Artill mod

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TimeServ
Posts: 38
Joined: Wed Jun 08, 2005 4:02 pm

Artill mod

Post by TimeServ »

DarkPlaces version: http://triptohell.info/tsrv/artill/arti ... 222011.zip
FTE version: http://triptohell.info/tsrv/artill/arti ... 222011.zip
QuakeC source: http://triptohell.info/tsrv/artill/arti ... 222011.zip

This is a mod in which you're a tank shooting down planes and that's pretty much it.

CSQC using mods are still kind of non-existent so I decided to update this mod. It's still pretty much a demonstration and not really a game so much. However, I think there's enough things in this mod that can serve as examples for other QuakeC modders looking for CSQC usage.

Few things to note, the entity setup is kind of whack and I have no idea how well multiple players will work.
Error
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Post by Error »

Thanks TimeServ. Indeed, a good example mod with CSQC is practically unheard of. This could be a great asset to people that are wanting to implement CSQC into their mod but with pretty much no direction. I'll have to take a look at it soon.
Spirit
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Post by Spirit »

Is it me or is this incredibly hard? Most rockets hardly ever reach the needed height, they are slow and the airships take several hits to go down with most of them.
Improve Quaddicted, send me a pull request: https://github.com/Quaddicted/quaddicted-data
TimeServ
Posts: 38
Joined: Wed Jun 08, 2005 4:02 pm

Post by TimeServ »

Spirit wrote:Is it me or is this incredibly hard? Most rockets hardly ever reach the needed height, they are slow and the airships take several hits to go down with most of them.
As I said, this is more of a demonstration and not really much of a game. I had other intentions for the mod at first and at some point I decided to toss in enemies, and so game play balance isn't there and the planes are kind of jerks. If I were to make a full mod out of this I'd want to not use AirQuake resources and also add a lot more things so I'd need modellers and maybe level designers and I would be asking for too much for this.
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