Tourism mod for Quake
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Tourism mod for Quake
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 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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Tourism mod for Quake
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.
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."
Or:
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*

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."
Or:
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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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Re: Tourism mod for Quake
how is this any different than just typing
sv_freezenonclients 1 in console? or even the notarget(or whatever the command is)?
sv_freezenonclients 1 in console? or even the notarget(or whatever the command is)?
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: Tourism mod for Quake
r00k wrote:how is this any different than just typing
sv_freezenonclients 1 in console? or even the notarget(or whatever the command is)?
From the project page:
Ghosts I-IV for Quake wrote:This mod re-scores Quake using every track from the 2008 Nine Inch Nails ambient/instrumental album "Ghosts I-IV", and puts the game into a "tourism mode" where there are no enemies, weapons, and the player can't take damage.
So, basically, they slapped an alternative soundtrack (I won't discuss the merit here, IMO it's a matter of personnal taste) but in the process also removed monsters, probably breaking a bunch of maps since there are parts only accessible after killing the monsters. Yay.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Tourism mod for Quake
junk just someone trying to give tribute but forgot to light the torch , sad.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: Tourism mod for Quake
ok, since frag.machine is a little sad for this mod,probably this would cheer him up!
Or probably not, I dunno. Anyway, it's a super weird thing to see quake models (which are, by definition, the first very 3d characters models in history..at leat the first ones I ever seen) being flatten and put in a mixed Doom / Quake milkshake.
Here's the author of the remake soundtrack, real great artist! I love his room too!
Here's the author of the remake soundtrack, real great artist! I love his room too!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Tourism mod for Quake
toneddu2000 wrote:ok, since frag.machine is a little sad for this mod,probably this would cheer him up!Or probably not, I dunno. Anyway, it's a super weird thing to see quake models (which are, by definition, the first very 3d characters models in history..at leat the first ones I ever seen) being flatten and put in a mixed Doom / Quake milkshake.
Here's the author of the remake soundtrack, real great artist! I love his room too!
This is pure awesomeness, actually. I can imagine a mod gathering all baddies from Quake, Wolf3D, Doom, DN3D and even Half Life as sprites running in a modern Doom engine in a giant mess of blood and guts and explosions... it would be glorious. :') And also probably a gargantuan case of C&D with laywers from all companies involved attacking from all sides.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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