Friend and I are doing a mini-mod which combines Q1 with the Mission Packs. We would like to add the removed enemies though too.
I have a playable version of QTest but still need information.
Nail Ogre - AI seems to favor the chainsaw more and he occasionally fires a nail. So no further information needed.
Beta Scrag - The scrag we know now only deadlier as it's attack is explosive.
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These are the ones I need more info on, on either known code OR from what has been said about them.
~Serpent - it's untextured and floats around. Doesn't seem to do much more. What were it's attacks and was it suppose to be a air enemy or like the rotfish and water only?
~Dragon - not in the QTest level (phil2.bsp) BUT had a complete model. I've seen mods and custom c code for it BUT what was the actual AI suppose to be like and attacks?
~Wizard - Know it's that untextured now-Vore enemy. Again the usual questions - what was it's attacks suppose to be? I am guessing it was going to be like the Scrag is now? We have thought of reskinning it and making it basically like a Scrag with the Vore's attack.
~Vomitus - All know it's basically a huge slimeball that appears to be a obese tarbaby. I have used a mod which had it shoot basically rockets. In QTest it's useless. What were it's orig attacks suppose to be? Thus far we have thought of just making it a slow moving enemy that deals HEAVY damage if you actually get hit (but shouldnt due to how slow it is) and has high health - upon death explodes and releases a couple tarbabies.
~Axe Ogre - Know NOTHING about this version. I have only seen 1 screenshot and I am not sure if it's even real (as in was officially part of quakes development). Now obviously in place of the chainsaw it the axe - but did he have any other weapon or was it axe only?
~Others? Any that we have missed?
Objective of the mod is simply merge Q1 and it's 2 expansions as said above. Add basic features (gib corpses, all bosses killable, gib zombies on walls, footsteps, ect). So it would be compatible with Q1 and it's expansions and will also allow mappers to use content in all 3. So having say the Dragon from MissionPack 2 flying overhead while Armagon is firing at you.
QTest weapons we will add in very hard to get places - they serve no purpose in Q1 or the expansions but would be nice to find them lol.
I have a playable version of QTest but still need information.
Nail Ogre - AI seems to favor the chainsaw more and he occasionally fires a nail. So no further information needed.
Beta Scrag - The scrag we know now only deadlier as it's attack is explosive.
---
These are the ones I need more info on, on either known code OR from what has been said about them.
~Serpent - it's untextured and floats around. Doesn't seem to do much more. What were it's attacks and was it suppose to be a air enemy or like the rotfish and water only?
~Dragon - not in the QTest level (phil2.bsp) BUT had a complete model. I've seen mods and custom c code for it BUT what was the actual AI suppose to be like and attacks?
~Wizard - Know it's that untextured now-Vore enemy. Again the usual questions - what was it's attacks suppose to be? I am guessing it was going to be like the Scrag is now? We have thought of reskinning it and making it basically like a Scrag with the Vore's attack.
~Vomitus - All know it's basically a huge slimeball that appears to be a obese tarbaby. I have used a mod which had it shoot basically rockets. In QTest it's useless. What were it's orig attacks suppose to be? Thus far we have thought of just making it a slow moving enemy that deals HEAVY damage if you actually get hit (but shouldnt due to how slow it is) and has high health - upon death explodes and releases a couple tarbabies.
~Axe Ogre - Know NOTHING about this version. I have only seen 1 screenshot and I am not sure if it's even real (as in was officially part of quakes development). Now obviously in place of the chainsaw it the axe - but did he have any other weapon or was it axe only?
~Others? Any that we have missed?
Objective of the mod is simply merge Q1 and it's 2 expansions as said above. Add basic features (gib corpses, all bosses killable, gib zombies on walls, footsteps, ect). So it would be compatible with Q1 and it's expansions and will also allow mappers to use content in all 3. So having say the Dragon from MissionPack 2 flying overhead while Armagon is firing at you.
QTest weapons we will add in very hard to get places - they serve no purpose in Q1 or the expansions but would be nice to find them lol.
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