Non-Q1 mods that ought to be converted
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Non-Q1 mods that ought to be converted
A little brainstorming thread "a la AI's Cafe"
We obviously all know that many Quake1 mods have been converted on other platforms. Team Fortress, Capture the Flag, Holy Wars, Painkeep, you name it. A while ago, in an article, I hinted at the fact that there are mods out there that were not originally Q1-based but might be fun to mod for Quake1.
Discuss in this thread ideas about such mods, tell us how easy you think the conversion would be to code, what you think you would actually want to code in that would make the Q1 version even better... etc.
Examples were Counter-Attack by Koolio and the Q1Dom project. Both of them unfortunately never came out.
Personally, I think it'd be rather cool to have a conversion of that Half-Life mod in which players are surrounded by boxes and can turn into one when they stop moving. I've always liked that mod, I don't know why. Unfortunately, the HL version didn't have bots. I think it'd be easy to code the rules into FrikBot. To avoid the business of turning one model to the other, I think I'd go with a big room randomly filled with player models, you know, in statue-like grey. The moving player would be in full color and his/her skin change gradually to grey as he/she stops moving.
We obviously all know that many Quake1 mods have been converted on other platforms. Team Fortress, Capture the Flag, Holy Wars, Painkeep, you name it. A while ago, in an article, I hinted at the fact that there are mods out there that were not originally Q1-based but might be fun to mod for Quake1.
Discuss in this thread ideas about such mods, tell us how easy you think the conversion would be to code, what you think you would actually want to code in that would make the Q1 version even better... etc.
Examples were Counter-Attack by Koolio and the Q1Dom project. Both of them unfortunately never came out.
Personally, I think it'd be rather cool to have a conversion of that Half-Life mod in which players are surrounded by boxes and can turn into one when they stop moving. I've always liked that mod, I don't know why. Unfortunately, the HL version didn't have bots. I think it'd be easy to code the rules into FrikBot. To avoid the business of turning one model to the other, I think I'd go with a big room randomly filled with player models, you know, in statue-like grey. The moving player would be in full color and his/her skin change gradually to grey as he/she stops moving.
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
Re: Non-Q1 mods that ought to be converted
Now we know more, there are like 4 mayor types of multiplayer games (or more):
- Quake3 alike. That is "Pure DM". Like Nexuiz, Quake3, etc
- Counter Strike alike. That is "Tactical Urban Warfare" mods
- QuakeWorld alike. That is "Electronic Sports". Like QuakeWorld, and Warsow, and other
- Gloom alike. That is "RTS FPS". Like Tremulous, Gloom, Natural Selection etc.
Electronic Sports:
Obviusly quake1 has good QuakeWorld games. There IS the original and unique quakeworld community. We sould be VERY proud of that guys. I am.
Urban Tactical Warfare:
Seems that is very dificult to make "Tactical Urban Warfare" mods with quake. Well all know the BBOX on quake are not really good, and locational damage is not that go. That itself make that type of mods not much good. Also is the theed, off.. well..."Urban" maps. Maybe we sux mapping, or maybe the Quake1 engine is too limiting, but I dont really think the existing urban maps are good enough.
Pure DM:
Quake1 has painkeep, has the Q1A mod, has the Nexuiz game. We have enoug of that and work. Specially with the DPMASTER job, because is posible to search for other games. Is easy to join a FFA with Nexuiz. Again, we sould be VERY proud of the Nexuiz guys.
RTS FPS:
To me, CTF is dull, and TeamFortress is ugly because the mirror geometry. Distinct teams make for a more interesting gameplay. I admit I have stoped to play QW TeamFortress because is somewhat dull to me, and because sniper own the game.
Anyway I have no idea if is posible to make to make a RTSFPS for Quake1. Maybe the engine will not fit, because theres some "Tactical Warfare" elements on this type of games.
Anyway here is a hole to fill. A TeamFortress with different teams, more buildings and no-QW phisics but CS phisics.
Anyway has a gamer, I dont like the way Quake1 feel on internet. QuakeWorld feel much better but still. And the graphics are not good enough. I dont really like the Quake1 sky (except on some Mh or Tenebrae skys.)
I have like 900 zimbillions of unfinished singleplaer crap, that include enhanced Airquake mods and maps, enhanced DID mods , and a half-assed attemp to make a heighfield engine for Quake1 to make a "Sim City" alike multiplayer standalone game.
So well.. I think more "Sim City" and DID and Airquake can be for good. But that me.
- Quake3 alike. That is "Pure DM". Like Nexuiz, Quake3, etc
- Counter Strike alike. That is "Tactical Urban Warfare" mods
- QuakeWorld alike. That is "Electronic Sports". Like QuakeWorld, and Warsow, and other
- Gloom alike. That is "RTS FPS". Like Tremulous, Gloom, Natural Selection etc.
Electronic Sports:
Obviusly quake1 has good QuakeWorld games. There IS the original and unique quakeworld community. We sould be VERY proud of that guys. I am.
Urban Tactical Warfare:
Seems that is very dificult to make "Tactical Urban Warfare" mods with quake. Well all know the BBOX on quake are not really good, and locational damage is not that go. That itself make that type of mods not much good. Also is the theed, off.. well..."Urban" maps. Maybe we sux mapping, or maybe the Quake1 engine is too limiting, but I dont really think the existing urban maps are good enough.
Pure DM:
Quake1 has painkeep, has the Q1A mod, has the Nexuiz game. We have enoug of that and work. Specially with the DPMASTER job, because is posible to search for other games. Is easy to join a FFA with Nexuiz. Again, we sould be VERY proud of the Nexuiz guys.
RTS FPS:
To me, CTF is dull, and TeamFortress is ugly because the mirror geometry. Distinct teams make for a more interesting gameplay. I admit I have stoped to play QW TeamFortress because is somewhat dull to me, and because sniper own the game.
Anyway I have no idea if is posible to make to make a RTSFPS for Quake1. Maybe the engine will not fit, because theres some "Tactical Warfare" elements on this type of games.
Anyway here is a hole to fill. A TeamFortress with different teams, more buildings and no-QW phisics but CS phisics.
Anyway has a gamer, I dont like the way Quake1 feel on internet. QuakeWorld feel much better but still. And the graphics are not good enough. I dont really like the Quake1 sky (except on some Mh or Tenebrae skys.)
I have like 900 zimbillions of unfinished singleplaer crap, that include enhanced Airquake mods and maps, enhanced DID mods , and a half-assed attemp to make a heighfield engine for Quake1 to make a "Sim City" alike multiplayer standalone game.
So well.. I think more "Sim City" and DID and Airquake can be for good. But that me.
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Tei - Posts: 193
- Joined: Mon Oct 25, 2004 12:22 pm
I vote we check out QuakeMatt's Panzer mod. The startdemo reminded me of the WC3 mod 'DOTA' but I haven't been able to play it with anyone yet.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I vote we check out QuakeMatt's Panzer mod.
I would but the only friends I have are frikbots and IIRC Panzer has no bots.
I'd like to see more coop-oriented mods. Defence Alliance on UT springs to mind even if it was poorly executed. A quake version of UT2004's onslaught mode would be cool too, vehicles and all.
- SkinnedAlive
- Posts: 65
- Joined: Fri Feb 25, 2005 5:03 pm
SkinnedAlive wrote:I vote we check out QuakeMatt's Panzer mod.
I would but the only friends I have are frikbots and IIRC Panzer has no bots.
I vote QuakeMatt add bots to Panzer!
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
CocoT wrote:Personally, I think it'd be rather cool to have a conversion of that Half-Life mod in which players are surrounded by boxes and can turn into one when they stop moving. I've always liked that mod, I don't know why. Unfortunately, the HL version didn't have bots. I think it'd be easy to code the rules into FrikBot. To avoid the business of turning one model to the other, I think I'd go with a big room randomly filled with player models, you know, in statue-like grey. The moving player would be in full color and his/her skin change gradually to grey as he/she stops moving.
CrateDM was originally for Quake2, the HL version is conversion.
(I remember it was for Quake 2 because it was Mod of the Week over at PQ for like 6 months after Q2 came out.)
- FrikaC
- Site Admin
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...Wow, remember Koolio's Counter-Attack... CounterStrike like... Not a fan of CS, but in Quake it sounded better for some reason.. lol The screenshots certainly looked nice...
...I feel you...
I'm a big Frikbot/bot fan. I ran around in it, but by yourself is no fun. Bots in Panzer would be sweet...
...mMmmm... Coop rules.
...A Quake or maybe a DarkPlaces specific version of Onslaught or Assault would kick a$$, but a lot of work too... with Frikbots, Gryo enabled, etc... {{begins to drool...}}
...The only other game mod to convert over, well the 1st one that comes to mind anyway comes from all the HL2 I've been playing recently. Seems only fair since HL2 is so Quake rooted...
The idea behind the SourceForts mod is milding interesting to me being a TF engy at heart...
...SourceForts is a Half Life 2: Deathmatch mod where players build bases and other structures with blocks and plates in the "build phase" to protect themselves and their team's flag (which is actually a ball), and then fight it out and try to capture the enemy's flag in the "combat phase". Once the combat phase has ended, it's back to build, where players can repair, improve, and change their creations to ready them for the next combat phase. The mod uses a player class system that gives players many different ways to play the game. The five classes include the Soldier, the quick Scout, the fort wrecking Rocketeer, the Sniper, and the Builder, which allows players to continue to build even after the build phase has ended. The Builder(engy) can build, repair, and steal enemy blocks during combat phase...
...Now the classes are nothing new, but it the building that really attracts me... Again I can see Gryo in there...
but bots maybe out as far as builder class goes, but I could see it as fun allowing them to use the other classes while the players could choose to be Builders if they wished while the bot mainly fought, defend and steal the flags... Ehh... just idea's anyway... 
SkinnedAlive wrote:
I would but the only friends I have are frikbots and IIRC Panzer has no bots.
...I feel you...
I'd like to see more coop-oriented mods.
...mMmmm... Coop rules.
Defence Alliance on UT springs to mind even if it was poorly executed. A quake version of UT2004's onslaught mode would be cool too, vehicles and all.
...A Quake or maybe a DarkPlaces specific version of Onslaught or Assault would kick a$$, but a lot of work too... with Frikbots, Gryo enabled, etc... {{begins to drool...}}
...The only other game mod to convert over, well the 1st one that comes to mind anyway comes from all the HL2 I've been playing recently. Seems only fair since HL2 is so Quake rooted...
...SourceForts is a Half Life 2: Deathmatch mod where players build bases and other structures with blocks and plates in the "build phase" to protect themselves and their team's flag (which is actually a ball), and then fight it out and try to capture the enemy's flag in the "combat phase". Once the combat phase has ended, it's back to build, where players can repair, improve, and change their creations to ready them for the next combat phase. The mod uses a player class system that gives players many different ways to play the game. The five classes include the Soldier, the quick Scout, the fort wrecking Rocketeer, the Sniper, and the Builder, which allows players to continue to build even after the build phase has ended. The Builder(engy) can build, repair, and steal enemy blocks during combat phase...
...Now the classes are nothing new, but it the building that really attracts me... Again I can see Gryo in there...
Last edited by xaGe on Sun Aug 13, 2006 5:03 am, edited 2 times in total.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Yeah, bots are on the todo list, like everything else!
I had an idea a little like SourceForts a few years ago, but with much larger, pre-fabbed structures like walls, pillboxes and armouries. It'd be cool to see that brought to Quake, but it'd benefit from large, outdoor areas, so it probably wouldn't be easy to pull off.
Not quite a mod, but I'd like to see X-Com: Alliance made for Quake. Obviously, I'd like to see if made regardless of engine, but Quake would make me the happiest!
I had an idea a little like SourceForts a few years ago, but with much larger, pre-fabbed structures like walls, pillboxes and armouries. It'd be cool to see that brought to Quake, but it'd benefit from large, outdoor areas, so it probably wouldn't be easy to pull off.
Not quite a mod, but I'd like to see X-Com: Alliance made for Quake. Obviously, I'd like to see if made regardless of engine, but Quake would make me the happiest!
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Quake Matt - Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
CrateDM was originally for Quake2, the HL version is conversion.
Ooh, yeah, you're right. I remember that.
I coded a form of onslaught into UQC, which will be bundled in the next (last) version of the mod. Fun but rather limited, I suppose. I do think, too, that it'd be a fun game-mode to explore in Q1... and not particularly hard to code.
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
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