Thank you Sir. I put my intelligence, expertise, heart and soul into it.
The results speak for themselves, and through fans like you. Thanks for dropping by.
Thank you Sir. I put my intelligence, expertise, heart and soul into it.
The results speak for themselves, and through fans like you. Thanks for dropping by.
There are some sound tweaks, but yeah not a huge deal.
Don't forget to drop a review!
It's something engine-related. Do some googling e.g Sourceforge.net
Awesome, thanks for sharing.
In my opinion, the inability to save except between levels was one of the most significant aspects of the console Dooms, increasing the challenge, tension, horror tone etc. Sad to see everything has been replicated here except that.
What the hell, why was it removed for purchase?
I am confused as to how you are running this with AD. They both modify similar things and so shouldn't be compatible. You're telling me you have berserk packs, invisible fiends, highly refined kick attack and all that good stuff in AD?
Did you also restart from a save before ever entering the level? Otherwise the patch wont apply. Sorry for the problems, just use the noclip command I guess.
All sounds used are from the vanilla game & expansion pack, just with pitch changes, use of unused sounds, resourceful recycling, stacked sounds etc.
This mod already adds new ways to kill zombies over vanilla: chainsaw, berserk pack, lightning gun, proximity grenades, berserk pentagram. That's five new ways! Furthermore, them being killable while on the floor also reduces wastage of explosives.
Yes, many of those are actually rare finds and for the most part grenades/rockets are needed, but I wanted to be true to vanilla and keep them as a nuisance enemy.
In all my custom map playing, I find that if there are zombies, you're given the adequate amount of grenades, or otherwise you're expected to dodge them until explosives are found.
You're welcome. Yes Q1.5 is effectively out of beta, now has shiny polish, and given new life. No plans for the expansion packs. It is compatible with 100s of custom maps so no big deal is how I see it. Guide for playing with custom maps here: Moddb.com
A Guide to Kicking:
A recent review complained about a lack of ammo on custom maps. I have played coming on 400+ custom maps at this point, all on nightmare+, and have never not been able to beat a single one. The new balance is designed around proficiency with kicking (and to a lesser extent proximity grenades), as well as a high degree of skill. If you have low skill, playing on lower difficulties should be more manageable (more ammo and less monsters).
Enemies you should be kicking in moderation: Knights, Death Knights, Grunts, Ogres, Fiends (when back turned or between their standing melee), Warlords, Rotfish, Enforcers (wounded state), rottweilers.
Even Scrag, Shambler, Afrit and others have openings for a kick, but they're much rarer.
Always consider openings between attacks, during pain animations, baiting melee attacks to get a kick in after for the most efficient combat+ gameplay. ESPECIALLY if you have a berserk pack, which increases kick damage and knockback. You don't have to kick THAT much, it's not street fighter, but at least a little bit. It is a part of your arsenal like any other weapon.
Note that a kick is approximately equal to 1 shotgun blast in terms of damage. even more so with berserk pack and/or quad damage, so you can see how becoming good with it can save you ammo.
Lastly, remember that kick can be comboed between weapon animations, e.g during SSG rechamber animation, or even during axe swings. If you combine with axe swings or SSG blasts you effectively increase your damage output (DPS) and save ammo at the same time.
Very impressive mod. This is how the Resident Evil 1 remake should have been: faithfully upgraded art direction, not turning the mansion into a monochrome haunted house.
Whatever it was in Quake 1.5, it is the same here.
Tone down various Darkplaces graphical settings.
q15_config.cfg
Ctrl + F "gibsduration"
Change FOV or otherwise reduce resolution. IDK, it is a darkplaces quirk presumably.
intended design. On hardcore "one life" mode you have to make the trek on foot.
Use double jump and try to overcome the problem regardless. It is possible.
Alternatively, just use the noclip console command to fly. Same command again to go back to walking.
My opinion is Darkplaces (and Zircon too when it is ready) is the best engine as it is the only engine that can run Combat+.
Honestly I am the wrong person to ask. I have no opinion. I haven't even looked into the engine nor do I care to. All game engines are very impressive, and made by very smart people. I know that much.
I have updated the install instructions for clarity:
NOTE: Requires the ORIGINAL version of Quake! If you own the remastered version, check your account on Steam (or whatever), as purchasing the remaster also gives you the original version of quake.
1. Extract the Quake15 folder directly into your Quake folder.
2. Copy the contents of the darkplaces foldler into the Quake folder (unless you already have darkplaces installed).
3. Run the 'Run Combat+.bat' file to play
Yes the water, I think I will just default that to off. Its anti-vanilla gameplay anyway when you can just pick off fish and hydra from safety with transparent water, see secrets in poison water without having to tempt fate and jump in etc.
The explosions really don't bother me, remind me of the Duke 3D explosion sprites, which isn't surprising as numerous Duke 3D art were often things from magazines.
No review? :(
A guess but try turning off Stainmaps
It'd be a fair amount of work. The gore is quite extensive.
Thank you! please consider copy-pasting this as a review here on moddb, and spreading the word! Also hit me with all the feedback you want. Which darkplaces bugs, for instance?
First step would be to limit particle count and/or quality considerably (Darkplaces settings). Let me know how that works for you.
Also, in the coming patch I will reduce some effects a touch for better performance.
Lastly, bear in mind some custom maps have poor optimization and to try others instead.
The full changelog is available in the mod download, or alternatively here: Turokforums.com
No. Quicksave has always existed. The other two features are not particularly important (it takes 2 seconds to exit game, as for font the original is fine and reading is extremely minimal in Quake anyway).
Play this mod if you want the best gameplay. Stick with the remastered version if you want fluff.
|Totalitarian|
|Totalitarian| joined
This member has provided no bio about themself...