particularly enticing. Episode 3 is really good. If you're going to incorporate doom 2 monsters and chexify them, I think it could be pretty interesting. But without that it's just a doom 1 mapset in the end, and I've never played a custom chex map/set that was any good, so that's why I'm skeptical from the get-go :P 0 Quote Share this post Link to post
Death Egg Posted July 5, 2016 kraflab said:This is already what the cq3 release did, so that's not particularly enticing. Episode 3 is really good. If you're going to incorporate doom 2 monsters and chexify them, I think it could be pretty interesting. But without that it's just a doom 1 mapset in the end, and I've never played a custom chex map/set that was any good, so that's why I'm skeptical from the get-go :P I'll admit that most Chex maps quality can be shaky. The Strife Level Packs still holds up though, and are definitely worth a play. They include two custom flemoids as well. There are plans to add the Doom II enemies as well. 0 Quote Share this post Link to post
TheNerdTurtle2 Posted July 5, 2016 The only way I could even play the first episode was on Super Slimey and I still never even got close to death 0 Quote Share this post Link to post
Breezeep Posted July 5, 2016 Weren't you going to finish that ultimatum project of yours? 0 Quote Share this post Link to post
Death Egg Posted July 6, 2016 Breezeep said:Weren't you going to finish that ultimatum project of yours? I've sent it to /idgames and am waiting for it to be uploaded now. 0 Quote Share this post Link to post
Death Egg Posted July 8, 2016 Last night I was able to finish MAP11 and MAP12 of the Vilecore conversion. I'm not at home right now so I can't post screenshots, so I'll either do that tonight or have Boingo do it for me. 0 Quote Share this post Link to post
Death Egg Posted July 11, 2016 Sorry for the wait, kind of forgot to post the screenshots. I've since finished MAP09 and begun work on MAP19 of the conversion, and have shots of all four maps in the spoiler: Spoiler MAP09: MAP11: MAP12: MAP19: 0 Quote Share this post Link to post
snapshot Posted July 11, 2016 2nd and last shots don't look too cartoony to me (The Textures at least), They're still nice dough . 0 Quote Share this post Link to post
Boingo Posted July 14, 2016 A sighting! It is only a quick mention, but Charles Jacobi brings up T.U.C.Q. in an interview here: http://www.zam.com/article/790/chex-quest-a-1996-doom-mod-created-to-advertise-cereal-is-getting-an-hd-remake 1 Quote Share this post Link to post
Death Egg Posted July 28, 2016 Figure I would give this a bump since I'm not sure I made it clear enough in the original post, but all three of the currently in-development segments of the project (The Ultimate Chex Quest, Vilecore Conversion, and Much Oblige'd) are in desperate need of mappers! At the moment it's just been Boingo and I working on them, and while we have gotten quite a bit of the Vilecore conversion done and I've almost finished my contribution to the Much Oblige'd project, there is still plenty more that needs to be done for all three of the projects. 0 Quote Share this post Link to post
Death Egg Posted August 14, 2016 Download Vilecore Interim Release 2! We've gotten quite a few maps done since the last update, too many to list in the time I have to make this post. We're definitely reaching the near halfway point of converting these maps, then comes the polishing stage. To those who play this, enjoy! And to those interested in helping convert the rest of the maps... we're very interested in hearing from you. 0 Quote Share this post Link to post
JohnnyTheWolf Posted August 14, 2016 The Very Large Zorcher appears to be silent. 0 Quote Share this post Link to post
Death Egg Posted August 14, 2016 Strange... you're using TUCQ as the IWAD, right? 0 Quote Share this post Link to post
Boingo Posted August 15, 2016 Oops! I'm afraid that's my fault. I forgot to copy the sound files over to the new wad. I'll fix it. ... There. Fixed it. I added the missing sound files. It's reuploaded. Same limk. http://www.doomlegends.com/chexquest/VC4TUCQinterm2.zip 0 Quote Share this post Link to post
st0agie Posted December 8, 2019 Hello? Is this dead? Because I would very much like to do my take on a wad for Chex Quest, might call it 'Thy Chex Consumed' if that's alright, since nobody made it. 0 Quote Share this post Link to post
Boingo Posted December 8, 2019 No. It's not dead. I just have a bad habbit of switching from one project to another, which kind of puts some projects to sleep for a while. T.U.C.Q. is probably receive a kick in the butt some time in the next month or two, after some issues with The People's DooM are taken care of. 0 Quote Share this post Link to post
st0agie Posted December 9, 2019 10 hours ago, Boingo said: No. It's not dead. I just have a bad habbit of switching from one project to another, which kind of puts some projects to sleep for a while. T.U.C.Q. is probably receive a kick in the butt some time in the next month or two, after some issues with The People's DooM are taken care of. That's cool, take your time dude. 0 Quote Share this post Link to post
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