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CS for Quake1?

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Fri Apr 22, 2005 7:22 pm Post subject: CS for Quake1? |

Been working lately on (besides pe) a mod for Q1 that is intended to be as close to CounterStrike as possible. I know that many hates the idea, and hates me for trying to actualy do it, but i think its cool anyway. So far i have completed: * Locational damage
* Shooting through walls
* Trace_Line based shooting
* Walk sound based on type of surface
* Hit sound based on type of surface
* When killed, 1/3 of the time you may spasm and bleed on the ground for 8 seconds before perm dead
* Weapons similar to counter-strike (shotgun, mp5 etc)
Also i have created a map >very< similar to cs -> de_aztec - in progress
I am right now at my laptop so i dont have any screenshots or anything but if anyone have any suggestions do tell me

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Fri Apr 22, 2005 8:06 pm Post subject: |

Since many engines can load cs (halflife) maps, this sounds like a interesting idea to me _________________ Quake Maps

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Fri Apr 22, 2005 9:11 pm Post subject: |

it will never be CS until you have ugly textures, and bots calling me a "n00bz fagz0rz!!!!!eleven" because i shot them in the head. oh, and completely punishing gameplay. dont want it to be fun. though i do enjoy modern weapons in games.

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Fri Apr 22, 2005 9:57 pm Post subject: |

Textures etc will be far better then what the hl-classic engine can muster. And i will try to customize bots to play a bit more tactical then what they are used to. About the gameplay. I were thinking about adding the common "plant / defuse bomb" game-mode to the custom map, but i am also thinking about adding a second option that would draw the mod more to the s.w.a.t style of gaming.
You have:
* a team leader who directs what the people should do,
* a scout that has mirrors, optical cameras to look through doors and can pick doorlocks and uses balistical shield
* a rear guard with shotgun
* and 2 assaulters with automatic machine guns
... that makes up a single element. And the opposing force have on the map start about half a minute to place explosive traps, relocate hostages and place themselves on strategical places to deny the tactical team entry to the complex.
Even, i were thinking about adding to this that the leader of the oppising force cell may aquire in the beginning of the round a throw-phone that directs to the CNT (Crisis and Negotiations Team). So, The final scores will consist not on fraggs but on:
For CT:
How many opposing players
How many arrests
How many traps deffused
How many hostages rescued
The lesser time to win the level - the more final score added
And minus score for:
Team-mate injured / Killed
Hostage injured / Killed
Terrorist killed
For TF:
The more time taken to deflect assault team - the more final score
How many officers injured / killed
How much money aquired through CNT
And minus score for:
Team-mate injured / Killed
Hostage injured / killed
Imo i belive this gameplay could be as far enough from counter-strike to be "playable" as a q1 mod / not just a show-off that "dude, q1 can 'do' counter-strike aswell as half-life". Offcourse this is just something i have been thinking about and i am open for suggestions
Oh, and a last thing. I am missing good models for the mod. Anyone know of any nice modern-realism / tactical / "counter-strike alike" weapon / equipment models i may use? Or any free sound loops that could be of use?

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Sat Apr 23, 2005 12:37 am Post subject: |

that gameplay sounds a good bit better simply because CS always seemed like a glorified (yet gloryless) team deathmatch... ignoring the actual objectives and just trying to kill off the other team you could make the points subtracted for killing a terrorist dependant on how many were killed however
its a penalty if you kill 1 or 2, but if it hits 50% of the TF then it gets a lot weightier... otherwise a TF player could go "huh, they dont want to risk losing points, so theyre just going to try and avoid fire, they wont want to kill me" and basically kamikaze them

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

Posted: Sat Apr 23, 2005 2:54 am Post subject: |

That's great that you've made it this far. Yea, I've noticed the stigma against CS and all related mods, and frankly I love CS, so they can complain all they want and I won't change my mind. I wish you good luck! _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sat Apr 23, 2005 5:42 am Post subject: |

Kools was working on one for MrGLQuake AGES ago, and my buddy Carni was working on OpenStrike. _________________

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Sat Apr 23, 2005 6:14 pm Post subject: |

scar3crow wrote:
you could make the points subtracted for killing a terrorist dependant on how many were killed however its a penalty if you kill 1 or 2, but if it hits 50% of the TF then it gets a lot weightier... otherwise a TF player could go "huh, they dont want to risk losing points, so theyre just going to try and avoid fire, they wont want to kill me" and basically kamikaze them

I were thinking about having it so, that the first person firing his weapon will cause the game to switch from tactical to dynamical.. Iow that when terrorist fires the s.w.a.t will storm in and try to breach.. However, if officers fires the first shot the TF team looses half score in penalty
Since i now am sitting at my stationary comp and have internet temporary i might aswell upload a screenshot from the de_aztec alike map. I think you'l recognize it

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Sat Apr 23, 2005 6:23 pm Post subject: |

Hm.. Having some trouble uploading images

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

Posted: Sat Apr 23, 2005 8:22 pm Post subject: |

Yea, Inside3d's file attachment system is broken. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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Harb Joined: 15 Oct 2004 Posts: 89 |

Posted: Sat Apr 23, 2005 9:35 pm Post subject: . |

I made a CS map in Q1 format for someone doing a CS mod a while back... be damned if I can remember who it was for tho. _________________ ><)))'>

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Sat Apr 23, 2005 11:12 pm Post subject: |

Can anyone fix / find a download for the cs models on this page? http://www.inside3d.com/qctut/cs-tut1.shtml Have not seen em myself, but perhaps they would fit nicely in my mod since i need new models.. Edit Nevermind, found it on 3d downloads site
And here is the screenshot i wanted to post earlier:
http://mathias_frendin.tripod.com/cmod.jpg

Quote:
I made a CS map in Q1 format for someone doing a CS mod a while back... be damned if I can remember who it was for tho.

Perhaps Koolio? The only one (besides myself) i realy have seen some stuff from trying to make a counter-strike alike mod for q1.

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

Posted: Sun Apr 24, 2005 3:39 pm Post subject: |

That map doesn't look too bad at all. Good luck to ya! _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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DarkSnow Joined: 02 Mar 2005 Posts: 67 Location: Sweden |

Posted: Sun Apr 24, 2005 7:51 pm Post subject: |

Wazat wrote:
That map doesn't look too bad at all. Good luck to ya!

Thnx

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