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Ace12GA Quake 1; Alpha/Beta release

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  • Ace12GA Quake 1; Alpha/Beta release



    DarkPlaces mod with "modern weapons" (sub-machine guns, etc.) against the monsters with the monsters calibrated to this adjustment. Some monsters spawn in random locations in random numbers. (Requires Quake, not a total conversion). Author: Ace12GA

    Download: Ace12GA Quake 1; Alpha/Beta release

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  • #2
    I about to test, and probably will upload a video too.
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    • #3
      sv_cheats 1/sv_cheats 0
      Impulse 9
      god/nogod
      impulse 7
      +attack

      dead?

      Whats this weapon do?
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      • #4
        I noticed the same thing Phenom, and then I also noticed since my DP looks like like complete trash I won't be uploading a YouTube, but other than that, very very intersting.
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        • #5
          Also it seems the handgun would preform better visually if it were dual-wield guns, just my suggestion tho.

          I haven't had much time to do anything other then run around killing things on random levels.

          Though I might just play through Quake 1 again just to see how these gun mechanics play out.

          I love the recoil on weapons though some of them feel a bit exaggerated with the kickback.
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          • #6
            it does have dual wield hand guns, okay so I AM going to upload my shitty lil DP video.
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            • #7
              [ame=http://www.youtube.com/watch?v=MQPFrY0myj4]Real Weapons Mod DarkPlaces.mkv - YouTube[/ame]
              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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              • #8
                Originally posted by Mindf!3ldzX View Post
                it does have dual wield hand guns, okay so I AM going to upload my shitty lil DP video.
                He's right. I'm blind.
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                • #9
                  bleh i dun like it. the weapons are way to generic and waaay over-powered.

                  killing a grunt in a single bullet and such makes the game way to easy. even on nightmare i could just stand still when encountering a large group of grunts and take them out in just a few seconds

                  makes the game way to easy, and this weapon mod completely takes the awesome out of quake and makes it feel like the next generic shooter cuz of the over-used generic weapons


                  its nicely coded though and the models look good, but imo it completely takes the awesome out of quake.
                  but the addition of randomly spawning additional monsters was nice though
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
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                  • #10
                    lets see you take a tactical shotgun blast to the chest AND keep going back for more.
                    lets see you take a whole clip of fully automatic "Swiss Cheese" making bullets and not die.

                    They dont have Armor so they suck at absorbing damage. The knights however, go "TINK TINK TINK" everytime a bullet hits their armor. AWESOME!

                    Quake hasn't had much "Generic Weapon" gaming mod's. Closest thing IMO was KQP with its various Submachine gun and Minigun. I smell QUAKESTRIKE coming soon.


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                    • #11
                      The weapons feel like the marine has "noodle arms" meaning the the recoil is a bit much and 1 shot 1 kill on a grunt with a handgun does seem a bit exaggerated. maybe the dogs and rot fish should be 1 shot with the handgun but grunts?

                      I also found myself mowing down Shamblers & fiends and didn't die all the way through e1m1-e1m4 on nightmare where I stopped playing.

                      The new guns feel good and are very precise but I think the recoil needs to go down on some weapons and the damage needs to be turned down so we at least get back the survival horror feel.

                      The reloading fell in place naturally... I actually was reloading from the start without thinkin, GOODSTUFF!

                      I miss the LG or it's equivalent in this tho.
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                      • #12
                        If the damage the monsters take is lowered, then the amount of ammo given per ammobox might need adjusting as well. Lest you plan on knifing some of them enemies
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                        • #13
                          Originally posted by Mindf!3ldzX View Post
                          If the damage the monsters take is lowered, then the amount of ammo given per ammobox might need adjusting as well. Lest you plan on knifing some of them enemies
                          I had plenty of handgun ammo through the first 3 levels and getting quad on e1m2 with a hand gun turned the game into a kiddie shooting range for me even on nightmare with ogres,fiends,grunts and knights all being destroyed in a run from Quad to exit.

                          Just saying the weapons made the game feel like "Black Ops" meets Quake. Since in Black Ops you can kill 99.99% of the enemies with a single shot, which in my case was the case through the first level.

                          I don't think the release was meant to be seen as "Look cool guns to kill Shamblers with!" close minded mod and I'm sure this is another big step in some un-sown shirt of personal victory, love, and seeing a need and filling a need type attitude that comes from this community.

                          Follow along or help push! Dare to dream, build and adventure. What's there to lose? nothing. What's there to gain? A whole new world. If we can take it.
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