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Doom 3 - Quake Mod - Shambler's Castle
It's done!
A recreation of one of our favorite games of all time, Quake, in the Doom3 engine.
Featuring 1 map, 5 new monsters, all Quake weapons remade with new sounds and much more.
Get it here:
must play today. :) 
OMG !! 
Quake ported to Doom3 engine: I have to test it now ! 
Great job, now I hope that someone will pick up where you left, this is a mod to be modded. 
Haven't Had A Wet Dream... 
...since i got married, but this is the bomb!
gonna try it immediately :D 
Just Played It As I Really Wanted To. :> 
It's nice.
Rather felt like Painkiller though (probably due to the hideous Metal soundtrack, ugh). I recommend disabling music (I wish I knew how to do that)!
Took me about 20 minutes to complete. The map itself is nice. Good layout and some beautiful looks.

The monsters are "only" ok to me, but I think I could not like anything slightly different from the original mdls. ;) Scrags are the best in my opinion. I also like their new melee attack. The fiend was weird, walked like a hippotamus and wanted to eat me like a wild horse.

The weapon models aren't something special. I think they are Monkeyrat's (which are very good). :) I loved some of the items though, especially the rocket boxes. Weapon sounds were too different from the old ones in my opinion, they sounded weird. And the rockets looked very weak.

A few hints:
You can kill Zombies with normal weapons.
Shambler get down after 5 rockets.

Very entertaining overall, I just wished the models and art would come with an open license so people could modify them. 
...liked It 
but as Spirit already mentioned, it's not exactly enough to be a Remake.
I loved the Leveldesign though, the Riddle with the Switches was a bit boring, the vores were OK, the shamblers and Zombies reminded me a bit much of Doom3 Creatures. The Fiends were little nasty Meatpackets, Movement was OK, but they got quite chubby since 1996 it seemed :D
Im just crying, because i wanted to slay some Ogres, which sadly didnt appear.
The Scrags were excellently done!
Overall a very nice job done here recreating a Legend.
Performance lacked a bit, i could play Classic Doom with the same Settings w/out any lagging, The Quake Mod was very laggy at the Tower-Portal with the Rune-Switches.
Loved it!
More :) 
You Are Right 
As I was saying it's to be modded. This means that it's not a remake but something new to look at. I hate a remake without personal touch from the author(s), in fact I loved the totally renewed fiends so hippo like, dumb but still aggressive (loved the tentacles, pure lovecraft).
The music is... not the kinda stuff quake needs, like doom3 and the original q1 it needs ambient sounds for creating depth. But this is not q1, so...
I'm dreaming for a bunch of maps in the future, and maybe some deathmatch support. 
Maybe This Is Worth Reinstalling Doom 3 For 
Indeed It Is 
It's only one map, but has awesome atmosphere and build quality, and is fun to play. It's not quite Quake, but if you go in not expecting it to be a carbon copy and take it for what it is you will definitely have fun. :) 
I like the screenshots, willl have to reinstall D3 and give it a go. The shambler looks alot like a hellknight though, anyone want to try making a nice fur parallax shader? 
reinstalled Doom3 for this.
it was quite good.. i liked how the scrags came flying through windows. that was so cool!

i'm expecting more maps and maybe an attempt of a remake of some of the original levels.. would be awesome :) 
Music, Arrgh! 
It looks good but how do I turn the poxy music off? 
Removing Soundtrack 
from the Doom3 world forum:
replace Beef_Rock.ogg with a blank sound file

or with any other music file you like 
Beef Rock 
this is good for sure! unfortunatly, before i could enjoy, i had to delete the awful music, loaded up the old quake CD for some tunes and i replaced all the weapon sounds with the original quake sounds.

i don't know about what the legality would have been to officially distribute the original quake sounds with the mod, since both are iD games, but if it's possible, i'd definatly recommend doing that.

the map itself was really well made. lots of cool and interesting rooms, and although not always a 'quakey' feel, definatly good atmosphere brushwise.

sadly, there are barely any ambient sounds! it's extremely noticeable when you get rid of the heavy metal music. a global ambient sound and some smaller point sounds would definatly have been needed. even if it was just fire sounds for the torches.

lighting is like any doom3 map. dark, barely adequate. i used r_lightscale 4 which made it much nicer, so that i could see brushwork and monsters.

monsters are all done fairly well. making a monster for this game is a lot of work, so i'm lenient about that. i wish there were some lights shining up from the floor because you can't really get a good look at the fiends because of the way they are hunched over. it's a shame, because i've seen WIP and renders of the fiend model, and it looks pretty darn good.
scraggs could have been slightly larger, but i like the way they die and curl up when they fall to the ground. dunno if that was intentional or just a side effect of the AF.

i really liked how the weapons were done. instead of trying to smooth them out like the original models hinted at, they are deliberatly angular, and the SNG looks particularily good because of this with worn edges along where all the original model's edges were. 
Played It 
Liked it... awesome Quake world ported to Doom3... but please, next time... no music please !! It is pleasant the first... 10 seconds... after that it is very boring...
But, well, it is indeed a nice Doom3 mod...

Keep it up ! 
Thanks, now I will play it. 
An excellent conversion, quite accurate monster recreations (apart from the aforementioned shambler which resembles and has the same attack as D3's hellknight). Weapons were nicely done. Not a complaint, but I couldn't find a lightning gun - wonder if I missed it?
Level design was full of atmospheric details and generally exuded polish. Didn't mind the music for a quick run through killing everything in sight - but it really belongs in Doom not Quake. If the episode was longer then it should definitely have creepy ambient sounds instead.

Everyone knows the hardest part about modding for new games is the high-poly modelling, so I think this deserves props for doing a decent job with the monsters. However, it made me remember about the Quake remodelling project - I'm sure more than one person remade basically all of them. If they are still active it may be an idea to get in touch with them and see if they are willing to share the goods. 
Yeah, Nice One 
the monster ports are good. fitting in the same relation than the doom3 monsters do compared to doom. though the shamblers should shoot a proper lightning beam, and the monsters feel a bit too weak in comparison after all.
the weapons models are generally ok too, but they don't look as smooth as the ones in quake (too many apparent edges). i don't the sounds, particularly of the nailguns.

fairly simply and short map which has proper looks and atmosphere, but is also quite busy with all the lightning effects and stuff, fps seemed a tad low. i liked the flickering candles though (dunno if doom3 had many of those). good to see some of the classic quake texture props there, like the runes. but a cheap solution for the key models.

the music is pretty doom-ish. i didn't turn it off, but i agree it could have been excluded or at least replaced by some proper ambient track.

btw. in the beginning, i got an r_autospritedeform warning spamming the console.

i hope people use this mod as a base for their customs maps... :) 
Awesome, Awesome... 
... don't have anything to say that's not been said before except that tonight maybe I sucked a little too much so I wasn't able to finish the boss with the health I had left, but I think that's just me.... Sounds, on the other end are completely inappropriate and annoying, a constant rumble in the head that never leaves you and (most important) covers all the monsters sounds. Tomorrow I'll try the whole thing without music (BTW, how do you build a blank .ogg?). Monsters range from good to xceptional(the scrag), I found the vores to be a little unproportioned compared to the originals (too short legs, too big head) but very good anyway. The level in itself was definitely good lacking maybe a little sense of purpose and the multilinear feel of the original Quake levels, only one route, no backtracking. One last thing, how do you get that quad? 
you shoot a window near the quad and jump into it. it'll teleport you in the quad chamber..

the HUD was ugly.. some sounds too. maybe you could use some sounds from 
Thx, Shark... 
...Tried several windows, but not the right one, it seems! 
...don't Anybody Throw Rocks At Me... 
...but is it possible to use the new Monstermodels in Quake with a modified engine?
I saw this high detail shambler model for quake some time ago... 
No, It Isn't 
are you sure you didn't just see the HQ skins released during qexpo?

btw. good to have the quake crosshair in there as well :) 
Very Nice, Thank You 
And I had a blast playing it, even though it was a bit too easy and there were some minor downsides. Still, this is a whole lot of really high quality work.

Gripes include the sounds, the music (actually not bad, but not suitable either) the dodgy LG effect (understandable considering the gun doesn't appear in the map), and a lack of visual feedback as to whether my shots were hitting anything. Spamming SNG fire at a few Scrags, I had no idea where or how many times I was hitting them. Lastly, the vision shaking effect was overdone.

Everything else was great. 
there is a shambler md3 model by Randy.
it was on the qexpo in 2005 afaik, but i dont have the boothlink anymore.
Runs with Darkplaces and Qrack. If the md3 model works, maybe the doom3 models will work aswell i thought... :) 
Randy's is here:

He also managed to get Doom 3's Pinky model into Darkplaces. So getting the replacement models from this mod to work with DP should be possible. 
yeah, one thing about d3 is there is very little feedback on if you're hitting your targets when the red hud circles is removed as it is in this mod. in quake, it doesn't matter because the blood particles glow bright red, even in darkness. in d3, the blood particles are affected by light, which means you barely see it.

also, SNG and NG have a large 'spread' and don't shoot like the quake ones do. minor gripe, but it annoyed me :P 
Fucking HELL. 
This should have been great fun - great map, great style, good monsters, well balanced gameplay, proper doom3 meets quake flavour....but it was UTTERLY RUINED BY THE FUCKING TERRIBLE MUSIC.

I've often found good music enhances a game (Quake, Alice, Gothic3, Doom3 etc) but I haven't really realised until now how bad music can completely spoil a game - this hideously inappropriate bollox just removes all the atmosphere this map should have. I kept going into rooms and seeing cool designs and thinking "I want to be able to savour the gothic castle vibe....but I can't because all I can here is fucking rowdy thrash metal riffs". Just WRONG.

And yes, I tried to find Beef_Rock.ogg (name says it all really), and couldn't find it anywhere despite searching several times. If someone can help me out it would be appreciated as I'd like to replay this properly and actually enjoy it this time (I really should have left it but I was impatient to see what it's like). 
I've often found good music enhances a game (Quake, Alice, Gothic3, Doom3 etc)

quakemod.pk4/sound/sonic_clang/ beef_rock.ogg (has to be replaced by a dummy file apparently) 
Oh For Fuck's Sake 
Metl, is this bullshit with the Vital Information Concealing Ellipse of Doom ever going to go away?

(Yeah, you can read the path anyway. I'm still annoyed.) 
Tucked away in the pak, ha.

Just deleting it seemed to work.

D3's original music was minimal dark amb style, it fitted well. 
Almighty Shambler... 
..always there to shout out loud what us mere mortals are afraid to whisper... That music plain sucks! 
You All Have Clearly No Idea About The Music 
nothing beats a good pumping soundtrack while playing a game. I wish games would start going back to using actual music during gameplay and stop with the ambient music/sound stuff. That may work for movies, but action games need a higher level of adrenaline and the music needs to reflect that.
Sorry, but I had to quote this just for the sake of laughter.

It is so much better with proper dark ambient...! 
Haven't Played This . . . 
Because I gave away my copy of Doom3, but;

Remember the shitty music from Painkiller? After turning the crap off I found that weeks of finely crafted sound work had been hidden by a crappy soundtrack. 
More Human Than Human... 
I mean, more Painkiller than Quake but a great job nonetheless. Only the music was bad -- it reminded me a lot of Quake 2 :-( Some of the monster models and mannerisms were a bit off but I liked having the ability to (finally) shoot Voreballs away :-) Awesome job on the boss and hairless Shamblers, BTW!

..always there to shout out loud what us mere mortals are afraid to whisper... That music plain sucks!

Well I might seem flamboyant in my criticism of the music, but it is genuine. I was actually surprised just how much it affected my experience. Thus it needed some emphasis. As a comparison, the textures in Madfox's recent map were a flaw that detracted a bit, but they most certainly didn't spoil the overall experience.

Anyway, I played this without the music, and it's a great little map, if a little silent (but that is infinitely preferable). My earlier compliments still stand, although I would like to add: It has a good Quake atmosphere sans music, the general flavour, style, and some of the gameplay is quite evocative of the ol' Q. Monsters are generally well done - and well balanced., weapons are generally less so. The gameplay is good, although there could have been more ambushes in places, it felt a bit sparse sometimes for us veterans. On the other hand the "trapped with Vores" room and the underground Shamblers room were fairly spicy. Just a good honest map that does a good honest job of D3 meets Quake (sans you-know-what). 
ok ok just becouse got Q1 remakes i will install doom3 :p 
Played it a while ago. Thought it was really really good, almost pretty much what I expected a Quake to Doom3 port would look like. The music I didn't mind, but I hated how the fiends had eyes. Boooo. Oh, and it was in no way 30 minutes worth of gameplay, maybe 15 at the max. Still, it was a lot of fun and felt right too. Classic level layout that looped around on itself.

Scrags = r4wk. 
Fiends Do Have Eyes 
Small and yellow, next to the stupid 3 poly spikes sticking out of thier face. 
Fiends Do Have Eyes 
Small and yellow, next to the stupid 3 poly spikes sticking out of thier face. 
I Really Hate Those Spikes >:O 
Those Are Ears 
fiends do have ears too! 
I always thought of them as being ears, also...

Though I could see how they would work as horns, too. 
They're just really fucking tough antennae. 
My Dear 
What fiendish antennae you have.... 
What fiendish antennae you . . .

Is that what you say when making love to a fiend?

I usually begin with a 'Relax, this may hurt a little but you'll get use to it', but different strokes for different folks, and, hey, you go with your strengths, mine just happen to be a skinny set of knuckles. 
What The Hell HeadThump 
Ears. What. 
Ears that point straight forward and are covered in blood? What the fuck is wrong with you people. 
This Is Quake. 
everything has blood splattered on it. 
I Always Thought Of Them 
As some stupid shit a producer stuck on the front of the completed artists model to make it look scary.

Very scary; shitty producer inspired modelling. 
a producer? we're talking about id here. 
But it was definately a last minute revision done half-arsed. 
Fiends Have Eyes 
the question is: how many of them wear a monacle? 
They live in the dark, they smell nearby food, and they leap, tear, and swallow.

So what do they need eyes for? 
Fiends And Eyes. 
hhhmmmm it should take place in the Phylosophy thread, isn't it ? 
I Totally Think 
fiends don't have eyes. And if they do, there should be a cousin of the fiend that doesn't, and they should invade their eye-balled cousins and wipe them out then become the dominant fiend species in the Quake universe, because let's face it: fiends shouldn't have eyes. 
Well the eyes are small and yellow with no pupil. To me it looks more like they used to live above ground and have degenerated into the flesh tearing beasts we know and kill, thier eyes atrophied into blind useless orbs.

Go Lovecraft! 
What Spirit Said 
They must have them, it's all about eye-contact man. Without it, where's the romance? 
Fiends don't have sex, they spring forth from the spilled blood of ancient gods in a dimension beyond time and sanity, ever gnawing at the edges of our own provincial universe. 
Don't Have Sex? 
if that wasn't a fiend then what was -- Taylor Hanson? No! Oh God, no! 
If that's not sex, then I don't know what is.

Seriously, my parents never told me about sex. 
Is that what you say when making love to a fiend?

There are times when you just go too far. 
Have any of you actually played Quake and encountered Fiends in it??

Heathens, idiots, and ignoramii the lot of you. 
but I played quake III arena once, it was fun! 
You're All Wrong! 
I've always seen the horns as some awesome agents of creepy bizarrness sticking out of the Fiends eyesockets, instead of boring things like say, eyes. I'm for the idea of Fiends having a great sense of smell, rather than hearing or vision, completely lacking in the latter.

*imagines a mod which incorporates smell, fiends running towards a wounded player, and players running away from R.P.G in a deathmatch*

Anyhoo, that there linko is broken. I managed to find the map through another source, will have to fix my computer, install that there Doom 3 and play the thing. I personally will be replacing the music file with an ogg version of one of Quakes original tracks (I already have the full soundtrack in ogg form for use in DarkPlaces). That would get rid of the complete silence everyone else says to have played in, and I'm shocked no one else seems to already have done this.

When looking for the map, I also found lots of other potentially interesting maps from this hexum fellow, wonder if there's more info on them somewhere (other than the site, as it's down). 
I think people often mistake the little yellowy patch behind the horns for eyes. Personally I just think that's an unfortunate result of the surrounding blood splatter. 
Fiend - (...) and have "a pair of yellowish red eyes".
From The Quake Player's Manual 
"Fiend: In essence, organic buzzsaws, rife with pummeling power!"

Buzzsaws DON'T have eyes. Thanks. 
they don't have hooves either 
"John Romero: You're right about the eyes - most of the monsters don't have them. The world of Quake is dark, wet and scary and they didn't really need em."

Granted he didnt say the fiend, but he did say most, and Id say with most, if its up for debate, then Id err towards the majority. 
Lets Say 
they have rudimentary eyes 
I think they had eyes that have atrophied from lack of sunlight.

But everyone's going to argue back and forth with crappy jpegs (blood is never yellow - brown, black or red). So I doubt this'll ever be resolved. 
This Is Amazing 
Best mod ever... too short though.
and fiends DO have eyes... ill go with the lovecraftian source. :) 
It's Evolving
I hope they also improve the sounds (and the music ffs). 
now I'm getting impressed. The new levels look great, definite Q1 feel to the base ones. Love the look of the new darkly demonic one. I'll take speedy's advice and not treat this as a remake, more enjoyable that way.

Neg!ke, with three musicians on board one would hope the sounds/scape/track improves.

Keep at heXum! 
Maybe time to reinstall Doom3 . . . 
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