Tourism mod for Quake

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Tourism mod for Quake

Postby frag.machine » Wed Dec 20, 2017 12:27 am

And looks like someone made a "tourism mod" for those *cough*wussies*cough* who would prefer to explore all Quake maps without worrying about being molested by the monsters. That's right, now you can walk through Necropolis and dance in front of a ogre and it will ignore you, like a British Royal Guard.
I really must became old, because I used to have fun killing them all first and them explore calmly every nook in the map. Oh well, here is the link. Damn kids, ruining all the fun...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Tourism mod for Quake

Postby Nahuel » Thu Dec 21, 2017 4:39 am

a walk simulator based in quake ?
hi, I am nahuel, I love quake and qc.
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Re: Tourism mod for Quake

Postby Dr. Shadowborg » Thu Dec 21, 2017 9:37 pm

I'm surprised they didn't code up a bot to walk players through "exhibits" explaining what the gamers of yesteryear used to do there. :razz:

Just imagine:

Tourist: "What did the ogres use the chainsaws for?"
Tour Guide: "Players would run away screaming from them, while the ogres chased them, randomly revving the chainsaws and firing grenades at them."
Tourist: "Scary, glad I don't have to do that."


Tour Guide: "And here, on hard difficulty, a second Shambler would teleport in after players killed the first one."
Tourist: *gasps* "With no time to regenerate health?!"
Tour Guide: "Yeah, plus there were secret areas with goodie caches inside to find while exploring. And alternate routes through levels."
Tourist: *head explodes*

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Re: Tourism mod for Quake

Postby bugmenot » Fri Dec 22, 2017 10:44 pm

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Re: Tourism mod for Quake

Postby r00k » Thu Jan 18, 2018 7:49 pm

how is this any different than just typing
sv_freezenonclients 1 in console? or even the notarget(or whatever the command is)?
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