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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Fri Dec 18, 2009 11:16 pm    Post subject: Best Quake Mods Reply with quote

What is, in your opinion, the top 5 Quake mods? Including mods for Quake 1, 2 and 3.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sat Dec 19, 2009 5:47 am    Post subject: Re: Best Quake Mods Reply with quote

JasonX wrote:
What is, in your opinion, the top 5 Quake mods? Including mods for Quake 1, 2 and 3.


I think the problem with asking people like me that question is, we're a lot like the pirate lords voting for the pirate king in Pirates of the Caribbean. All the pirate lords vote for themselves. Wink

That aside, I personally think Airquake and Prydon Gate were fricking awesome. Frikbot is a mod that helps other mods, and it's really brilliant too. A lot of mods would be lost without it. I had a lot of fun playing the various CTF mods and TF (and storm the castle). I have fond memories of Token Quake, Archmage, and QGren9 (upon which I based my first ever mod). I had a lot of fun playing Nexuiz with friends/bots, and developing it. There are so many others that are not coming to mind at the moment...

And that's just Quake 1. I don't have a lot of experience in Quake 2/3 mods. Tremulous was an amazing stand-alone game using the Q3 engine, and I had a lot of fun playing that with friends.

I'll include others when I have a functioning memory. Wink

I can't promise my suggestions are the "best mods", but they're the best to me.
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Sat Dec 19, 2009 5:51 am    Post subject: Reply with quote

prydon gate, tanx annddd... conquest =D and of course i cant let it go the orginal TF
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sat Dec 19, 2009 5:56 am    Post subject: Reply with quote

ceriux wrote:
conquest =D

Yay! Smile

BTW, I can't remember the acronym, but RenegadeC's sidescroller mod is very cool. Ascension of Vigil?
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LonePossum.



Joined: 02 Nov 2009
Posts: 38

PostPosted: Tue Dec 22, 2009 7:42 am    Post subject: Reply with quote

Hmm, Prydons Gate for the fact of using an old FPS engine to make a diablo style game. I loved it when I found it.
TFC uhh Ive also player Urban Terror a Q3 Mod It is heavily modified Free to play and the game play was nice.
There are so many to pick from but those come to mind pretty fast.
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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Tue Dec 22, 2009 11:24 pm    Post subject: Reply with quote

Tanx? Seriously? Even though it only works with a specific version of darkplaces, and the bots and maps suck?

Frikbot has to be a top mod just because it has enabled so much for so many people.

I really like ones that do something a bit different like SW:D, Transloquake, DiD, and Asaki's legendary "Grass" mod.
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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Tue Dec 22, 2009 11:40 pm    Post subject: Reply with quote

tanx works on the version of dp i have (the latest) it seems like it would be a pretty fun game with a couple human players.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Dec 23, 2009 1:07 am    Post subject: Reply with quote

I think that Hurried Descent was a masterpiece. Grass was only funny.

It seems a stretch to put SW:D (Star Wars Dogfighter) in there... that was very unfinished. As for DiD (Defeat in Detail, I'm just explaining the mysterious acronyms for the newer folks), I never did get into it.

FrikBot is another masterpiece, and Prydon Gate has to go in there as well, both for their relative completeness and "polish".

TAoV (the acronym Wazat was looking for) was pretty cool.

I'm having trouble thinking of "classic" (as in, old) mods that I got a lot of sustained enjoyment from. Most of them I just played for a bit then found another one.
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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Wed Dec 23, 2009 12:39 pm    Post subject: Reply with quote

lth wrote:
Tanx? Seriously? Even though it only works with a specific version of darkplaces, and the bots and maps suck?

Frikbot has to be a top mod just because it has enabled so much for so many people.

I really like ones that do something a bit different like SW:D, Transloquake, DiD, and Asaki's legendary "Grass" mod.


I really loved Transloquake! Do you have links on these other mods, and maybe some more similar?
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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Wed Dec 23, 2009 2:09 pm    Post subject: Reply with quote

If you liked TransloQuake then you should check out Hurried Descent, which was mentioned with download on this similar i3d thread.
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JasonX



Joined: 21 Apr 2009
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PostPosted: Wed Dec 23, 2009 3:51 pm    Post subject: Reply with quote

I just love how people turn FPS'ses into great puzzle games. There are other Quake mods like this? Damn, i'm addicted to Transloquake.
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Thu Dec 24, 2009 2:51 pm    Post subject: Reply with quote

PC wise, Zerstorer. The one mod with a cohesive feeling and atmosphere, good story, somewhat creative mapping and some neat new weapons and monsters, without throwing Quake out of the window. Loved the graveyard level and the cutscenes. Liked the crowd pleaser / controller - BLAM BLAM!

Malice is really good, too. Not much Quake left in there though except the engine. Cool stuff galore such as mini submarines with torpedoes.

Perquake was pretty spiffy; some good ideas and cool models in there. That's how shotguns should be done.

The swinging grapple - forgot the author - the one that comes with the crazy demo of some guy swinging like a monkey. airtime.zip or something.

Qoetia for doing some things right.
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Wazat



Joined: 15 Oct 2004
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PostPosted: Thu Dec 24, 2009 7:30 pm    Post subject: Reply with quote

I need to look up Zerstorer and Perquake again. I didn't give them much of a go back when I first tried them (I wasn't into single player as much back them, mostly DM and weapon mods).


And BTW, I'd just like to say I can't believe no one has mentioned Harb's Fish mod yet.

The shame.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Fri Dec 25, 2009 8:49 am    Post subject: Reply with quote

zerstoerer definatly Cool

also nehahra as my understanding goes it was made before quakes qc code was released so it used a weird qc compiler based on pascal and the qc code was pretty much impossible to compile with anything but the one they used which (does not work on any modern os :S).

all that aside i liked the story a lot and it had some pretty humorous moments and i hope the inclusion of csqc could bring in some new life to this mod.

prydon gate i enjoyed quite a lot also Smile
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Fri Dec 25, 2009 3:01 pm    Post subject: Reply with quote

Per Kristian, the author of Perquake, did a hi-quality DOOM sound replacement pack btw, which is very good (and faithful). For those who don't know it. Just google it.
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