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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Fri Dec 18, 2009 11:16 pm Post subject: Best Quake Mods |
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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
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Posted: Sat Dec 19, 2009 5:47 am Post subject: Re: Best Quake Mods |
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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.
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.
I can't promise my suggestions are the "best mods", but they're the best to me. _________________ 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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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Sat Dec 19, 2009 5:51 am Post subject: |
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prydon gate, tanx annddd... conquest =D and of course i cant let it go the orginal TF _________________ QuakeDB - Quake ModDB Group |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sat Dec 19, 2009 5:56 am Post subject: |
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ceriux wrote: | conquest =D |
Yay!
BTW, I can't remember the acronym, but RenegadeC's sidescroller mod is very cool. Ascension of Vigil? _________________ 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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LonePossum.
Joined: 02 Nov 2009 Posts: 38
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Posted: Tue Dec 22, 2009 7:42 am Post subject: |
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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
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Posted: Tue Dec 22, 2009 11:24 pm Post subject: |
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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. _________________ randomviolence - tactical combat boardgame |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Tue Dec 22, 2009 11:40 pm Post subject: |
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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. _________________ QuakeDB - Quake ModDB Group |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed Dec 23, 2009 1:07 am Post subject: |
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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. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Wed Dec 23, 2009 12:39 pm Post subject: |
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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
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JasonX
Joined: 21 Apr 2009 Posts: 89
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Posted: Wed Dec 23, 2009 3:51 pm Post subject: |
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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
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Posted: Thu Dec 24, 2009 2:51 pm Post subject: |
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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. _________________ ReMakeQuake
The Realm of Blog Magic |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Thu Dec 24, 2009 7:30 pm Post subject: |
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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. _________________ 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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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Fri Dec 25, 2009 8:49 am Post subject: |
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zerstoerer definatly
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  |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Fri Dec 25, 2009 3:01 pm Post subject: |
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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. _________________ ReMakeQuake
The Realm of Blog Magic |
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