Mánibranðr System Posted October 18, 2017 (edited) === What is this? === This is a continuation of the development of Quake 1 Stuff Ultra V2 by HorrorMovieGuy, who has so graciously given me permission to continue work on it. This mod was originally a port of Quake 1's gameplay to the Zandronum engine for the purposes of enjoying it in a more player-rich multiplayer community. It also took elements from both expansion packs Dissolution of Eternity and Scourge of Armagon to expand the repertoire of monsters and armaments. === But why? === Simply put, I loved it for the potential it holds, but felt that the apparent lack of quality-of-life features and balancing decisions to both weaponry and map design held it back greatly. It did not account for how fundamentally different map design is between Doom and Quake. Instantly killing yourself in co-op because someone parked their asses onto your face at the wrong time can get aggravating as well. Plus, there were a few extant bugs that i wanted to fix. So, what was originally meant to be a simple patch to change some damage values around quickly because a full-blown project with the goal of polishing the mod to a spit-shine and taking the creative liberties HorrorMovieGuy took to their eventual conclusions. === Features === As like the original mod, this mod will contain weapons from Quake and its 2 official expansion packs. There will be monsters from the base game, and more than a few from its expansion packs. Then there's the Quake styled powerups and items, as well as could be supported in ZDoom. Additionally, this version has a plethora of weapon and monster balance changes. The weapons from Dissolution of Eternity now has an alt-fire toggle between ammo types. The Thunderbolt and Mjolnir now fires railgun shots. The Thunderbolt Plasma fire mode is now a Plasma BFG shot that zaps nearby enemies as it travels. Both modes of the Thunderbolt and the Mjolnir has damage scaling dependent on number of Cells in backpack, which gets greatly amplified with the Rune of Elder. Enemies like the Scrag, Vore and Guardians now have a miniboss variant that acts a lot like the Hexen doppelgangers and fires more dangerous attacks. Finally, the Gremlins are more than just cannon fodder, being granted more health and more powerful attacks that mirror player weapons very closely if they manage to steal your guns. Aesthetically, this release has sound effects taken from the Quake Epsilon Build with some modifications for the DarkPlaces Engine, and new graphics for the Quake-style key cards and medieval keys that replaces the Doom key cards and skull keys respectively. Don't take my word for it, let this video and a few in-dev screenshots show you what this mod is like. === Download === Downloads are available from Mega and TSPG MEGA | [Link] TSPG | [Link] === Roadmap === For Reloaded v1.3 - Fix UV Map for single shotgun - Fix 3rd person player model anims for ranged weapons using the axe swing animation, instead of the intended gunshot animations - Rebalance the spawn rate and homing attack aggression for the Super Scrag - Fix sounds for Thunderbolt, Thunderbolt Alt, Laser Cannon and Lava Nailguns - Thunderbolt sounds like a fart - Thunderbolt Alt sounds too weak - Lava Nailgun firing sounds needs a unique sound - Do something with the Empathy Shield - Fix Powerup sound scripting for fading powerups - Scrap and redo planned HUD changes for fullscreen HUD, standard HUD is fine - Add Runic HUD elements - Create combo bonuses for the Axe and Shotguns - Go more in depth with Rune mechanics - Add GLDEFs to everything - Create Hellspawn variant for the Spawn - Create a fork with original sounds from Quake For Reloaded v1.4 - Overhaul the Powerups - Make more cheap n easy monster variants with some new surprises for attacks. For the distant future - Learn to model and create a machine gun to replace the Single Shotgun as the starter infinite ammo weapon. - Figure out how to port the HD Weapon Models from Dwere's weapon pack. - Think of a possible Alt Fire mode for the mine launcher. - Port and insert Abyss of Pandemonium content. === Credits === Mod Originally Created by HorrorMovieGuy "Quake Stuff Ultra - Reloaded" Code Rework and Tweaks by Valerie "Lady Fuzztail" Valens aka Arche Kruz Doom and Quake by Id software QDoom is Inspiration HECU soldier from Half-Life by Valve Custom HUD by AlphaEnt Allied Monsters AI Heavly Based on Hetdegon's "Marine Helper" Code Small Plasma Pickup Model by HorrorMovieGuy's Sister Feedback and support from HorrorMovieGuy's Online Friends, including FSR clan Other Close Friends Imp MD2 Model from Unknown (Possibly ZdoomGl or Doom3D) Weapon Swap Sound from Quake 3 Arena by iD Software Sound Effects from Mindgrid: Audio - Quake by Jeremiah Sypult Small Mod Compilation by Xolve Seven's Improved Sound Files edited by Xolve, Credits to Jeremiah Sypult Seven Rogue Entertainment Various unnamed Quake authors Serious Sam Classic: The First Encounter and The Second Encounter by Croteam Horn Sprite from Quake: Scourge of Armagon by Hipnotic Software Edited October 22, 2017 by ArcheKruz 20 Quote Share this post Link to post
DoodGuy Posted October 18, 2017 Whoa, did not expect this to be updated, nice job 0 Quote Share this post Link to post
Gothic Posted October 18, 2017 Huh, I just finished replaying Quake E1 before seeing this post. Glad to see this being updated again. 0 Quote Share this post Link to post
Remilia Scarlet Posted October 19, 2017 Wow, I hadn't heard of this before, but seeing it just made my day. 2 Quote Share this post Link to post
∞Phantasm Posted October 20, 2017 This is pretty dope. For Ultimate DOOM, the Read This! option on the main menu still has the original font. 0 Quote Share this post Link to post
Mánibranðr System Posted October 22, 2017 On 10/20/2017 at 10:38 PM, ∞Phantasm said: This is pretty dope. For Ultimate DOOM, the Read This! option on the main menu still has the original font. What source port and build version? This option has been gone in Zan 3.0. 0 Quote Share this post Link to post
∞Phantasm Posted October 22, 2017 1 hour ago, ArcheKruz said: What source port and build version? This option has been gone in Zan 3.0. Oh, must have been GZDOOM. Didn't realize this was made with Zandronum in mind specifically, which is a good thing for co-op/mp. I'm seeing too many mods neglect this like SmoothDoom. 0 Quote Share this post Link to post
Mánibranðr System Posted October 22, 2017 4 hours ago, ∞Phantasm said: Oh, must have been GZDOOM. Didn't realize this was made with Zandronum in mind specifically, which is a good thing for co-op/mp. I'm seeing too many mods neglect this like SmoothDoom. Oh yeah, one of the original reasons for the mod's creation was for multiplayer co-op play. GZDoom may have more features, and it certainly would have been a good opportunity to learn ZScript, but being able to play it with friends online takes precedence. 0 Quote Share this post Link to post
Lila Feuer Posted October 23, 2017 I found out about this mod thanks to RetroAhoy's Quake video, and it's pretty damn awesome, the original version I tried out anyway. I'll have to check this one out! 0 Quote Share this post Link to post
Mánibranðr System Posted December 22, 2017 Thank you and sorry for being silent about this. I had been swamped with work and life, and I hadn't been able to really dig in and work on it much since. I promise that there will be an update eventually. 1 Quote Share this post Link to post
Mánibranðr System Posted May 2, 2018 (edited) Here's a preview to show that I have not forgotten about the project. :3 Edited May 2, 2018 by ArcheKruz 3 Quote Share this post Link to post
ChrisVR Posted May 16, 2018 Thanks for the mod, when I play it in multiplayer I can see that other player fire animation is using an axe, no matter what weapon is being held.. I do remember Q1 having axe for axe and one fire animation for everything else. Any idea how to fix it on gzdoom? 0 Quote Share this post Link to post
Gideon020 Posted May 19, 2018 (edited) Yeah, it felt right that the preview was being done with Slipgate Complex. :D EDIT: So it's just for Zandronum, or will it run in GZDoom albeit with some errors? Edited May 19, 2018 by Gideon020 Additional info 0 Quote Share this post Link to post
Mánibranðr System Posted May 22, 2018 On 5/17/2018 at 6:07 AM, ChrisVR said: Thanks for the mod, when I play it in multiplayer I can see that other player fire animation is using an axe, no matter what weapon is being held.. I do remember Q1 having axe for axe and one fire animation for everything else. Any idea how to fix it on gzdoom? This will be fixed in the next update. On 5/19/2018 at 8:11 PM, Gideon020 said: Yeah, it felt right that the preview was being done with Slipgate Complex. :D EDIT: So it's just for Zandronum, or will it run in GZDoom albeit with some errors? It should work on GZDoom and Zandronum. 0 Quote Share this post Link to post
A Nobody Posted August 2, 2018 Woah woah woah! What do you mean changing the starting weapon to a machine gun? This is supposed to be Quake stuff in Doom. 0 Quote Share this post Link to post
Mánibranðr System Posted September 30, 2018 It's to fix a balance quandary I have with the weapons. Particularly the shotguns. If I make the shotguns as weak as they are int he default game, players will run out of shotgun ammo very quickly, but the way I had it set up with the infinite single shotgun, it makes the single shotgun too good for a starting weapon, and the super shotgun borderline broken. By adding a machine gun, I'd be able to move the shotguns to a more higher tier pick up while still giving Ranger a ranged option to fall back on, albeit a crappy one. Of course, I'd have to make the damn thing first, and that would mean me learning how to do 3D modeling, which....will take a while. In any case, thanks for the PM concerning the super shotgun clipping bug and the grunting sound bugs, I appreciate it. Here's a preview of the next feature I will be including in the next release: The mage lightning from Hexen being modified for use as the Mjolnir's secondary, although for some reason, the lightning bolts occasionally turn on you at random, it seems to happen if a monster dies in the same tic the lightning bolts are released. 2 Quote Share this post Link to post
A Nobody Posted September 30, 2018 24 minutes ago, ArcheKruz said: It's to fix a balance quandary I have with the weapons. Particularly the shotguns. If I make the shotguns as weak as they are int he default game, players will run out of shotgun ammo very quickly, but the way I had it set up with the infinite single shotgun, it makes the single shotgun too good for a starting weapon, and the super shotgun borderline broken. By adding a machine gun, I'd be able to move the shotguns to a more higher tier pick up while still giving Ranger a ranged option to fall back on, albeit a crappy one. Of course, I'd have to make the damn thing first, and that would mean me learning how to do 3D modeling, which....will take a while. In any case, thanks for the PM concerning the super shotgun clipping bug and the grunting sound bugs, I appreciate it. Here's a preview of the next feature I will be including in the next release: The mage lightning from Hexen being modified for use as the Mjolnir's secondary, although for some reason, the lightning bolts occasionally turn on you at random, it seems to happen if a monster dies in the same tic the lightning bolts are released. I see. The shotgun did make things too easy because of its infinite ammo. How will the machine gun look like? No problem. =) 0 Quote Share this post Link to post
Mánibranðr System Posted September 30, 2018 A lot less OP since it won't have other weapons to balance against. 0 Quote Share this post Link to post
Mánibranðr System Posted October 1, 2018 And now the Mjolnir has a slam attack. If you're over 16 units off the ground and are facing down, you'll do a ground slam with the secondary, which will change the trajectory of the lightning attack. 1 Quote Share this post Link to post
A Nobody Posted October 2, 2018 21 hours ago, ArcheKruz said: And now the Mjolnir has a slam attack. If you're over 16 units off the ground and are facing down, you'll do a ground slam with the secondary, which will change the trajectory of the lightning attack. Will all the weapons have Quake's first person walking animation? 0 Quote Share this post Link to post
ChrisVR Posted October 3, 2018 Will it fix the multiplayer player model bug? When you fire any weapon, an axe is being drawn, and I think it's drawn at all players. It looks like everyone is meeling all the time :P 0 Quote Share this post Link to post
Mánibranðr System Posted October 3, 2018 (edited) 2 hours ago, ChrisVR said: Will it fix the multiplayer player model bug? When you fire any weapon, an axe is being drawn, and I think it's drawn at all players. It looks like everyone is meeling all the time :P Yes, the bug will be fixed in the next release. I started working on revamping the rune mechanics. Oh and if you want to keep track of this mod's development, the Trello is available here. Edited October 3, 2018 by ArcheKruz 3 Quote Share this post Link to post
A Nobody Posted October 3, 2018 5 hours ago, ArcheKruz said: Yes, the bug will be fixed in the next release. I started working on revamping the rune mechanics. Oh and if you want to keep track of this mod's development, the Trello is available here. Wow is that hammer massively powerful. 0 Quote Share this post Link to post
Bob the Doomer Posted May 6, 2019 (edited) Are you still working on this mod. Can you make an option to turn on regular quake shotgun and super shotgun ammo consumption? Edited May 6, 2019 by Bob the Doomer 1 Quote Share this post Link to post
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