Well some of you have likely already read that I am planning on doing a mod which merges all of the content from Q1 and it's expansions - weapons and enemies. How it would work is a slight edit to the bsp's. Upon beating "End" you will get teleported to the Start map of Scourge, then you select again, then once you beat Armagon - teleported to startmap of DoE (simple renaming of the levels and map commands do this - infact already done )
Some of the content I am planning on doing - but would first like to hear what people would like first.
1) Gibing corpses - very basic
2) Kickable gibs -> BUT gibs are gone after 5 seconds. They disappear in a mini gib (blood splat and gone). So gib someone - gibs fly and you can interact with them - if one flys at you and you hit it - you send it flying the other way but it will disappear soon after.
3) QTest/Pre-Release Content - basically alternate versions. Horned Axe Ogre, Nail Ogre, LavaBall Vore, the "Wizard", Vomitus, Explosive Energy Ball Scrag, Dragon and the alternate designs of the Nailgun and SuperNailgun.
4) Adding in the removed V_Star.mdl weapon from the DoE expansion (check the .pak it's there)
5) Enforcer gun - kill them they drop it with 5-10 shots. Not gamebreaking as it's weak and only time you get it is first level in ep2-4 - so ammo will run out quickly.
6) Randomization - this is for enemies BIG thing on this. Basically incorperate the removed enemies into the normal game without having to re-do the maps and would effect other custom maps people made.
Example: 60% of time normal Ogre, 20% Nail Ogre, 20% Axe Ogre - Leaving out Multi-Grenade Ogre as he should be expansion exclusive. Then with the Zombie - 75% normal 25% Mummy. Vore - 75% Normal, 25% "Wizard", Tarbaby/Spawn - 80% normal, 20% Vomitus ect. Would add a new feel to Quake, also make it different each playthrough and at time could greatly increase the difficulty randomly or make it alot easier (like if all the Ogre's became the Horned Axe Ogre).
7) ALL weapons can kill everything - Big thing. I'd like it but it will change gameplay slightly.
Like can kill a Zombie without Explosives. I always found it weird you could gib them when quadded but without not. Basically with Zombies - normal heath, reaches zero they fall. Now when on ground they will get a NEW health amount if they reach zero in that they gib, if it isn't met they get up like normal and have their health reset to normal (like usual). So you CAN kill them with the normal shotty but it will take a fair amount of ammo and can only be done when they are down. So adds a function to do it, but not useful overall as you'd be wasting a fair amount of ammo when 1 Grenade/Rocket will do the job.
The other is all bosses killable. Chthon can be killed by all weapons BUT explosives do next to nothing and his health amount is very high - Shaft/Thunderbolt does ALOT of damage to him (but you don't have it yet anyways - doing for custom maps). So he will be killable but would basically require you to dump ALL you shots into him that'd you have at that point and even then you'd still have to use the Lightning trap at least once. Shub - will just have insane health - basically require all your ammo - inwhich would be pointless as the telefrag is quick and easy but optional.
Would also like to hear what other things people would like to see too that isn't listed.
Some of the content I am planning on doing - but would first like to hear what people would like first.
1) Gibing corpses - very basic
2) Kickable gibs -> BUT gibs are gone after 5 seconds. They disappear in a mini gib (blood splat and gone). So gib someone - gibs fly and you can interact with them - if one flys at you and you hit it - you send it flying the other way but it will disappear soon after.
3) QTest/Pre-Release Content - basically alternate versions. Horned Axe Ogre, Nail Ogre, LavaBall Vore, the "Wizard", Vomitus, Explosive Energy Ball Scrag, Dragon and the alternate designs of the Nailgun and SuperNailgun.
4) Adding in the removed V_Star.mdl weapon from the DoE expansion (check the .pak it's there)
5) Enforcer gun - kill them they drop it with 5-10 shots. Not gamebreaking as it's weak and only time you get it is first level in ep2-4 - so ammo will run out quickly.
6) Randomization - this is for enemies BIG thing on this. Basically incorperate the removed enemies into the normal game without having to re-do the maps and would effect other custom maps people made.
Example: 60% of time normal Ogre, 20% Nail Ogre, 20% Axe Ogre - Leaving out Multi-Grenade Ogre as he should be expansion exclusive. Then with the Zombie - 75% normal 25% Mummy. Vore - 75% Normal, 25% "Wizard", Tarbaby/Spawn - 80% normal, 20% Vomitus ect. Would add a new feel to Quake, also make it different each playthrough and at time could greatly increase the difficulty randomly or make it alot easier (like if all the Ogre's became the Horned Axe Ogre).
7) ALL weapons can kill everything - Big thing. I'd like it but it will change gameplay slightly.
Like can kill a Zombie without Explosives. I always found it weird you could gib them when quadded but without not. Basically with Zombies - normal heath, reaches zero they fall. Now when on ground they will get a NEW health amount if they reach zero in that they gib, if it isn't met they get up like normal and have their health reset to normal (like usual). So you CAN kill them with the normal shotty but it will take a fair amount of ammo and can only be done when they are down. So adds a function to do it, but not useful overall as you'd be wasting a fair amount of ammo when 1 Grenade/Rocket will do the job.
The other is all bosses killable. Chthon can be killed by all weapons BUT explosives do next to nothing and his health amount is very high - Shaft/Thunderbolt does ALOT of damage to him (but you don't have it yet anyways - doing for custom maps). So he will be killable but would basically require you to dump ALL you shots into him that'd you have at that point and even then you'd still have to use the Lightning trap at least once. Shub - will just have insane health - basically require all your ammo - inwhich would be pointless as the telefrag is quick and easy but optional.
Would also like to hear what other things people would like to see too that isn't listed.
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