News | Forum | People | FAQ | Links | Search | Register | Log in
Copper Quake / Underdark Overbright (UPDATED)
A dual release for Quake's anniversary this weekend:

1. >> Copper Quake, a "Vanilla+" mod that polishes and refines Quake's singleplayer gameplay. It grinds off the roughest edges we've all just gotten used to over the last two decades without moving away from what Quake is at heart, and expands opportunity for high-level play. For example: Nightmare difficulty is an actual playable mode!

Read all the detail about it you desire, and download it, from the Copper site:

http://lunaran.com/copper/

2. >> A 7+2 map episode to go with it called Underdark Overbright. It's like czg, sock, and headshot had a sexy baby, featuring guest mapper Scampie!

Download it too: http://lunaran.com/copper/download.html
or ogle screenshots: https://imgur.com/a/fUrOYY6

UPDATE July 16: new version 1.05 is now available, follow the links above.
First | Previous | Next | Last
Nope 
That's the usual convention of naming secret levels, going back as far as E1M8. 
 
With a key on worldspawn, we only solve the problem of the player remembering to set the right mode by making the mapper remember instead. It doesn't solve any of the other problems of maintaining two different code paths for everything, which has the potential to be a nightmare of bugs. 
 
I should have been more clear, I was more thinking about the choice between "key on worldspawn" vs. "key on just func_train" (or whatever affects a given mod) -- both require the mapper to remember something, and both result in two different code paths. Certainly taking advantage of any of these approaches would need to be judicious, and justified in context. Again, I'm thinking generally, and I realise that my own reasons for being interested in these issues aren't really applicable to Copper, so I'll stop rambling about map compatibility and try to get back on-topic.

Having a blast revisiting old vanilla maps with this mod!

* First mod ever to make me think "Oh cool! Another Ring of Shadows!"

* Vores much less tedious to dispatch. There's a sort of a Vore-dance now, where previously there was more of a Vore hide-and-prod.

* Playing the new Nightmare for the first time (UDOB maps), I was constantly on edge about the low health ceiling -- I found myself burning health boxes just to get from e.g. 44 health back up to 50! Been a while since I felt that worried playing Quake.

P.S. on my travels I've come across and squashed some (small, specific, run-of-the mill) bugs -- one is the issue with the "fake" items in e4m2 not showing up, which gila mentioned, and a few other things. Lunaran, I'll aim to send you my findings in an email sometime in the next few days, when I get chance -- don't want to clutter this thread with any more technical stuff than I already have. 
 
E4M2 fake items: it was the habit Sandy had of using target and killtarget together, so the items thought they were trigger-spawned. Found it, will be fixed in the next version.

When I found out that items with targetnames were problematic (like as the targets of spotlights highlighting them) I should have made it a spawnflag too, to match the monsters, rather than write something silly like SUB_VerifyTriggerable(), but I think I did that in 2010/2011 and never remembered that E4M2 had fake items. :( I was on a 'make everything smart and automatic' kick.

Please, send me the rest of your list! 
Perfect Episode 
gg 
Quakecast Interview With Lunaran 
Everyone, here's the newly released Quakecast episode where Dumptruck and I talk to Lunaran:

Quakecast Interview with Lunaran 
 
maybe I have missed the info somewhere but what are some recommended maps to play with copper quake? I have played the original game and all maps which came with the mod. Need more! 
#141 
The creators of the mod recommend the following:

Februus Depth (februus) by czg
Ripe with Decay (sm175_scampie) by scampie
Antediluvian (ant) by metlslime
The Horde of Zendar (zendar1d) by sock
Bad Dark Cistern (dm456sp) by negke

at the bottom of the http://lunaran.com/copper/download.html page (see "Pairings")

But I guess you can take almost anything that is not a mod (or doesn't require another mod and/or mission pack) and use it with Copper. 
 
Lunaran: email w/ misc bugfixes is sent. If it somehow doesn't get to you, please shout here to let me know. 
 
thanks for the list
Februus Depth was crazy hard on skill 1 :) 
So 
how can I play the The Horde of Zendar? It has it's own game directory... 
Just Copy The Bsp And Lit Into The Copper/maps Folder 
the files in /zendar are just modified health pickups iirc. 
#145 Ankh 
If I'm not mistaken...

Copper has a "pak0.pak" file W/progs.dat
Zendar has a "pak0.pak"+"pak1.pak" NO progs.dat

So... rename the Zendar files:

pak1.pak to pak2.pak
pak0.pak to pak1.pak

Then copy those into your Copper Folder.
PLAY Copper and then "map zendar" in the console!
Or if you use SQL select it from the list.

***ASSUMING you have no OTHER pak files in Copper other then the one that came with it. 
 
Doing it mfx's way is better if you want to just play the map once and forget it's there, but if you move all the Zendar pak files into /copper you'll be importing zendar's ammo treasure chests, so remember to get rid of it when you're done or they'll be everywhere.


Patch coming soon! 
Zendar Has A Custom Skybox! 
Playing Zendar in Copper is "better" with ALL of Zendar's content!

But I should have put in what Lunaran stated. 
Thanks For Help 
I ended up making a copy of the copper folder. Renamed the folder to copperzendar and added the pak files from zendar as damage_inc described.
Everything works. And since I want to replay only once, the new dir will be deleted afterwards. 
Neat-o 
The Chthon fight was both very classic and very refreshing at the same time. Made me nostalgic for the glorious battles of old.

The levels are very chunky and old school feeling and this has much in common with Machine Games excellent classic Episode 5.

Some of the new mechanics seem cool, at least on paper, but I haven't really noticed or explored them in much depth. 
Er... 
...is there an intended way to get to to END.bsp other than console command?

I played the whole thing twice and the portal (that I found noclipping) does not seem to open... 
Play All Of Id1. 
 
^ This 
end.bsp gives you the four runes you need if you just console warp to it - I had planned to take that out, but decided not to because I only wanted to encourage playing through id1, not to force you to.

Or, wait until I've got 1.05 ready and all the silly bugs in id1 copper that I missed are addressed. ETA still "pretty soon" on that. 
 
I didn't even realize that there was an end.bsp. I just played it. I didn't think that it could get better than the Chthon fight but it was amazing. Extremely creative and so much more rewarding than original fight.

Has anyone managed to find the prize after unlocking the achievement in the start map? 
Start Map Prize 
Poorchop, the best hint I can think of while trying to avoid spoilers is:

Think about how e1m1 used to be -- the places you went, the things you did (assuming you found everything, did everything).

Now compare that to the new version -- there's something missing. That something is restored after the "achievement" is earned. 
Thx, Guys... 
...I had thought about that right after posting.
But I was pretty sure it was meant as an end to UDOB.

Great job, Lun.

The new END is something else!!!! 
Yeah 
missed the end.bsp remaster at first too, what a monster of a map! 
END.BSP 
Missed it too. Checked it out, excellent. So that's where the boss2\sight.wav ("new" one) plays. For some reason with "earthquake" effect it's simple and... well, effective. :) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.