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RemakeQuake
This is a thread about a project currently underway to remake Quake one.

It involves upgrading what exists already in order to play and look better or at least differently in all probable situations and enhance what is already there in this great game.

So we're remixing all the maps, monsters, and the player.

A specific engine in order to solve long-standing issues isn't out of the question, the main concerns being cross-OS support for features that should be common, like entity alpha and multiplayer. These things exist in various forms, but there's still no standard, at least today.

There's a great wealth of resource on this board - the one thing that doesn't exist here is apathy.

So, we're fishing for contributors. If you can make a map, animate or code and want to see this monster through to its conception then you're on the team.

Over the next few days I'll post info on what currently exists, and where it's headed.
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New Monsters 
As an idea of what's completely new:

Axe Grunt:

Partially ripped from Concentric Devastation, but much less of a knight. He gets close and smacks the player about, but dies just as easily as a grunt. A priority target.

Berserk Ogre:

Two chainsaws, no ranged. A slower fiend, maybe, but deals damage if he manages to close the distance that will put most players into the red very quickly. Most players being the ones without red armour.

Vomitus:

The one feature thing from Qtest. Acts like an undead tank. Wanders about, vomiting bile at the player, deflating if wounded, reanimating like a zombie later on. Is a bit easy to kill with the replacement close combat attack, so is waiting on his own 'devour' melee option.

Genuinely new monsters are a bit of a red herring for this project, since the goal is to enhance the original.

Even so, everything is considered. Before being binned as a distraction - my own schemes usually dying before they reach a keyboard. 
This Is Cool 
looking forward to your updates. I'll post the link you gave me a little while back:

http://qexpo.tastyspleen.net/booth.php?id=167

Those are out of date no doubt, but people might want to take a look anyway. 
We Will Need 
A graphics artist as well.

No cover it in filters crap, which I know is not your system - so good. Anything that feels right and works.

This is a Qcommunity project. 
And I forgot to post that, thanks. 
Yes 
I'll spam my own thread.

Sorry for the migrane darkness screenshots - I'll post some new ones seperate. 
 
I would suggest integrating a remake of enitites from Zerst�rer into this project with a modernization of the monsters weapons and powerups.

Are you going for higher definition, like Blue-Shift added to Half-Life, or old time boxy but foxy Quake? 
One Other Thing 
One of the tutorials on Inside3d, the one about making a Counter Strike clone, replaces standard Quake animation in the player.qc with Quake2 animation for a greater variety of poses, certainly could be helpful. 
Boxy 
But with an extra vert here or there.

Model-wise the same, aprt from animation, that is.

Zer ents are, tempting, but they went their own road. Like I meant before about engines; we're not at ground-up yet, but if something gets in the way of what we want then there's no reason not to take it head on.

It's still Quake. If it was going to be a new game then we'd change the name, already the team, I'm sure, are tired of me beating the dead donkey of 'keep it Quake'.

Even though its not the Quake you load in id1, it has the same spirit. 
Specs 
I'm just an observer but 2 observations/suggestions/ideas:

1. Please list QuakeC and mapping features the project may or will have. "Marketing" is everything and a list of appealing features would be helpful.

2. I would recommend you do whatever you choose with the engine including non-standard features to support what you want it to do.

2b. PROVIDED ... that these features can rather easily be added to any given engine or if an existing or new tutorial could be written.

The FitzQuake SDL that Sleepwalker made and the way it is written makes basic multiplatform support rather easy and of course DarkPlaces can run on most anything. Plus most engines that are commonly used are either actively developed or very recently so. 
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