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FLANDERS.SERVEGAME.ORG:26003 is hosting NewDM 0.07
New additions to NewDM 0.07:
Ideas for NewDM 0.08:
Wishlist from the people for LordHavoc to fix/add in the DarkPlaces server:
Possible additions for a future update:
Current Weapon Damage Per Second:
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With my mod WhiteHot currently in development and Phenom wanting to host a DM server that's fresh, I came up with some ideas to enhance the experience of Quake Deathmatch. What did these ideas revolve around? OK I'll tell ya! My ideas focused on:

That's right. I went out of my way to figure out how players could die more often. I wanted to make a deathmatch where anyone could win and still have fun. This gave birth to NewDM. This mod gives a fresh new look at Quake DM. It's almost how Quake should have been for deathmatch.
As most of you should know, Quake is abstract. It's a rushed project from id software that had to meet a quick deadline. Most of what you see in Quake is only 3 months of coding from id's programmers rushing to put the game together.
So what did we get? A game with 80% absorbing armour and a Rocket Launcher. That's the only weapon of choice in this game. There's no way you can win in any deathmatch game by using the SSG or the SNG. It's RL RL RL.
So NewDM was created. As always you start off with crap weapons which won't help you much in fragging people. Understandable. That's how most Deathmatch games are like. Since the Nailgun sucks even more than the Shotgun, you now start out with that weapon as well along side 50 nail ammo. Sweeet!
The SSG is now a powerhouse that can do 6-180 damage depending on the distance between you and your target. The SNG fires like a freakin beast and the LG is an aimbot's best friend. The GL and RL were not touched, only the other main weapons were enhanced to make them just as effective. Now you can grab any weapon on the battlefield in order to frag someone like you would with a rocket. Sweeeeetness!
There's also lots of Green armour to be passed around. You can never have too much Green armour. Weaponstay is also on. Anyone can respawn, grab a SSG and blast the leading fragger into little chunks of splattered meat.
The Ring has been upgraded to provide you with a stronger axe that does 80 damage (320 with quad). Great for sneaking up behind people and axing questions later!
Drowning doesn't effect armour now, so your health will decrease faster. This makes water more deadly and the bio suit more effective. Along side that advantage, the bio suit also provides health regeneration. So for those of you being mad at how long the MegaHealth takes to respawn, just grab the bio suit. It respawns every minute! Falling damage does realistic damage. The damage you receive from falling depends on your momentum.
Critiques love it!
Monster: I like it so far, but an FFA with more people would help to get a better feel. Personally I think the big rocket packs should have 3 or 4 rockets instead of 2. The axe upgrades with ring and ring + quad giving 8x damage, make the axe useful to sneak behind people... Good so far. I like the SNG and SSG, makes them alot more useful. again, more people would help get a better feel for it.
Scar3crow: Most satisfying SSG kills ever (catching C*S hopping to jump to the MH in dm1, i reflexively turned to the right and fired once, sending his body off the edge into the bottom of dm1). SSG refire rate makes you feel very vulnerable if you dont disorient your opponent or kill them instantly. SNG may be overpowered, but I cant say for sure yet. Sounds wonderfully cruel however at that fire rate. this makes for much faster deathmatch, which is a good bit more fun and changes the center of many maps. I do love playing this.
Frenzy: I don't dm too much, but this kind of makes me feel like I'd play it quite a bit.
But this mod is no where near from being completed. Only you can help improve the experience! Provide feedback on what you liked and disliked and how anything can be improved. I'm open to everyone's opinion. This mod is not final. This is a field test for a much greater project. Quake needs your support to make Quake more diverse and fun. I will never host a mod with only my ideas implemented into it. I'm want NewDM to be completely unbiased. Help me make a polished mod =)
Currently Added Features:
So connect to whitehot.quakeone.com and play some games! After playing, provide feedback here. Then play some more games!!!
Happy fragging!
CONNECT FLANDERS.SERVEGAME.ORG:26003
FLANDERS.SERVEGAME.ORG:26003 is hosting NewDM 0.07
New additions to NewDM 0.07:
- exiting non-start map will teleport you to the start of the map. There is a 20% chance that the teleport will have a phobos miscalculation
- 50GA, 100YA, 150RA
- pent gives 30 seconds of 75% health protection and no armour protection
Ideas for NewDM 0.08:
- change the weapon switching so the weapon doesn't switch when you're holding a SSG, SNG, GL, RL, or LG.
- change the discharge damage from 35*cells to 17*cells. This is because the max cell ammo limit is now 200 and it's faster to grab lots of cells. Right now discharging is twice as powerful on whitehot.quakeone.com
- (todo)Look into start map corners with Rockets
- Remove name "" exploit
- Announce who won the match during intermission. Also mention if it was by fraglimit or timelimit.
- a fix in e2m6
- The RL at END bug. I'm 99% sure it has to do with id's original code where they switch up self and other through weapon pickup
- The shmack style of picking up weapons
- A vote-nextmap option
- Frikabots come to play automatically if there's 2-3 players in the map. That or a voteable option to spawn a bot
- observer mode
- vote-tdm and vote-dm
- custom maps
- vote-idmaps, vote-custommaps, and vote-allmaps
- no telefrags on new map start with many people
- use thunder sound that baker mentioned to me when a vote is being called
Wishlist from the people for LordHavoc to fix/add in the DarkPlaces server:
- the ability to mask ips (C*S request)
Possible additions for a future update:
Current Weapon Damage Per Second:
- AXE 40dps
- AXE + EYES 160dps
- SG 48dps
- SSG 180dps
- NG 90dps
- SNG 180dps
- GL 200dps
- RL 150dps
- LG 300dps
--
With my mod WhiteHot currently in development and Phenom wanting to host a DM server that's fresh, I came up with some ideas to enhance the experience of Quake Deathmatch. What did these ideas revolve around? OK I'll tell ya! My ideas focused on:

That's right. I went out of my way to figure out how players could die more often. I wanted to make a deathmatch where anyone could win and still have fun. This gave birth to NewDM. This mod gives a fresh new look at Quake DM. It's almost how Quake should have been for deathmatch.
As most of you should know, Quake is abstract. It's a rushed project from id software that had to meet a quick deadline. Most of what you see in Quake is only 3 months of coding from id's programmers rushing to put the game together.
So what did we get? A game with 80% absorbing armour and a Rocket Launcher. That's the only weapon of choice in this game. There's no way you can win in any deathmatch game by using the SSG or the SNG. It's RL RL RL.
So NewDM was created. As always you start off with crap weapons which won't help you much in fragging people. Understandable. That's how most Deathmatch games are like. Since the Nailgun sucks even more than the Shotgun, you now start out with that weapon as well along side 50 nail ammo. Sweeet!
The SSG is now a powerhouse that can do 6-180 damage depending on the distance between you and your target. The SNG fires like a freakin beast and the LG is an aimbot's best friend. The GL and RL were not touched, only the other main weapons were enhanced to make them just as effective. Now you can grab any weapon on the battlefield in order to frag someone like you would with a rocket. Sweeeeetness!
There's also lots of Green armour to be passed around. You can never have too much Green armour. Weaponstay is also on. Anyone can respawn, grab a SSG and blast the leading fragger into little chunks of splattered meat.
The Ring has been upgraded to provide you with a stronger axe that does 80 damage (320 with quad). Great for sneaking up behind people and axing questions later!
Drowning doesn't effect armour now, so your health will decrease faster. This makes water more deadly and the bio suit more effective. Along side that advantage, the bio suit also provides health regeneration. So for those of you being mad at how long the MegaHealth takes to respawn, just grab the bio suit. It respawns every minute! Falling damage does realistic damage. The damage you receive from falling depends on your momentum.
Critiques love it!
Monster: I like it so far, but an FFA with more people would help to get a better feel. Personally I think the big rocket packs should have 3 or 4 rockets instead of 2. The axe upgrades with ring and ring + quad giving 8x damage, make the axe useful to sneak behind people... Good so far. I like the SNG and SSG, makes them alot more useful. again, more people would help get a better feel for it.
Scar3crow: Most satisfying SSG kills ever (catching C*S hopping to jump to the MH in dm1, i reflexively turned to the right and fired once, sending his body off the edge into the bottom of dm1). SSG refire rate makes you feel very vulnerable if you dont disorient your opponent or kill them instantly. SNG may be overpowered, but I cant say for sure yet. Sounds wonderfully cruel however at that fire rate. this makes for much faster deathmatch, which is a good bit more fun and changes the center of many maps. I do love playing this.
Frenzy: I don't dm too much, but this kind of makes me feel like I'd play it quite a bit.
But this mod is no where near from being completed. Only you can help improve the experience! Provide feedback on what you liked and disliked and how anything can be improved. I'm open to everyone's opinion. This mod is not final. This is a field test for a much greater project. Quake needs your support to make Quake more diverse and fun. I will never host a mod with only my ideas implemented into it. I'm want NewDM to be completely unbiased. Help me make a polished mod =)
Currently Added Features:
- new ammo limits
- ammo box changes
- no back pack drop
- Super Shotgun is more powerful, has a wider spread, costs more shells, and reloads slower
- Increased SSG pellet damage from 4 to 6
- Nailgun is now a starting weapon
- All nailgun spawn points are replaced with Green Armour
- Super Nailgun fires faster now doing Nailgun damage and Nailgun ammo cost
- Increased SNG Nail velocity from 1000 to 2000
- Lightning Gun does less damage but is updated more frequently
- 50GA, 100YA, 150RA
- pent gives 30 seconds of 75% health protection and no armour protection
- Biosuit lasts for 60 seconds and also regens health
- Ring lasts 60 seconds and gives you x4 axe
- Armour is no longer affected by drowning. (This makes water more deadly and the bio suit more useful)
- Rotten health respawns every 10 seconds but only gives you 5-10 random health.
- Weapon Stay
- no firing when respawning
- sound when player joins server
- death message and attack sound for a shubby area kill
- can only use the kill command once or twice every minute
- Instead of droping backpack, drop weapon
- include e1m8, e2m7, and dm1-dm6 into the map rotation
- exiting non-start map will teleport you to the start of the map. There is a 20% chance that the teleport will have a phobos miscalculation
- respawning explosive barrels
- falling damage is judged by velocity
- step down stairs like you would run upstairs without the "OOF" noises (Darkplaces cvar)
- all data resets on map change. You don't carry health/armour/weapons/ammo between maps
So connect to whitehot.quakeone.com and play some games! After playing, provide feedback here. Then play some more games!!!
Happy fragging!
CONNECT FLANDERS.SERVEGAME.ORG:26003
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