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  • Best Quake Mod Ever

    If you could wave a wand that would magically create any Quake or engine mod you could fathom, regardless of whether it is currently considered possible, what would the mod do/be?

    Feel free to explain why and/or provide details if you are feeling informative.

    Gypsy
    Last edited by MadGypsy; 05-11-2012, 04:04 AM.
    http://www.nextgenquake.com

  • #2
    Originally posted by MadGypsy View Post
    If you could wave a wand that would magically create any Quake or engine mod you could fathom, regardless of whether it is currently considered possible, what would the mod do/be?

    Feel free to explain why and/or provide details if you are feeling informative.

    Gypsy
    Oh great you just sent the dork call out!

    Comment


    • #3
      Realistic damage(headshot=dead)
      Realistic guns
      better graphwait that's Black Ops sorry...

      How about 64 player team deathmatch?
      32 vs 32

      talk about bumping elbows and smelln ass.
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      • #4
        For me it would be a football mod where everyone played a position,with weapons,I was always surprised nobody ever did this one.
        There was one way back but it was more of a qball kind of thing with a soccer gameplay.
        John madden move over! First person Football would revolutionize the genre.
        WARNING
        May be too intense for some viewers.
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        • #5
          Originally posted by bluntz View Post
          First person Football would revolutionize the genre.
          I can see it now... everybody camping in the endzone spamming "THROW IT!1!! IM OPEN!!!!1!"
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          • #6
            Oh great you just sent the dork call out!
            That was my primary objective, I hope you are correct.

            For me it would be a football mod
            Well, there is a kick gibs mod. Sounds like we are a throw gibs and catch gibs mod away from this..right? How about there is no tackling, you shoot players and every shot stuns them for a second, but there is an added handicap that if you kill a player they are spawned closer to the goal line that you are trying to reach. Hence giving the other team a slight advantage and turning your "kill" into added competition. The guy with the ball gets the remaining armor that is left ON THE BALL and a shield - all his weapons are removed while he is holding the ball. Ball armor starts at 100 at the beginning of a down/round/whatever and decreases upon attacks that the person running the ball acquires. When ball armor reaches 0 the runner can be killed and that would constitute a tackle. I'm making all this up as fast as I can type (which is fast) so don't hate my idea too much..in a sense I haven't even thought of it yet.

            Everyone gets a shotgun but there is one GL to fight over at every kick off. The team that capitalizes on the GL at kick off maintains possession until the goal line is reached or the ball changes hands. If a player should die with the GL it is passed in rotation at random to another member of his team.

            Or, scrap some of my idea and make it players vs monsters. You get all the standard weapons and kill all you want. The objective being to fight quake style to the goal line, making sure that someone on your team that is alive always has the ball and is moving toward the goal. I could see a hell of a lot of passing the ball as energies decrease. You could still have ball armor though.

            These ideas would only work if there was a "real" football field. If Quake Football is to be played in a (ex) castle, you might as well make it a "plant the bomb" style game.
            Last edited by MadGypsy; 05-12-2012, 03:27 PM.
            http://www.nextgenquake.com

            Comment


            • #7
              Thats not football,thats Kill the Carrier
              But yea the Gl would work for the QB
              You Have to have tackling.Give everyone a hook with a short chain for that.
              Receivers could catch in the same way.We have to have fumbles so just grappling on would not be enough to take a player down,a few good axe blows should be needed as well so the defense would have a chance to break out the ball and the offence would have an opportunity to break up the tackle.
              What do we use for a ball, a head gib?
              Last edited by bluntz; 05-12-2012, 03:53 PM.
              WARNING
              May be too intense for some viewers.
              Stress Relief Device
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              .
              .--------------------------

              Comment


              • #8
                well, I tried...
                http://www.nextgenquake.com

                Comment


                • #9
                  Bring in the Shambler for those special plays...lmao
                  Yes we have to have penalties so killing/dismembering a player should result in an advance.
                  One of the RA maps has a football field already.
                  Last edited by bluntz; 05-12-2012, 09:50 PM.
                  WARNING
                  May be too intense for some viewers.
                  Stress Relief Device
                  ....BANG HEAD HERE....
                  ---------------------------
                  .
                  .
                  .
                  .
                  .--------------------------

                  Comment


                  • #10
                    New Form of Clan Arena rough draft.

                    Game Rules:
                    1. Game would be a campaign/match-style with two modes: Long campaign and short campaign. Long campaign would be best of 5 games per map over 7 maps. Short campaign would be best of 3 games per map over 3 maps.
                    2. A second option after the mode is chosen would be large team (3 or more people per team) or small team (1-2 players per team), which would be chosen automatically by the game�s recognition of the number of players readied when game starts and game mode is chosen. Maps played would be chosen from a random list of maps decided to be an appropriate size for the number of players; these maps would include everything from custom maps to dm maps to rocket arena maps, hand-chosen and placed in a folder to be randomly selected for the campaign.
                    3. Once players are readied and teams are chosen, the campaign begins and NO new players may join either team.*
                    4. *New players may only join a team once a campaign has started through a process where an observer starts a vote to allow new players to join and is approved by both teams [If possible, make the vote only visible to those playing during death/between rounds]. New players will then join a team in limbo and won�t be able to play until the next map in the campaign starts (and if there were only 2 players per team, the types of maps chosen will also change). The exception to this rule is if the game is uneven (say 2 on 1) in which case he will join immediately.
                    5. If a disconnect happens during the campaign, someone may immediately take his spot only if voted in. Once two minutes of unpaused time has passed or a new map starts, then anyone may join to fill the spot.
                    6. The game, by default, only allows two teams to face off. If more than two teams are desired, it may only be altered for one campaign at a time by an admin.
                    7. The primary �score� statistics would be the positive score statistics (frags and damage) and negative score statistics (self damage and team damage).
                    8. There would be a couple optional game modes such as �Powerup Crazy� where random Powerups would randomly spawn at item spots and �Mayhem� where everyone would play each game with a random number (1-2 applied to everyone equally) of weapons taken away from them (e.g. one game, everyone plays without a rocket launcher). A third optional mode would be �Respawn and timed�, which would be three minute games no matter what and everyone would respawn when dead (as in deathmatch) � winner of this type of game would be determined by a combination of positive stats minus negative stats.
                    9. In game time, every two minutes, a glowing backpack spawns (two in large map mode) that refills ammo to max if picked up.
                    10. Unlike Clan Arena, before each game within a set, you can�t spawn and move around and see one another during the countdown. Everyone starts each game within an observer-like mode and only when the countdown is completed (3-2-1-Fight) does everyone spawn.



                    Damage Rules:
                    1. Damage wise, everything would work like it would in deathmatch (including team damage) except that all self damage would not count *unless* the splash also hit an enemy, in which case it would do the normal amount of splash it would do to you as if it were regular deathmatch. So one can rocket-jump around freely, not taking any damage, but the moment one rocket-jumps off an enemy or teammate�s head, they take self damage as well.


                    Additional Features:
                    1. I think there should be some additional audio aspects that one can turn on and off (like the 3-2-1-fight), and we add kill streaks stuff (m-m-m-monster kill kinda thing) with the ability to turn it off.

                    Comment


                    • #11
                      The best quakemod is propably Half life but it counts like a different game. Althou koncepts and enginge are from quake.

                      Comment


                      • #12
                        Originally posted by badaim View Post
                        New Form of Clan Arena rough draft.

                        Game Rules:
                        1. Game would be a campaign/match-style with two modes: Long campaign and short campaign. Long campaign would be best of 5 games per map over 7 maps. Short campaign would be best of 3 games per map over 3 maps.
                        2. A second option after the mode is chosen would be large team (3 or more people per team) or small team (1-2 players per team), which would be chosen automatically by the game’s recognition of the number of players readied when game starts and game mode is chosen. Maps played would be chosen from a random list of maps decided to be an appropriate size for the number of players; these maps would include everything from custom maps to dm maps to rocket arena maps, hand-chosen and placed in a folder to be randomly selected for the campaign.
                        3. Once players are readied and teams are chosen, the campaign begins and NO new players may join either team.*
                        4. *New players may only join a team once a campaign has started through a process where an observer starts a vote to allow new players to join and is approved by both teams [If possible, make the vote only visible to those playing during death/between rounds]. New players will then join a team in limbo and won’t be able to play until the next map in the campaign starts (and if there were only 2 players per team, the types of maps chosen will also change). The exception to this rule is if the game is uneven (say 2 on 1) in which case he will join immediately.
                        5. If a disconnect happens during the campaign, someone may immediately take his spot only if voted in. Once two minutes of unpaused time has passed or a new map starts, then anyone may join to fill the spot.
                        6. The game, by default, only allows two teams to face off. If more than two teams are desired, it may only be altered for one campaign at a time by an admin.
                        7. The primary “score” statistics would be the positive score statistics (frags and damage) and negative score statistics (self damage and team damage).
                        8. There would be a couple optional game modes such as “Powerup Crazy” where random Powerups would randomly spawn at item spots and “Mayhem” where everyone would play each game with a random number (1-2 applied to everyone equally) of weapons taken away from them (e.g. one game, everyone plays without a rocket launcher). A third optional mode would be “Respawn and timed”, which would be three minute games no matter what and everyone would respawn when dead (as in deathmatch) – winner of this type of game would be determined by a combination of positive stats minus negative stats.
                        9. In game time, every two minutes, a glowing backpack spawns (two in large map mode) that refills ammo to max if picked up.
                        10. Unlike Clan Arena, before each game within a set, you can’t spawn and move around and see one another during the countdown. Everyone starts each game within an observer-like mode and only when the countdown is completed (3-2-1-Fight) does everyone spawn.



                        Damage Rules:
                        1. Damage wise, everything would work like it would in deathmatch (including team damage) except that all self damage would not count *unless* the splash also hit an enemy, in which case it would do the normal amount of splash it would do to you as if it were regular deathmatch. So one can rocket-jump around freely, not taking any damage, but the moment one rocket-jumps off an enemy or teammate’s head, they take self damage as well.


                        Additional Features:
                        1. I think there should be some additional audio aspects that one can turn on and off (like the 3-2-1-fight), and we add kill streaks stuff (m-m-m-monster kill kinda thing) with the ability to turn it off.
                        New CA modes

                        and YES we need to totally "borrow" some audio samples..... they didnt seem to mind borrowing Mortal Kombat audio and no one minds to seem to continue using those.

                        http://www.technologyreview.com/blog/arxiv/27843/ <- When someone get's axed, laughing announcer audio should ensue.

                        When someone falls and dies because of gravity, laughing announcer should ensue.

                        Quake needs more interactive audio clips..... NOT just at "cutscene / new round starts" .....
                        Last edited by Mindf!3ldzX; 05-13-2012, 02:04 PM.
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                        • #13
                          i didnt bother to read much of the other replies, so if someone said something like this, sorry.

                          i would like more tactical elements added to clan arena, like introducing a class system like team fortress or fvf. that way with differing types of troops, cooperation would be encouraged and more benifical.
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                          • #14
                            I wouldn't enjoy any aspect of FvF spilling over to Clan Arena.... incompatible error :FF Not enough players to fill TF type stuff.
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                            • #15
                              Wish more people played Kleshik Coop, love this mod.
                              https://sourceforge.net/projects/kleshik/
                              Video on youtube also has more alt links.[ame="http://www.youtube.com/watch?v=eDnhAgo3Y5E"]Kleshik Coop[/ame]
                              Last edited by DeadTenor; 09-19-2017, 02:24 PM.

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