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Qonquer Released
I released my Q1SP mod, Qonquer, today! Fight waves of monsters in arena style maps with the aid of your minions.

Info and download:
http://www.wantonhubris.com/qonquer/Qonquer.html

Thanks!
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OK, I found a better version of QuakeC 1.06. Grrr. I'll get "impulse 12" into the next release for sure. 
Continued Here 
Willem, I wasn't saying I didn't like the mod in the betas thread - I thought you wanted beta feedback.

You're right about the developer mode being turned on - my id1 autoexec. Turned it off and no more messages.

A couple of questions - are the monster spawnpoints fixed? I mean is it possible to activate new ones and remove old ones?

I also notice that a monster never spawned when I stood on a telepad (base map) did you fix this so the player can't telefrag arriving enemies?

Finally - do all items respawn? If I put, say, a quad and only wanted it to appear once would I have to close off its area after collection?

Cheers 
Killtarget 
 
 
ijed

I'm putting together an editing page for my site but some quick answers:

- the spawnpoints are fixed in their location but you can turn them off/on based on wave #

- monsters won't spawn at a spawnpoint that has a living thing too close to it. I opted for this rather than telefragging.

- yes, all items respawn as per DM rules. You could killtarget it though, as neg|ke suggested. 
Hm 
Could be good for a decent turtlemapping session. 
Nice 
Very nice idea. I had some good fighting in this one. Does the difficulty level increase all the time? Because I had the impression that after a while it stops at a certain level (played on normal).
Creating maps for this mod should be pretty difficult because you need to ballance them very carefully. In the metal map one can stay at the top level all the time (see the example demo). You can also spawn any number of minions if you like when you keep the last monster from a wave alive.
I noticed one strange problem on the metal part of the map. A knight spawned outside of this part and I had to noclip to find him in order to proceed.

http://shub-hub.com/files/demos_singleplayer/conq1.dz 
Screenies?!?!?!? 
Please? Will check out later!! 
Another Lame Demo 
The third map is great, keeps you on your toes.
Until you find the safe spot...

http://shub-hub.com/files/demos_singleplayer/conq2.dz 
Does Not Work 
AguirRe's GLQuake tell me that progs.dat is corrupted... wtf ? 
 
ok i like it! just think it need more speed!!!

even in nightmare spawns are slow!!! more action please!!! 
 
for exemple like SOE deatmatch mod!

real pure action.
even in these days i play it from time to time :p 
 
"AguirRe's GLQuake tell me that progs.dat is corrupted... wtf ?"

I can't imagine ... anyone?

Ankh

Thanks for the demos! :) Awesome... 
 
Crap, I wanted to view Ankh's demos but .. how does one unpack .DZ file on OSX? Anyone? 
 
 
Bah, I guess that doesn't work under Leopard. Can't make it go in the Terminal. I grabbed the source code so maybe I'll try and work up a modern version sometime. 
Good Mod 
Good fighting training. In the maps, you should make the highest points harder to defend. In the elder arena for example, it's rather effective to make use of higher ground, pick off monsters in the distance with the RL, and use SNG/shaft and GL to clear out immediate threats.

Maybe don't give all weapons at the start?

Randomize the ammo?

Drop bonuses if the player is good? Like go into quad mode when 5 monsters are killed very quickly (Qarnage?), or 3 gibbed in a row? This could be combined with a sound effect, Super Mario like. In fact, why not make it even more arcade like, and give extra lives. Less health, but 1 extra life per completed round.

The minions didn't seem terribly effective, but usable as cannon fodder.

I had to load QArena manually because Linux knows about upper/lower case. :-E

And I also vote for harder early waves. Many people won't spend enough time with this to ever see wave 30. 
Addicted 
It's very hard to stop playing this. After round 30, it gets really chaotic and "twitchy". In round 44, one of the 8 or so death knight minions got me.

The shaft in the base map was good, because it made me really go backpack hunting :-) endless fun.

It would perhaps be good to make the minions nonsolid. They kept blocking the access to the sng/armor. 
 
I'll definitely refine the minions for the next release. I'll make them not hurt each other, get out of your way, etc. They'll be better! 
Editing Information Online 
I've posted general and editing information here:

http://www.wantonhubris.com/qonquer/Qonquer.html

If you're interested in making a Qonquer arena, that should be all you need! I included entity DEF files but if someone creates an FGD for Worldcraft or any other editor, let me know and I'll put it on the site for others to grab.

Happy reading! 
This 
Is a great little mod, actually. 435 on metal, and the slaughter is calling to me.

I reckon a stats screen setup (as neg|ke suggested) would be the #1 request for version 2 - just the same as a standard SP end level screen, if possible. Maybe have it triggerable and reset the monster count to 0 as well.

Spawn can't be minions?

Thanks for the mod and documentation, Willem. 
Actually... 
that's an interesting idea. Since death is the only way the level ends, why not use the intermission screen as the post-death game summary screen? 
 
I'll definitely try to do that. I sort of half heartedly looked at it before I released 1.0.

I guess I'll just need to hook into player death and then figure out how to do that intermission text display. 
Nice One... 
...and will cetainly get better with some of the suggestions from this thread implemented. I played Easy and nothing spawned in the Elder arena. Ran around for ages thinking I might have to pay some purgatory price for attempting the level at such a low skill :) but still nothing happened. Left after some of the texturing choices (IK metal trim facing stone steps?) got too much to take.

Really enjoyed the base and metal levels though, a great way to hone skills.

Thanks Willem 
Suggestions 
- Player shouldn�t be able to hurt the minions, after several waves things get too hectic to avoid hitting them.
Whether they can hurt the player could be controlled variable.

- Minions with different abilities: Medics who can heal the player with low health (player has to get close to them), Bomber minions that seek out the player and explode (like the bomb in Quoth), Bodyguards/Axemen who stay close (could be annoying though).
Those special minions could spawn only once every few rounds or as reward for special actions etc.

- special skins for minions

- comparison/competition is nice, but how to avoid that players can just reload a save ? Resetting the timer after loading ? Being able to save is great though.

- Rewards for special frags/weaponcombos, i.e. if the player gibs 3x in a row, his maxhealth increases by 5 points. Or low gravity arenas where the player has to hit airrockets for certain rewards. Good accuracy could be rewarded with a faster ammo respawn (i.e. for one wave only).
These �specials� would also increase the replay value, i.e. if I die always at a certain wave (dead point), I could try to score more specials to increase my chances.

- Powerups like slow-mo/bullettime, magnetism (being able to pick up stuff from a distance). Or something like "the friendly axe", all monster hit turn to minions etc.

- definitely make the arenas expand more with increasing waves, I really like that idea 
Yeah 
I had a few suggestions similar to those.
But I want to play with proper mousewheeling. Any chance you could quickly release an update with just that one fix? I don't think we're playtesting ( and we are playtesting ) properly without it. 
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