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quakecorpse
Joined: 18 Apr 2006 Posts: 8
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Posted: Thu Oct 26, 2006 11:19 am Post subject: Fast and Furious Compilation |
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Hi everybody,
after a bit of work i have almost finished my quake compilation, I've done it for my pleasure, but maybe someone else can enjoy it.
It's a selection of sound and models to spice up quake, plus there's also a simple patch that i called: fast and furious patch.
The description is short and pretty boring to read, but it's funny to play if you still love old school single player of quake.
size: 8 megabyte
format: two file.pak called pack2.pak and pack3.pak
go here: http://s1.quicksharing.com/v/7786805/quake.fastfurious.pack.zip.html
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QUAKE "FAST AND FURIOUS" SINGLE PLAYER PATCH VERS. 0.03
(an attempt to make quake single player faster and more furious)
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This is just a compilation of little tweaks from quake community.
If you are a coder maybe you can clean and re-release this.
The file is a progs.dat.
the tweaks are:
- blood and gore
more blood
the monsters are easier to gib, the easiest one is the wizard.
- Weapons
Now every spikes (gun traps) bounce everywhere.
Every grenades (yes, ogre's too) eject spikes.
The melee weapon is more powerful, you can gib zombies now.
- Monsters
The enforcer shoots spikes instead of laser pancakes.
The knight is faster (best tactics, wait him with melee weapon).
Death knight has new movements and shoot arrays.
Zombie throw, random, exploding gibs.
Ogre use, long distance, rockets, average, spike grenades,
close, chainsaw. (try e1m8)
Shambler, random, generates an exploding sphere.
Tarbaby/spawn is weaker. (It's a good monster but
the original is too fast and powerful, in a word: annoying)
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cleaning job required
smoother run animation for the knight
faster shooting for the enforcers
real spikes_touch for enforcers
the explosion of the ogre's grenade is too powerful.
( with 100 armor and 100 health you can die with just a grenade )
the explosion of tarbaby/spawn is still too powerful and he's
still too fast.
Credits
basically quake community scattered around the world, the list is pretty long and i've lost a lot of my sources, i apologize for this.
(also for my english) |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Mon Nov 13, 2006 11:56 am Post subject: |
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Sounds fun, Quakecorpse. Is the patch pretty "as is" or do you intend to make it evolve? And if you do, into what?  |
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Mon Nov 13, 2006 9:58 pm Post subject: |
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These are exactly the type of mods I was making in order to learn QuakeC from the beginning. Keep it up and you'll get better! |
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quakecorpse
Joined: 18 Apr 2006 Posts: 8
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Posted: Sun Nov 19, 2006 2:42 pm Post subject: |
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CocoT wrote: | Sounds fun, Quakecorpse. Is the patch pretty "as is" or do you intend to make it evolve? And if you do, into what?  |
I lack the ability to go further ... i think that it would be fine to add other simple features like: shotgun kickback, floor trembling during rockets" explosion, the ability for the wizard to summon dumbed tarbaby, the ability for the shambler to summon and reanimate zombies ... then adding the code of gremlins, wrath, barons ...
it would fun, maybe, to make a patch that you can use to speed up and beef up classic quake and, also, use to make some weird, nasty old school map ...
i like old school single player of quake because is a twisted mess: ziggurat vertigo, satan delight, wind tunnels, liquid despair, contract revoked ... what other game is so crazy? |
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quakecorpse
Joined: 18 Apr 2006 Posts: 8
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Posted: Sun Nov 19, 2006 2:48 pm Post subject: |
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RenegadeC wrote: | These are exactly the type of mods I was making in order to learn QuakeC from the beginning. Keep it up and you'll get better! |
the weird thing is that they are really small modifications but they fit pretty well in the game ... |
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