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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.
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^ 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 
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