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frantiQ mod

Posted: Mon Mar 26, 2012 6:30 am
by gnounc
just a quick mod, the idea is to encourage fast in your face action instead of attack and retreat.
the irony is that quake is already in your face.

might have better to mod a more modern game with these mechanics, but owell.

the idea was to lure you into combat by feeding you armor for doing so, rather than
rewarding hiding in a corner.

Also health is deducted for not attacking. So theres double incentive.

When I first had the idea a year or two ago, I didnt realize roe did exactly this.
Armor entities have been removed from the maps. Sort of. But health remains.

http://dl.dropbox.com/u/1776436/gnounc% ... 20v0.0.zip

Re: frantiQ mod

Posted: Mon Mar 26, 2012 6:03 pm
by ceriux
cool stuff ill check it out
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Re: frantiQ mod

Posted: Tue Mar 27, 2012 4:47 pm
by qbism
I gave it a try. It does indeed motivate direct combat w/ hellknights and ogres rather than dodging long-range. I found myself trying to find a "sweet spot" that rewarded armor, but outside of melee reach.
Who/what is "roe" ?

Re: frantiQ mod

Posted: Tue Mar 27, 2012 6:15 pm
by r00k
You could try maybe giving health/armor points for shots incurred on your enemy. :D

Re: frantiQ mod

Posted: Sun Apr 15, 2012 4:23 am
by gnounc
roe is ressurection of evil, the expansion to doom3.'
qbism wrote:I gave it a try. It does indeed motivate direct combat w/ hellknights and ogres rather than dodging long-range. I found myself trying to find a "sweet spot" that rewarded armor, but outside of melee reach.
Who/what is "roe" ?
Did you find the sweet spot? If not, do you have any ideas about how one could be artificially crafted?
Also thanks for taking the time to not only play it, but to reply to the thread.
r00k wrote:You could try maybe giving health/armor points for shots incurred on your enemy. :D
Thats exactly what the mod does : )

Also sorry for not responding sooner, I was certain i already replied.

Re: frantiQ mod

Posted: Thu Apr 26, 2012 12:01 pm
by Squirt
Seems like an excellent idea!

Re: frantiQ mod

Posted: Fri Apr 27, 2012 1:29 am
by qbism
gnounc wrote:Did you find the sweet spot? If not, do you have any ideas about how one could be artificially crafted?
I suppose melee range is set in qc. Knowing that it's X units, armor collection could begin at X+10 (or whatever). Or maybe it should be just barely inside melee range to keep the player moving in and out.