Well I've announced the mod I wanted to do before. Thanks to Dr.ShadowBorg, it's finally coming together and the most difficult part is overall done - the 25+ weapons.
Mod name will change. Basis of this mod is to make Q1 and it's mission packs into 1 GIANT single mission (beat Q1->SoA map1->Beat SoA->DoE map1) and have weapons from each available to each AND then adding in the removed Pre-Release/QTest enemies and weapons.
Presently there are 25 weapons:
What the test includes:
25 Weapons split into 8 Slots.
Slot 1
Grappling Hook
Axe
Mjolnir
Slot 2
Shotgun
QTest Shotgun
Enforcer Lasergun
Slot 3
Super Shotgun
QTest Super Shotgun
Slot 4
Nailgun
QTest Nailgun
Lava Nailgun
Slot 5
Super Nailgun
QTest Super Nailgun
Lava Super Nailgun
Slot 6
Grenade Launcher
QTest Grenade Launcher
Proximity Gun
Multi Grenade Launcher
Slot 7
Rocket Launcher
QTest Rocket Launcher
Multi Rocket Launcher
Slot 8
Lightning Gun
Chain Lightning Gun
Laser Cannon
Plasma Gun
Monsters
I am reducing the font size to the lowest available on the forums as this list is LONG.
-Grunt: He will be like usual. However adding in randomization. The randomization would be what weapon he uses and drops (if gibbed). The possible versions you can fight are:
-Single Shotgun - the usual.
-Single Shotgun (QTest) - Like the usual but will instead fire the QTest shotgun, and if gibbed he will drop it.
-Super Shotgun - A deadlier version. Now I do know this does allow the player to get a SSG earlier in concept. However we all know the secret locations to get it earlier. However we need the Grunt to be scarier time to time.
-Super Shotgun (QTest) - same as above, but QTest shotgun and again will drop it if gibbed.
Note: And no, the QTest versions will not use the wireframe skin from QTest
-Enforcer: Will drop his gun if he's gibbed. No variation yet done or really planned. However IF one was planned it'd be:
-BioSuit(Possible) - The Biosuit but in enemy form. Basically would act the same in AI. Fire a laser and all too. However I'd make him faster in movement but lower health (as he'd have a lack of armor).
-Scrag: Our green puking monster that flies. He will also come in a different form:
-QTest - The QTest version was deadlier. Slightly different model and he also fired a explosive projectile. Small radius but it was deadlier. He will make a return
-Serpent - In place of him, he will sometimes spawn a Serpent. Description is later in this document (as it's a completely different enemy)
-Vore: The enemy with the creepy screech and that annoying and deadly homing spike ball of death. It will have variations:
-Pre-Release - Pretty much the same except the projectile was homing lava balls. I may drop the homing ability and opt for making them like Chthon's attack but weaker in damage but faster in movement.
-QTest - The Wizard. The Wizard evolved into the Vore. The original was intended to send you flying back if you got near it and also would throw lava balls at you. That's what this one would do.
-QTest + Vore (Possible) - The Wizard, same as above but will instead use the standard Vore projectile in place of the lava ball. Highly possible. That way we have the Vore AND Wizard having versions which use the Spike ball and the Lava ball.
-Ogre: The Grenade using Chainsaw welding monster. He will come in MANY variations:
-QTest - Nailgun using. Just as it says. He will fire the QTest nailgun instead of the Grenade Launcher. Drops if gibbed.
-Multi-Grenade - Appears in DoE but will now appear in SoA and ID1 maps. Fires the multi-grenade. Killing him will earn you multi-rockets - meaning you then unlock the ability to use those weapons, until you run out of ammo.
-Axe/Shield - Credits out to Remake Quake for this. In the Pre-Release screenshots we saw him but he got cut and replaced with the Grenade/Chainsaw. He will function overall the same as Remake Quake's but do plan on making a few edits to dumb him down.
-SNG (Possible) - Like the QTest but will instead fire the QTest Super Nailgun. Depends on whether people think he'd be a nice addition.
-GL (QTest) (Possible) - a hybrid of QTest and ID1 - him going to the roots we are used to but he will instead use the QTest GL. Drops if gibbed.
-Lava Nailgun (Possible)- As the lava nails will be available in all maps (well possibly as it will be randomized) - why couln't he use them? Will come in super form too. This will only happen if the below one happens...
-QTest/ID1 (Possible)- A id1 nailgun using Ogre. So a hybrid of the 2. Will also come in a SNG form too.
-"End All version (Possibly - not likely) - Well with all the versions above. I've considered to make him similar to the Gremlin. He won't steal but will pick up weapons off the ground like a player and use them - ANY weapon. He'd spawn with one of the weapons above randomly. However if he walks over a new weapon - he drops the weapon he had and then uses the new weapon. So you *could* encounter a Rocket Launcher Ogre. This would (likely) be too difficult for me to do presently but something I am considering.
-Tarbaby/Spawn: Our annoying, bouncy, explosive guy. Will come in a few different forms:
-Vomitus - the slow moving "mother". It throws-up Spawn's with high velocity and they blow up on impact like a Rocket.
-Hell Spawn - from DoE. He is differently colored and will sometimes split into 2 - thus multiplying. (only added if below isn't done)
-Edit - This will be a addon to the original Spawn's code. Basically giving it the ability to split into 2 like the Hell Spawn. So in reality it'd be the Hell Spawn but with the original skin. Hard/Nightmare only.
-RotFish: The weakest enemy. No real edits done but will sometimes be replaced with another enemy:
-Eel - The eel from DoE. Nothing special
-Eel: He zaps you, underwater. Will sometimes be replaced:
-Rotfish - yes a basic thing here. Much lower % though, so the rotfish will be rare to replace him.
-Zombie: will be killable without explosions BUT will require you to shoot him while down and use a fair amount of ammo (making grenades STRONGLY preferred). Will have a rare chance of being:
-Mummy - The Mummy from DoE. MUCH higher health. So it will be a rare replacement but likely to encounter at least 1 on E1M3.
-Mummy: Zombie with alot more health.
-Zombie(Possible) - As the zombie will sometimes (rarely) be replaced with him I felt the opposite should happen with the same rare chance. So you may luck out and get to same some ammo .
-Chthon: Will be killable, however explosives will deal reduced damage and lava nails will do nothing. So in other words, basically impossible to kill with weapons. UNLESS you have a Lightning Gun/Mjnolnir/ChainLighting/PlasmaGun in which the damage given to him from those will be doubled. However unless you're cheating, you shouldn't have them. Adding in for custom maps AND also new ways to kill him. Like you could kill him on the other difficulties by dealing alot of damage to him via weapons and only have to zap him once instead of 3 times.
-Dragon (Q-Test): Intend to have appear at the end of E3M6 (Chambers of Torment) right before you get the Rune at the end of the bridge. He will be in that area. So you'd fight him with only a bridge separating you. Dodging space would be limited due to the lava.
-Chthon(Pre-Release): He functions the same basically, however looks a fair amount different. I am planning on adding him as a sub boss somewhere in SoA as Armagon is the only "boss".
Fiend/Demon: We know him. No changest except:
-QTest - Basically just add in a randomizer to the monster model to use the Fiend's model from QTest. The QTest version of the model had him in a slightly more upright position. As he was unusable in QTest (crashed), I will just make him 100% like the original in attack damage and all. It'd basically act as a random skin.
-Gremlin - Closest enemy in appearance. Basically the Fiend would randomly be replaced by these. As they are much weaker, I was thinking of making it so if they do replace the Fiend it'd be with at least 2 but likely 3 of them.
-Centoid(Possible) - Easily the hardest enemy to find a suitable one to randomly replace. I was thinking the Death Knight - but the maps he's on wouldn't suit this monster. Replacing the Enforcer (most suiting) would cause a serious balance issue as he is MUCH more powerful. So this is overall the best suited. I will *likely* reskin this one so it suits the maps more - less techy and more fleshy. However....(See Deathknight notes)
Knight: No changes planned for him aside from these possible randomizers:
QTest - Sometimes make him use the QTest model. It's slightly different in appearance but has some noticable animation changes.
Phantom Swordsman - From DoE, make him (rarely) replace the Knight. They function basically the same. I will not make the Knight randomly replace the Swordsman though as they are usually Scripted-Event enemies.
Statue(Possible) - Basically the same. The stone version from DoE. He just usually is more of a scripted event. It's possible to add him in very easily. So if you think he would be good - I will but with a low percentage.
Death Knight: We all know him. He will sometimes be replaced with:
-Wrath - The DoE enemy. He is the most suited to randomly replace him. Both have that "Death" look to them and he is of equal power. More health yes but slightly weaker attacks (if you exclude his death explosion).
-Statue(Possible) - Like the Statue Knight from DoE, there's a Death Knight version. Again he would be easy to add if it's requested.
-Centoid(Possible) - Like the idea of the Fiend being replaced with the Centoid. Apply the same idea (New armorless skin + lower health)
Shambler: The strongest non-boss enemy. He zaps you, it hurts. He used to be slightly different.
-QTest - Appears shorter and the blood is more red. His attack has less range. I don't like the idea of less range though but more of....
-More likely version - ChainLightning Shambler - Uses the Chainlightning attack. Instant 60 damage BUT can cause some major infighting as it chains
Enemies that will remain exclusive (unless mapped in):
Overlord from DoE - he serves as a boss for DoE's first episode. So therefore he should remain as a boss there.
Chthon (Kinda) - Episode 1 Boss. The version we see in the retail Quake will remain exclusive. However the Pre-Release version may appear elsewhere.
Guardians - Thus far will remain exclusive, as they act as (sub) bosses for DoE.
Shub - do I need to state why she will remain exclusive.
QTest Dragon - as stated above will serve as a boss for Episode 3.
Dragon - DoE final boss.
Armagon - SoA final boss.
Lava Man - The Mini-Chthon in DoE - serves as a Sub-Boss. HOWEVER this may change as he fits many maps in all 3 missions of Quake, so he could be added.
Centoid - The SoA version. A unarmored versin is possibly planned. So if it's done, will be featured in all 3 missions - but only in the "Savage" form.
"Impulse 9" Weapons Test (No New Monsters and no new Weapon Pickups)
April 23 2011 Updated Test
Mod name will change. Basis of this mod is to make Q1 and it's mission packs into 1 GIANT single mission (beat Q1->SoA map1->Beat SoA->DoE map1) and have weapons from each available to each AND then adding in the removed Pre-Release/QTest enemies and weapons.
Presently there are 25 weapons:
What the test includes:
25 Weapons split into 8 Slots.
Slot 1
Grappling Hook
Axe
Mjolnir
Slot 2
Shotgun
QTest Shotgun
Enforcer Lasergun
Slot 3
Super Shotgun
QTest Super Shotgun
Slot 4
Nailgun
QTest Nailgun
Lava Nailgun
Slot 5
Super Nailgun
QTest Super Nailgun
Lava Super Nailgun
Slot 6
Grenade Launcher
QTest Grenade Launcher
Proximity Gun
Multi Grenade Launcher
Slot 7
Rocket Launcher
QTest Rocket Launcher
Multi Rocket Launcher
Slot 8
Lightning Gun
Chain Lightning Gun
Laser Cannon
Plasma Gun
Monsters
I am reducing the font size to the lowest available on the forums as this list is LONG.
-Grunt: He will be like usual. However adding in randomization. The randomization would be what weapon he uses and drops (if gibbed). The possible versions you can fight are:
-Single Shotgun - the usual.
-Single Shotgun (QTest) - Like the usual but will instead fire the QTest shotgun, and if gibbed he will drop it.
-Super Shotgun - A deadlier version. Now I do know this does allow the player to get a SSG earlier in concept. However we all know the secret locations to get it earlier. However we need the Grunt to be scarier time to time.
-Super Shotgun (QTest) - same as above, but QTest shotgun and again will drop it if gibbed.
Note: And no, the QTest versions will not use the wireframe skin from QTest
-Enforcer: Will drop his gun if he's gibbed. No variation yet done or really planned. However IF one was planned it'd be:
-BioSuit(Possible) - The Biosuit but in enemy form. Basically would act the same in AI. Fire a laser and all too. However I'd make him faster in movement but lower health (as he'd have a lack of armor).
-Scrag: Our green puking monster that flies. He will also come in a different form:
-QTest - The QTest version was deadlier. Slightly different model and he also fired a explosive projectile. Small radius but it was deadlier. He will make a return
-Serpent - In place of him, he will sometimes spawn a Serpent. Description is later in this document (as it's a completely different enemy)
-Vore: The enemy with the creepy screech and that annoying and deadly homing spike ball of death. It will have variations:
-Pre-Release - Pretty much the same except the projectile was homing lava balls. I may drop the homing ability and opt for making them like Chthon's attack but weaker in damage but faster in movement.
-QTest - The Wizard. The Wizard evolved into the Vore. The original was intended to send you flying back if you got near it and also would throw lava balls at you. That's what this one would do.
-QTest + Vore (Possible) - The Wizard, same as above but will instead use the standard Vore projectile in place of the lava ball. Highly possible. That way we have the Vore AND Wizard having versions which use the Spike ball and the Lava ball.
-Ogre: The Grenade using Chainsaw welding monster. He will come in MANY variations:
-QTest - Nailgun using. Just as it says. He will fire the QTest nailgun instead of the Grenade Launcher. Drops if gibbed.
-Multi-Grenade - Appears in DoE but will now appear in SoA and ID1 maps. Fires the multi-grenade. Killing him will earn you multi-rockets - meaning you then unlock the ability to use those weapons, until you run out of ammo.
-Axe/Shield - Credits out to Remake Quake for this. In the Pre-Release screenshots we saw him but he got cut and replaced with the Grenade/Chainsaw. He will function overall the same as Remake Quake's but do plan on making a few edits to dumb him down.
-SNG (Possible) - Like the QTest but will instead fire the QTest Super Nailgun. Depends on whether people think he'd be a nice addition.
-GL (QTest) (Possible) - a hybrid of QTest and ID1 - him going to the roots we are used to but he will instead use the QTest GL. Drops if gibbed.
-Lava Nailgun (Possible)- As the lava nails will be available in all maps (well possibly as it will be randomized) - why couln't he use them? Will come in super form too. This will only happen if the below one happens...
-QTest/ID1 (Possible)- A id1 nailgun using Ogre. So a hybrid of the 2. Will also come in a SNG form too.
-"End All version (Possibly - not likely) - Well with all the versions above. I've considered to make him similar to the Gremlin. He won't steal but will pick up weapons off the ground like a player and use them - ANY weapon. He'd spawn with one of the weapons above randomly. However if he walks over a new weapon - he drops the weapon he had and then uses the new weapon. So you *could* encounter a Rocket Launcher Ogre. This would (likely) be too difficult for me to do presently but something I am considering.
-Tarbaby/Spawn: Our annoying, bouncy, explosive guy. Will come in a few different forms:
-Vomitus - the slow moving "mother". It throws-up Spawn's with high velocity and they blow up on impact like a Rocket.
-Hell Spawn - from DoE. He is differently colored and will sometimes split into 2 - thus multiplying. (only added if below isn't done)
-Edit - This will be a addon to the original Spawn's code. Basically giving it the ability to split into 2 like the Hell Spawn. So in reality it'd be the Hell Spawn but with the original skin. Hard/Nightmare only.
-RotFish: The weakest enemy. No real edits done but will sometimes be replaced with another enemy:
-Eel - The eel from DoE. Nothing special
-Eel: He zaps you, underwater. Will sometimes be replaced:
-Rotfish - yes a basic thing here. Much lower % though, so the rotfish will be rare to replace him.
-Zombie: will be killable without explosions BUT will require you to shoot him while down and use a fair amount of ammo (making grenades STRONGLY preferred). Will have a rare chance of being:
-Mummy - The Mummy from DoE. MUCH higher health. So it will be a rare replacement but likely to encounter at least 1 on E1M3.
-Mummy: Zombie with alot more health.
-Zombie(Possible) - As the zombie will sometimes (rarely) be replaced with him I felt the opposite should happen with the same rare chance. So you may luck out and get to same some ammo .
-Chthon: Will be killable, however explosives will deal reduced damage and lava nails will do nothing. So in other words, basically impossible to kill with weapons. UNLESS you have a Lightning Gun/Mjnolnir/ChainLighting/PlasmaGun in which the damage given to him from those will be doubled. However unless you're cheating, you shouldn't have them. Adding in for custom maps AND also new ways to kill him. Like you could kill him on the other difficulties by dealing alot of damage to him via weapons and only have to zap him once instead of 3 times.
-Dragon (Q-Test): Intend to have appear at the end of E3M6 (Chambers of Torment) right before you get the Rune at the end of the bridge. He will be in that area. So you'd fight him with only a bridge separating you. Dodging space would be limited due to the lava.
-Chthon(Pre-Release): He functions the same basically, however looks a fair amount different. I am planning on adding him as a sub boss somewhere in SoA as Armagon is the only "boss".
Fiend/Demon: We know him. No changest except:
-QTest - Basically just add in a randomizer to the monster model to use the Fiend's model from QTest. The QTest version of the model had him in a slightly more upright position. As he was unusable in QTest (crashed), I will just make him 100% like the original in attack damage and all. It'd basically act as a random skin.
-Gremlin - Closest enemy in appearance. Basically the Fiend would randomly be replaced by these. As they are much weaker, I was thinking of making it so if they do replace the Fiend it'd be with at least 2 but likely 3 of them.
-Centoid(Possible) - Easily the hardest enemy to find a suitable one to randomly replace. I was thinking the Death Knight - but the maps he's on wouldn't suit this monster. Replacing the Enforcer (most suiting) would cause a serious balance issue as he is MUCH more powerful. So this is overall the best suited. I will *likely* reskin this one so it suits the maps more - less techy and more fleshy. However....(See Deathknight notes)
Knight: No changes planned for him aside from these possible randomizers:
QTest - Sometimes make him use the QTest model. It's slightly different in appearance but has some noticable animation changes.
Phantom Swordsman - From DoE, make him (rarely) replace the Knight. They function basically the same. I will not make the Knight randomly replace the Swordsman though as they are usually Scripted-Event enemies.
Statue(Possible) - Basically the same. The stone version from DoE. He just usually is more of a scripted event. It's possible to add him in very easily. So if you think he would be good - I will but with a low percentage.
Death Knight: We all know him. He will sometimes be replaced with:
-Wrath - The DoE enemy. He is the most suited to randomly replace him. Both have that "Death" look to them and he is of equal power. More health yes but slightly weaker attacks (if you exclude his death explosion).
-Statue(Possible) - Like the Statue Knight from DoE, there's a Death Knight version. Again he would be easy to add if it's requested.
-Centoid(Possible) - Like the idea of the Fiend being replaced with the Centoid. Apply the same idea (New armorless skin + lower health)
Shambler: The strongest non-boss enemy. He zaps you, it hurts. He used to be slightly different.
-QTest - Appears shorter and the blood is more red. His attack has less range. I don't like the idea of less range though but more of....
-More likely version - ChainLightning Shambler - Uses the Chainlightning attack. Instant 60 damage BUT can cause some major infighting as it chains
Enemies that will remain exclusive (unless mapped in):
Overlord from DoE - he serves as a boss for DoE's first episode. So therefore he should remain as a boss there.
Chthon (Kinda) - Episode 1 Boss. The version we see in the retail Quake will remain exclusive. However the Pre-Release version may appear elsewhere.
Guardians - Thus far will remain exclusive, as they act as (sub) bosses for DoE.
Shub - do I need to state why she will remain exclusive.
QTest Dragon - as stated above will serve as a boss for Episode 3.
Dragon - DoE final boss.
Armagon - SoA final boss.
Lava Man - The Mini-Chthon in DoE - serves as a Sub-Boss. HOWEVER this may change as he fits many maps in all 3 missions of Quake, so he could be added.
Centoid - The SoA version. A unarmored versin is possibly planned. So if it's done, will be featured in all 3 missions - but only in the "Savage" form.
"Impulse 9" Weapons Test (No New Monsters and no new Weapon Pickups)
April 23 2011 Updated Test
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