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InsideQC Forums • View topic - Piranah Quake (mini-mod)

Piranah Quake (mini-mod)

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Piranah Quake (mini-mod)

Postby CocoT » Sun Sep 14, 2008 10:14 pm

For some reason, I was under the impression that QExpo was going to close on the 15th... So I was a little surprised this afternoon when I wasn't able to log in anymore and thus couldn't post my mini-mod, Piranah Quake :P
Now, this is a really humble contribution to QExpo, nothing fancy like many of the mods that were released. I really didn't have the time to do much. However, as I said on my site, maybe it'll keep you entertained for a couple of minutes :)
I'm not 100% sure, but I think this mini-mod will only work correctly under DP. Enjoy!

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Postby Wazat » Mon Sep 15, 2008 12:28 am

Interesting.

The fog was so heavy and the screen so dark I couldn't see more than about a foot ahead of me, so I had to turn up the brightness to even find my way around. After that it was doable.

I managed to get up to 92 on my 3rd or so try. The little fishies liked to corner me at the top of the water, piling under me and pinning me against the side of the ship so I couldn't go anywhere, and then nibble me to death. I also lost far more health to drowning than to fish bites much of the time. :D

As the swarm got thicker, I once got stuck inside the ring with fish pinning me in on both sides so I couldn't get out, and they wouldn't go in to die. Those jerks. lol!

Clerver idea, and it was fun to try out.
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Postby CocoT » Mon Sep 15, 2008 1:17 am

Hey, thanks for trying it out, Wazat! :D
92 is really good! I'm not even sure I ever got that much :P
And yeah, the fog is a little dense... hehe :P
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Postby negke » Mon Sep 15, 2008 7:41 am

Good thing it's DP-only. Other engines make the fog so thick that it's impossible to see. :wink:

Nice little mod, fun for a while. I don't know my top score after several tries, but I certainly didn't get more than 100 piranhas. Their appetite is incredible. The larger ones would make a good fish enemy in regular Quake, too.
The ship's construction is fairly simple but that's okay since all the gameplay takes place underwater anyway. Mapping tip: walls and floor of the outside box produce an unnecessarily high polycount because of their small textures - scale them up a few times to reduce it (as they can't be seen in darkness and fog anway).
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Postby CocoT » Mon Sep 15, 2008 3:59 pm

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Postby jim » Fri Sep 19, 2008 6:05 pm

zbang!
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