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  • Q1 survivalism/co-op mod

    Ohh shit.. Here comes another tard with a "supercool mod idea!"

    ijed's mod has got me thinking about the possibilities of a mod to quake that in essence, slows it down, encourages multiplayer cooperation, and takes advantage of a few next-gen FPS features. here's a few brainstorming highlights.


    *reduce walk speed, sprinting eventually tires the player back to walking

    *reduce the amount of ammo given from crates, forcing players to shoot wisely

    *increase lethality of the axe, reduce the rate it can be swung at, extra damage if the player is dashing+swinging axe

    *health slowly regens to only 20% (think ijed did this already)

    *in co-op, players lethality/regen abilities will be strengthened when they're closer together

    *reduce RL's rate of fire, increase damage/blast radius

    *feign death, causing monsters to move on

    Basically balancing gameplay to give quake a fresh sense of tactical and survival/horror.

    Being totally dumb to how mods are made (its done with like, calculators and a bandsaw, or something, right?) I have no idea if this is feasible, already been done, or even interesting to anybody, but i thought i'd toss the ball in the pit, see what happens.

    allright, thanks.
    -A

  • #2
    Stealth Quake from last year was kind of like that.

    http://quakeone.com/forums/quake-tal...-released.html

    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      *reduce walk speed, sprinting eventually tires the player back to walking
      This is the #1 hate item for me in modern games. Example: Doom3. Luckily, you can mod it back up to a reasonable level. You really want this?

      *reduce the amount of ammo given from crates, forcing players to shoot wisely
      Mapping / item placement issue. Personally, I'd reduce the carrying capacity before I do this. Maybe even allow only a few weapons to be carried. Requires ability to drop weapon.

      *increase lethality of the axe, reduce the rate it can be swung at, extra damage if the player is dashing+swinging axe
      I like the axe, my personal idea would be beheading / berserker / faster axe, though.

      *health slowly regens to only 20% (think ijed did this already)
      Supa. Yup.

      *in co-op, players lethality/regen abilities will be strengthened when they're closer together
      I like this in principle, although it would need to be a little more spiffy than just 2x damage or something. Also a downside is that it discourages / punishes more intelligent coop play (one guy pushes a button, the other guy uses the door). Players would stick together.

      *reduce RL's rate of fire, increase damage/blast radius
      Slowing down the rockets would be my #1 concern. And make other weapons more attractive.

      *feign death, causing monsters to move on
      Dunno, personally I like to shoot anything that moves. Maybe as a last ditch tactic, or if I could get back up and backstab the monster (I'd prefer hiding in shadows then, though).

      Basically balancing gameplay to give quake a fresh sense of tactical and survival/horror.
      I'd like a real tactical Quake mod, retaining Quake's feeling though (armor etc). I'd create a weight system and limit the stuff you can carry. Drastically - you're only allowed, say, the axe and one other weapon. Then things like sneaking/ducking, hiding, and backstabbing. Bleeding, bandaging... painkillers instead of health packs... why not. Qoetia has a tactical mode, I think. But most mods simply aren't consequent enough. And quite a few others turn into Counter-Strike before long.

      Being totally dumb to how mods are made (its done with like, calculators and a bandsaw, or something, right?) I have no idea if this is feasible, already been done, or even interesting to anybody, but i thought i'd toss the ball in the pit, see what happens.
      I think future mods will change the gameplay more and more, they have to, because otherwise Quake will only remain interesting for small, inbred, purist fringe groups, while everybody else will play more interesting stuff.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        Hrm, you do have some good points with the speed variations and lethality issues. I'd still like to think my axe idea is good though. (but i agree, beheadings would be great! but wouldn't that require a re-anim of death for most any monster w/ a head?)

        i also agree on your remark of most tactical mods turning Q1 into counterstrike. I wouldn't be playing quake1 if it wasn't frantic, spooky, and slicked with medieval gore, what good would a mod be to me if it amputated that very vibe?

        anyways, like i said, all i can do is dream about this sort of thing at the moment. QuakeC is an alien language to me

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        • #5
          check out megatf coop on survival mode ;>

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