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BETA: Keep Q1 SP 'Uber Mod' (all Monsters Etc) Devblog.
Latest updates, tidbits, and ramblings. Ask questions here. To avoid the many expected (and encouraged!) "Hey will feature X be included?" questions, the following mods will be subsumed into the collective:
AD - Used as the mod base structure. All added features use AD's specific code types, classes, infighting, etc.
Mission Pack 1 (Hipnotic)
Mission Pack 2 (Rogue)
Rubicon
Quoth 2.1 atm (2.2 is closed source)
Custents
extras_r4
Zerstorer
Kinn (from the Marcher and others)
SOE
And my custom stuff (such as my programmable coordinate func_robot with its special syncronization code for mating up with other robots seemlessly, great for machinery or buildings that assemble themselves)

Yes I have the fix for fish monster count!

Feature list: https://drive.google.com/open?id=0Bxz_tQQ7as4ieGhGVjUtV3Q0VVk

Download v. 0.40, 395mb (OLD VERSION)
https://drive.google.com/file/d/0Bxz_tQQ7as4ib0l4eGFheHNrUU0/view?usp=sharing

UPDATE: Version 0.50 (LATEST VERSION)
https://drive.google.com/file/d/1VAFLWqU94TZZEn4bG7Fd-RHWeQqD1b5q/view?usp=drivesdk
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Another monster worth collecting is the cyberdemon found in the event horizon map. 
Keep Em Coming! 
I had considered doubling the nail output of the perforator. I'll add it as a worldspawn option.

Please note that if you don't see your feature request in the release this week, you can expect it in a future update.

Almost done fixing some gamebreaking bugs in my old episode, then release! Readme will be incomplete but still interesting. Archive map will come later. I want people to be able to start unleashing full mapping freedom as soon as I can. 
 
this mod also has a couple of good custom weapons and monsters:

http://forums.insideqc.com/viewtopic.php?f=16&t=5372 
Remaqe Quake II - Electric Boogaloo 
 
Ouch, Not Even Enough Dignity To Post Under A Name For That One 
 
Ultra & Mega Enforcers 
From lunsp1 have now been added. 
Just Got Done With A Test Play 
Play thru of my old mod done...a few small stuck monsters to fix, a couple arrows ad lights to add to help wayfinding and it's done! :) 
@Qmaster 
Getting excited to check this out. Good luck fixing all the stickies. 
Ahhh, That Took Too Long 
Just put the beta release up on the news thread. Hopefully a mod will see it soon and you all can....

Go map!

After having fun in my 5-map episode that is.

I only have a JACK compatible fgd in this version. I'll have to brush up on .ent format since I never use it, sorry other editor users. What other formats are there? 
.ent? 
Do you mean .def? 
Oops 
I think I left my config in the zip. 
 
I noclipped around the keep episode for a bit, but it seems that most of the monsters are ad ones? Where are the new monsters? 
Keep Episode 
Is an older episode I made a couple years ago, tidied it up some last week and released it along with the beta uber mod.

Sorry about the gremlin bug...I'll release an updated version in the next day or so that fixes that, if you kill them before they start eating amy bodies you should be ok. Let me know if you run into any others. 
 
So is there a map where I can see the other monsters in action? 
Asset Library 
But it's not complete yet. When it is you will be able to explore the entirety of the mod. 
Following From The Pets Thread... 
So your progs is fully intercompatible with these mods? Wow! Must have been a nightmare to make everything work as intended.

If you completely merged the full mods together, I assume you included the Quoth flashlight, correct? 
Yes... But 
The whole point of this uber mod is so you aren't constrained by the mod. Do whatever your mapper heart thinks of.

BUT: Some features are not yet implemented or fully implemented. For instance gremlins who I thought were working even though they could only steal half your weapons (working on a fix) Or Quoth flashlight since you mentioned it.

Entity names: certain entities point to newly or alternately named entities with fixes to allow for same behaviour such as classname checks or spawnflags (e.g. monster_ogre_multi but still has spawnflag to support Rogue behavior on plain monster_ogre). That said, I don't recommend popping any ole Quoth map into Keep and expecting the same experience. You'd need to at least make sure it didn't use Quoth 2.2 or later and disable AD projectile shotguns. I do highly encourage you to free yourself and start using Keep in your current map projects. Come on you know you want voreling pets and forcefields and syncronized func_robots (train replacements that wait for eachother!). ;) 
 
Not really sure what the goal of the mod is except "have all the stuff".

I'd personally prefer to see something that does it's own thing. By all means use assets from other mods but have gameplay differences.
AD borrowed some ideas from Quoth here and there but then added its own unique stuff too. Like vorelings were weaker but also could be spawned in from vores.
Gaunts were changed from hit-scan to projectile etc 
@fifth 
I dunno... I kind of like the fact that I can mix and match Rogue items and Hipnotic monsters for example. Or just add one Gaunt here and there in a level.

I won't speak for Qmaster but I think that was the intent here. (?) Not to out-do a specific mod but to give mappers the ENTIRE palette or major mods to "chinese-menu" our own creations. At least that's why I am interested in it.

AND you'll never really be sure what's lurking around each corner. 
What Dumptruck Said 
dumptruck_ds, do you still want to help test things? 
@Qmaster 
My Quake plate is pretty full (working on my TB2 tuts) but yes what can I help with? I fired the mod up over the weekend but want to restart it. You can use the email in my profile to reach out away from func if you prefer. 
 
We can finally have that nehahra vs gug battle. The two shamblers vs gug in warp was epic 
#63 
What are the lava nailguns from? 
Sevin 
The lava nail weapons are from DoE (Rogue mission pack). 
Oh 
Have only been halfway through Hipnotic. I really need to finish the mission packs... 
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