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Post Some Modding Ideas...
I'm trying to get the rust out of my QuakeC, but i'm completely out of ideas for a fun mod. I started a Fallout-ish thing, but that proved to be very difficult with stock QuakeC, without CSQC, and i've decided to let it go for a while. I'm looking to explore FPS game mechanics. So far, i just had a Quake Wars thingie in mind, where your team slowly advances by completing objectives.

Edit: Also feel free to post general mod ideas you would - or indeed wouldn't - like to see in Quake.
Sounds Good To Me! 
 
 
make it so u have a dog sidekick but the dog dies and it's sad :( 
Thought Of A 3rd Person Metroid Mod 
Though something like that would require something like Darkplaces, since MorphBall physics had to be nicely implemented like in the Prime games, and trying to emulate door transitions as connecting two maps together (while knowing two rooms are loaded, including the one the player's in, to, facilitate room transitions).
There's also how the camera works, you'd move around Samus with both directional keys and mouse, where the mouse is the camera. It still works like a FPS, where the character moves along the mouse, but when using directionnal keys the character actually turns to that direction, it gives a 3D Platformer vibe, combined with the character not turning if you move the mouse while standing still.
Also the character model goes transparent if the camera is too close to it. 
How About 
You have to eat the dog.

And then later you learn it had puppies and they're abandoned and you have to carry them with you. But you're really hungry.

If you go without eating then you get weaker and can't fight as well, but if you eat a puppy then it raises your sad meter.

If the sad meter is full then you don't sleep well, which makes you more hungry.

If you play with the puppies then it lowers your sad meter.

The puppies also need to eat; gibs. 
 
make it so u have a raccoon sidekick but the raccoon accidentally melts its cotton candy in a puddle of water and it's sad :( 
Otp 
You heartless monster I hate that video and u just triggered me 
 
I'm offended. 
 
Can I make a serious observation that the existing "post some mapping ideas" thread should probably be changed into "post some mapping/modding ideas" because it's daft having two threads on basically the same topic 
 
Because 90% of maps released these days are also mods I guess 
Madness! 
What's next, merging the gaming threads? 
Two Threads Isn't A Problem Isit? 
All the mods I can think of are probably need engine mods as well as QC.

Things like, custom particle effects.

Chains or ropes with physics.

A language to allow for more complex scripted events, etc. 
 
Oh, but those are technical modifications. I'm just interested in experimenting with gameplay. I don't intend on creating new assets or effects, unless strictly necessary. For example, if i wanted to do a Portal mod (which has already been done), i don't need any new things. I can use the lighting gun and the existing teleporter asset. 
Being Able To Destroy And Later Resurrect Any Entity 
Is something i always wanted to do, but i got some roundabout ways to achieve a similar end, so i do no longer yearn for it.

For example a trigger multiple that is only able to be triggered the second time you pass through it. 
Puzzle Mod 
Where you play as an arch vile and need to revive various monsters in certain order to solve puzzles and beat the map. 
^ Neat 
On the weapon side, I'd like to see a weaker BFG blob as alternate fire of the thunderbold. 
 
That's a rocket launcher.

Quake needs fewer redundant weapons, not more. 
Thunderbolt Altfire 
could function as the Tempest from Black Ops 3 - a sort of lightning-railgun that electrocutes an enemy, then that enemy acts as a lightning rod for a bit before collapsing, damaging other enemies that get too close.

Fun weapon. 
 
It would be stronger and slower than a rocket, splashing damage on its path. Not so strong as Doom BFG, maybe 3 rockets? Doom BFG shot damaged like 4 rockets, if I remember. 
Hard To Say 
The Doom BFG had one of the weirdest damage modes of any game. It's essentially an incredibly awkward shotgun:

http://doomwiki.org/wiki/BFG9000 
Plasma Gun From DoE 
is the weapon you are talking about. Is like a weaker BFG, it just needs the tracking rays while flying to be a complete BFG. 
Quake 2's BFG 
Is what i am talking about. 
^ Yes. 
 
Quake 1's BFG 
I remodelled the bfg from Dr.Shadowborgh
and was intrigued by the tut for the sprite addon.
Great help making your own weapon. 
Ariadnes Thread 
in a maze, vertical and horizontally. With demons snapping parts of and you have to find a way back through all those candles that have been blown out suddenly.. Chasms reaveal under broken stairs..
Much Kellness, books and blood.

Piranesi and all that.

Im not sure, but there are pages to be found, ripped from an arcane manuscript to mighty to be left intact, but you knew that maybe :P

I call it geocities, "What once bloomed is now dead"
or some other weird net reference, maybe the "big bubble burst of 200800" idk really. 
Mod Idea 
Not super original but here goes: Asymmetrical MP game play mod.

One player or group of players plays Quake Coop normally. Another player is a dungeon master and drops enemies and triggers traps to stop the player. Make it round based with small simple levels for the ADD generation.

Post inspired by this:

http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&boardid=1&threadid=28249&id=7741

I was there when Devine explained this at QuakeCon. I have the recording somewhere... very cool idea. 
I've Been Dreaming 
of a giant rotweiller that munch on fiends and stomp on shamblers, something to BFG.

Or a big rhyno, attacking really fast, making the player fly. A battle that feels like a plaza de toros, you step aside and shot, beware of its head swinging and its speed.

Moderators can move it to the drunk thread if they want. 
 
The rhino sounds like an enemy from serious Sam, I think that was a bull or rhino, you had to dodge each time it charged. Similar to fighting fiends only bigger scale. 
Adib 
the rottweiler idea is really cool. The thing is the models... Disembowelment or progressive and dynamic reduction of models isn't really a thing.

It would be rather cool if some of the mobs slowly ate the corpses that lay around. 
 
Metl,yes, like Serious Sam bull, but not a dwarf bull like that. It would be another take on a fiend fight.

Shambs, I don't mean literally chew, but powerful enough to make an entrance like the t-rex final scene in Jurassic Park, shaking away some fiends and easily killing a shambler. Cerberus guarding hell's level door, a melee miniboss. 
Hmm 
there more I think about it, the more I think a scripting engine would allow for far expanded gameplay.

I mean, qc is fine and all, but it needs to be compiled and has limitations.

A script interpreter for a modern language would be interesting.

For your scenario it would be perfect, enter the room a fiend or two start attacking your beastie, they soon realise that they're going to get eaten and try running prior to getting eaten. They could be "actors" rather than proper mobs.

Other things like logic gates that we were discussing a bit back should also be easier. Even things like dynamic gravity or different geometry interaction. 
Best Thing Is 
these scripts could be per map, rather than wholesale progs. 
Scripting 
Anything fancier than QuakeC ain't gonna happen.

However, being able to have a per-map progs.dat that gets called in addition to the default progs.dat for the mod would be excellent.

That way you could "hard-code" something only used in that map, that would be too fancy to cobble together in the editor as a million triggers.

I think some engines do something like that? 
QC To JS 
I once experimented with replacing the QC VM with a Javascript interpreter. My envisioned benefit was that you'd be able to write your own functions on entities. I got stuck trying to handle vectors gracefully and handling string lifetimes, all the joys... 
 
You could be less ambitious: just abstract the scripting system as an interface where the QC VM would be just one possible implementation. It's a refactoring of what's already there. Then someone else would come up with a python or js implementation.

"Just abstract" as if engine code was modular enough to allow it. I have no idea. 
Make Spawns Throw A Grenade Back On Every Jump 
Make dogs shoot blasts from their mouth.

Make enforcers use their backpack to fly like a rocket (not like a scrag).

Make shamblers jump in the water before casting a lightning bolt.

Make rotfishes jump out of the water and die.

Make Shub-Niggurath have a gravitational pull on the player and impale his ass on her tentacles.

Make Chthon throw dogs.

Make scrags become spawns when they fall in acid after dying.

Make zombies throw lavaballs when using the "taking flesh out of his ass" animation.

Make a crucified zombie that flies while throwing nails out of his wrists.

Make backpacks run away from you if you're looking at them while approaching. 
 
I think Tronyn's ARWOP had fire breathing dogs, lol 
 
Make backpacks run away from you if you're looking at them while approaching.

Like my wife and our dog. 
Puzzles 
Pressure plate that requires you to have x many monsters on it to push, different weights for monsters, pressure plate that only triggers for shambler weight.

Pressure plate secret that requires you to stand on one plate and have a chasing monster run over another.

Pressure plate causes shootable button to work not work forcing player to be in just the right spot for your awesome vista/setpiece and looking in the right direction (or the wrong one, you evil backside ambusher!)

Use the AD breakable system to create a breakable button that shatters when pressed.

Implement an I/O system similar to the Source engine, e.g. multiple use() functions based on targetindex along with target.

Create logic_timer, logic_gamestate:
logic_timer can either be a one off count or a set interval with optional random timer with min and max

logic_gamestate can check every interval time (same as timer but...) to see if any game states have changed and then have targets for each specific gamestate change:
gamestate_weapons_stripped (did ogres catch you again, think half-life)
gamestate_ai_under_agro
gamestate_no_ammo (if you wanna be nice and check to give player a buff or helpful item)
gamestate_hornfollower (when you have a buddy following you)

Fog manager and fog triggers. (See AD) 
Puzzles 
Pressure plate that requires you to have x many monsters on it to push, different weights for monsters, pressure plate that only triggers for shambler weight.

Pressure plate secret that requires you to stand on one plate and have a chasing monster run over another.

Pressure plate causes shootable button to work not work forcing player to be in just the right spot for your awesome vista/setpiece and looking in the right direction (or the wrong one, you evil backside ambusher!)

Use the AD breakable system to create a breakable button that shatters when pressed.

Implement an I/O system similar to the Source engine, e.g. multiple use() functions based on targetindex along with target.

Create logic_timer, logic_gamestate:
logic_timer can either be a one off count or a set interval with optional random timer with min and max

logic_gamestate can check every interval time (same as timer but...) to see if any game states have changed and then have targets for each specific gamestate change:
gamestate_weapons_stripped (did ogres catch you again, think half-life)
gamestate_ai_under_agro
gamestate_no_ammo (if you wanna be nice and check to give player a buff or helpful item)
gamestate_hornfollower (when you have a buddy following you)

Fog manager and fog triggers. (See AD) 
Crawling Chaos 
Player Bots spawn continually, and you have to spawn monsters in the level to kill them.

Any level with a .way file (for the bots) can be used.

None of the monsters from SP are spawned.

You fly around the level is spectator mode.

The bots follow a predictable path from the player_start to the exit teleport.

Each kill your minions make is worth 10 gibs, and you spend gibs to spawn new monsters.

Gibbing a player scores you more.

Monsters are worth more or less gibs depending on how big they are.

Aside from spawning monsters you can also jump into ones head by looking at it and pressing shoot, which gives you control over it, while it lives.

Monsters under your control will regain health slowly until reaching their normal max.

You lose if any player reaches the exit.

How many players are spawned depends on how big the level is.

Players are spawned incrementally faster the faster you kill them, and this rate never slows down, only speeds up.

Killing all the players wins you the game (advance to next level). 
Qc 
Slideable lever that you have to push by walking into it 
Do You Play 
Altar of storms?

Its got a pushable swing gate that creaks while you're shoving it. 
Yes!!!! 
I had a major geek out over that gate and spent like 10min on opening and closing it and watching it bounce off the wall and listening to the creak effect. BEST QUAKE DOOR OF ALL TIME!!!!

Source code anyone? 
Radical Entity 
That changes values of other entities 
 
throw your axe, guaranteed kill if it hits, but then you have to go grab it from the enemy's corpse before you can use it again.

footstep sounds for enemies -- not just player! this will help stealth

realistic gun jamming

player selectable swim strokes -- crawlstroke, backstroke, breaststroke, etc. (control using impulses)

enemies can grab ammo boxes if they get to it first, so you have to be fast

also you should be able to hide ammo in crates and come back for it later, so enemies can't steal it

slipgates that open and close based on moon phases

jetpack

upgrade for the jetpack that lasts longer

truth telling gun -- makes monsters tell the truth

drinkable water 
Fourth of July fireworks 
 
Realistic encumbrance. No more carrying 9 weapons at once, bitches! If you pick up too many guns you won't be able to move, so you have to reload an earlier save and NOT pick it up. This should add immersion.

As well as WASD to run, Q and E should control the movement of your left and right legs, which you must tap perfectly in sync with the WASD motion. Fail to do this correctly and you trip and fall down like the little girly-man that you are. This too should make the game more realistic and satisfying. 
 
Firing a rocket launcher should require the assistance of a co-op buddy. Otherwise you lose half your health from the kickback.

Also, rockets should blow up anything. Like doors. 
Kinn 
So basically Q1WOP? 
Necros' Labyrinth 
Make a whole level of swing gates, the player has no weapons and just has to crush enemies with the gates.

Something like this:
https://www.youtube.com/watch?v=0jS2j97wEGY 
Kinn 
That actually sounds like it'd work on Occulus with the Hydra control.

I wonder how long it'd take before the motion sickness set in. 
Otp, Ijed 
sure why not 
Footsteps 
AD already added footsteps for monsters...it was creepy too. 
Couple Of Ideas, Since Anyone's Is Allowed 
Wasn't it the Mission Pack 1 that had those horns that summoned temporary allies? Make another kind of temporary ally you can summon to fight for you briefly.

Or create a Conflict power like in Nethack, which makes all monsters fight each other for the duration. Decide how this interacts with monster infighting. It is probably quite powerful and should be used sparely.

Create new weapons with magic or alien tech theme. You could take ideas from Blood, Heretic, Ziggurat or wherever. You can have things like homing, turrets, slow/freeze effect on targets, and weapons that drain your hp when used or that give you hp when they damage enemies, but are in turn very weak.

Improve the monsters' ability to patrol areas. Make them investigate sounds and become alert if they see fighting in a distance (or a mysterious rain of gibs).

Implement bots you can control remotely and see from their cameras. Create puzzles where you have to operate bots to move stuff or open doors.

Finally, can you implement an inventory system with QuakeC? This would let the player save the power-ups for critical fights, or more likely save them until too late and never get to use them :) 
 
A monster attack that reverses the player controls.

A QuakeC-based API to script Quicktime events. I can't believe Quake doesn't have these yet. You could even brand them "QuakeTime Events", which would sound fantastic on a sizzle reel.

If all you purist guys insist on having pixelated textures, then at least put them to work by making the whole environment destructable / buildable, like in Minecraft. Missed opportunity IMO.

Proper story / cutscenes / anime between maps. Again, feels kinda bland without it. Like, ok I'm going to the Necropolis, but why am I going? What's my motivation? What are the stakes? Come on, this is really elementary game design stuff, guys.

When player dies, add a QTE to give him a chance to respawn where he died and carry on playing. Would make death more dynamic and interesting. The death mechanics are really bland and dated in this game currently. 
1/10 
 
 
which one of the regulars is pepelord86

he's not even a rare pepe 
Quake Rocket League 
Rocket League in Quake, with big ball, guns and jump modifiers. 
No No No.... 
...
A big fiend, you have no weapons, you need to lure him into the goals without dying. 
 
It will be slow as fuck... 
Not As A Quicktime Event! 
 
 
RAGE did that. Don't be like RAGE. 
 
you could call it cowardball 
 
I think you should be able to do most of this idea without modding. 
 
A new skill level above nightmare, called "elite", which is the same as nightmare except that monsters can damage a godmoded player, and see a notargeted player.

As well as killstreaks etc., also have non-combat related acheivements, such as achievement for when player runs 100 miles in total, or turns a total of 720,000 degrees.

Player can level up different parts of his weapons and gear, for example level up your holsters to make the guns faster to equip and stow away.

To work around the maximum ammo limits, make it so the player can carry more than one of each type of gun, so e.g. if you run out of rockets on your first rocket launcher, you can switch to your second rocket launcher, and so on.

Maybe make it so player can only jump on context-sensitive chasms and things because the jump noise sounds ridiculous when you keep hearing it all the time. 
Jump Noise 
Make a less intrusive jump noise like a quick boot tap sound.

In my younger days I created a coop mod where enemies gave you points and a sprite would float up telling you how much, then a bprint would let you know how many points you got and also your tunning total. An impulse would print your stats, current score, kills, deaths, etc. I created a couple wierd maps with a ton of spawning waves of enemies. It was a poor map, but the scoring was kinda fun...gibbing enemies gave you double score. 
It Made For Some Interesting Saturdays With My Siblings 
 
 
here's the jump and landing sounds i put in id1:
shoresofnis.com/temp/player_jump.zip 
 
Another Mod 
I made another silly little mod in my younger days called Tower of Whispering Gold. I never released it for pride reasons (same for mod mentioned above.) Anyways I removed all weapons and enemies and made it where the goal was to collect all the rings (using the invis ring model) in each level so the exit would open. It was about exploration and such. Quad made you run faster, I had ladders, All the powerups did different things like negate fall damage. I made it for my little cousin to run around in. 
Oh And 
It had lots of traps...buzzsaws, shooters and the like. It wasall about puzzles and exploring 
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