.
Thank you webangel for always reminding and pushing me to finish this little beast.
To keep the individual downloads low and preserve the overview, I decided to release all other things (unreleased development features of the “small mod compilation”) in this download as well, as my active time is very limited now and I will not have time for Quake.
===========================
1.) Optional new monster type: spider
This is one of my favorite projects I ever worked on.
Psionics really beautiful model together with the fluent and realistic animations makes it a lot of fun to play against.
It was the first time, that I implemented a completely new monster with its own AI, animations, sounds and mean features
You do not need special maps to use it, the spider is randomly used/spawned as a replacement for regular Quake monsters.
You can freely adjust the random replacement value for every Quake monster individually, so it works with all maps.
To keep the balance of the game, I decided to do the following:
- Spider has the same health as the replaced monster type
- Spider uses a different skin for each replaced monster type
Some more details:
Model by Psionic.
5 skins by Psionic. 3 skins and leg_gibs by webangel
Quake implementation (AI, sounds and some effects) by Seven.
Monster properties:
- 3 different melee attacks
- 1 long jump attack
- 1 ranged attack: Spits out webs that glues the player to the ground for a short (adjustable) time.
- Has an adjustable chance to resist shotguns and nailguns attacks
- Has an adjustable chance of hiding / sneeking inside the ground (= suprise attack)
- Fully adjustable replacement monster for all Quake monsters (via cvar) individually.
Depending on which monster it replaces, its health points and skin texture will change accordingly, to keep the balance of the game!
No new / special maps needed. Works on all maps.
Special credits to Psionic for his amazing model !!
Thank you for your free contribution Psionic.
It was big fun to implement it into Quake.
The new cvars to control the spider are explained in detail in the attached "autoexec.cfg sample".
(Add them to your autoexec.cfg and feel free to change them)
[ame=http://www.youtube.com/watch?v=1RUMEjOjwiw&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake new monster - YouTube[/ame]
2.) Optional Lightning gun "killing" modification
Some time ago I played around with the lightning gun effect (we talked about it in the “small mod compilation” thread) before…
This is the reworked/improved version of it with all your suggestions included.
The youtube clip shows still the initial condition (without new modifications…)
[ame=http://www.youtube.com/watch?v=EgNr7bHX_e4&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1]Quake lightning gun modification - YouTube[/ame]
It gives you 2 new optional lightning gun "behaviors" / features.
If you enable feature 1: enemies, which are killed with the lightning gun will be baked to coal.
The baked monsters are semi-solid:
They don't interfere / block your way. You can walk right through them.
And you still can shoot them with any weapon.
They will automagically fall into pieces after an adjustable time (default = 5s), or by shooting them with any weapon if you want.
Wizards will fall into pieces when the fall down and touch the floor (requested by gdiddy62).
Pieces/coals are now darker (requested by several).
I created four different particle effect sizes (trying to match the individual monster sizes).
And added a nice little sound effect that supports it.
You can now also choose (requested by syluxman2803) an alternative feature “2”:
Enemies, which are killed with the lightning gun will fade into thin air (= disappear) in an adjustable time (default = 2s),
The new cvars to control the spider are explained in detail in the attached "autoexec.cfg sample".
(Add them to your autoexec.cfg and feel free to change them)
3.) Option to move the view_weapons to the right side
This gives you the possibility to switch between centered view_weapons (original Quake), and view_weapons on the right side (like Quake 2)
You can adjust it via a cvar which is explained in detail in the attached "autoexec.cfg sample".
For more details and screenshots please see this thread
The original id view_weapon_models have been moved to the right by Tomaz.
I only repositioned the shotgun and supershotgun a little.
Optional High Res textures made by Moon[Drunk] and Primevil.
I only had to modify some of them to match the new model positions (because muzzle was removed).
Be aware that the view_weapon_set might differ from the replacement model set that you are using.
You can edit any weapon model that you want in an editor and use it in this mod.
Installation of this addon pack:
It is included/integrated into the "small mod compilation" as an optional monster now.
So you do not need any additional files.
DOWNLOAD
Kind regards,
Seven
Thank you webangel for always reminding and pushing me to finish this little beast.
To keep the individual downloads low and preserve the overview, I decided to release all other things (unreleased development features of the “small mod compilation”) in this download as well, as my active time is very limited now and I will not have time for Quake.
===========================
1.) Optional new monster type: spider
This is one of my favorite projects I ever worked on.
Psionics really beautiful model together with the fluent and realistic animations makes it a lot of fun to play against.
It was the first time, that I implemented a completely new monster with its own AI, animations, sounds and mean features
You do not need special maps to use it, the spider is randomly used/spawned as a replacement for regular Quake monsters.
You can freely adjust the random replacement value for every Quake monster individually, so it works with all maps.
To keep the balance of the game, I decided to do the following:
- Spider has the same health as the replaced monster type
- Spider uses a different skin for each replaced monster type
Some more details:
Model by Psionic.
5 skins by Psionic. 3 skins and leg_gibs by webangel
Quake implementation (AI, sounds and some effects) by Seven.
Monster properties:
- 3 different melee attacks
- 1 long jump attack
- 1 ranged attack: Spits out webs that glues the player to the ground for a short (adjustable) time.
- Has an adjustable chance to resist shotguns and nailguns attacks
- Has an adjustable chance of hiding / sneeking inside the ground (= suprise attack)
- Fully adjustable replacement monster for all Quake monsters (via cvar) individually.
Depending on which monster it replaces, its health points and skin texture will change accordingly, to keep the balance of the game!
No new / special maps needed. Works on all maps.
Special credits to Psionic for his amazing model !!
Thank you for your free contribution Psionic.
It was big fun to implement it into Quake.
The new cvars to control the spider are explained in detail in the attached "autoexec.cfg sample".
(Add them to your autoexec.cfg and feel free to change them)
[ame=http://www.youtube.com/watch?v=1RUMEjOjwiw&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1&feature=plcp]Quake new monster - YouTube[/ame]
2.) Optional Lightning gun "killing" modification
Some time ago I played around with the lightning gun effect (we talked about it in the “small mod compilation” thread) before…
This is the reworked/improved version of it with all your suggestions included.
The youtube clip shows still the initial condition (without new modifications…)
[ame=http://www.youtube.com/watch?v=EgNr7bHX_e4&list=UUbX7uVIXqMzBza0YmLJuMdw& index=1]Quake lightning gun modification - YouTube[/ame]
It gives you 2 new optional lightning gun "behaviors" / features.
If you enable feature 1: enemies, which are killed with the lightning gun will be baked to coal.
The baked monsters are semi-solid:
They don't interfere / block your way. You can walk right through them.
And you still can shoot them with any weapon.
They will automagically fall into pieces after an adjustable time (default = 5s), or by shooting them with any weapon if you want.
Wizards will fall into pieces when the fall down and touch the floor (requested by gdiddy62).
Pieces/coals are now darker (requested by several).
I created four different particle effect sizes (trying to match the individual monster sizes).
And added a nice little sound effect that supports it.
You can now also choose (requested by syluxman2803) an alternative feature “2”:
Enemies, which are killed with the lightning gun will fade into thin air (= disappear) in an adjustable time (default = 2s),
The new cvars to control the spider are explained in detail in the attached "autoexec.cfg sample".
(Add them to your autoexec.cfg and feel free to change them)
3.) Option to move the view_weapons to the right side
This gives you the possibility to switch between centered view_weapons (original Quake), and view_weapons on the right side (like Quake 2)
You can adjust it via a cvar which is explained in detail in the attached "autoexec.cfg sample".
For more details and screenshots please see this thread
The original id view_weapon_models have been moved to the right by Tomaz.
I only repositioned the shotgun and supershotgun a little.
Optional High Res textures made by Moon[Drunk] and Primevil.
I only had to modify some of them to match the new model positions (because muzzle was removed).
Be aware that the view_weapon_set might differ from the replacement model set that you are using.
You can edit any weapon model that you want in an editor and use it in this mod.
Installation of this addon pack:
It is included/integrated into the "small mod compilation" as an optional monster now.
So you do not need any additional files.
DOWNLOAD
Kind regards,
Seven
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