QC:DE v2.7 is out! (With 100% more Dusk Dude)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [WIP] Quake Champions: Doom Edition

Postby comet1337 » Sat Nov 04, 2017 2:24 am

samsara V2: we have caleb
eat your heart out Term

health drain active instead of guns akimbo? also what's his passive?
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Postby Gideon020 » Sat Nov 04, 2017 2:35 am

I can't help but want Caleb to have dual super shotties. :D
Gideon020
Fanboy
 
Joined: 28 Sep 2015

Re: [WIP] Quake Champions: Doom Edition

Postby SoundOfDarkness » Sat Nov 04, 2017 8:19 am

Will this be a pure multiplayer death match thing like the original game? I hope not. I want to move through my favorite maps and kill all kinds of Doom monsters with those guns.
User avatar
SoundOfDarkness
Offering translation help for Wolfenstein based mods
 
Joined: 28 Feb 2017
Location: at home

Re: [WIP] Quake Champions: Doom Edition

Postby comet1337 » Sat Nov 04, 2017 12:27 pm

SoundOfDarkness wrote:Will this be a pure multiplayer death match thing like the original game? I hope not. I want to move through my favorite maps and kill all kinds of Doom monsters with those guns.

check bottom of second page
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Postby YukiHerz » Sat Nov 04, 2017 1:54 pm

That rocket launcher delay tho, I think it's a little bit too much between firing and the projectile actually spawning.
User avatar
YukiHerz
Expensive pasta dude
 
Joined: 02 Dec 2013
Location: Where corruption is redefined daily.
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel (Legacy GZDoom)

Re: [WIP] Quake Champions: Doom Edition

Postby DBThanatos » Sat Nov 04, 2017 2:19 pm

comet1337 wrote:samsara V2: we have caleb
eat your heart out Term

health drain active instead of guns akimbo? also what's his passive?


Caleb is a self healing machine. Active gives him a bit of extra damage, a bit of resistance to damage and to p of that, he drains health.

For passive, he naturally heals some per kill.

Guns akimbo was an idea at some point, however ot was discarded in favor of this one, given certain factors i cant disclose anytime soon :P

YukiHerz wrote:That rocket launcher delay tho, I think it's a little bit too much between firing and the projectile actually spawning.

That's lag. We were playing between continents, and our ping was of around 150, so that's 150ms that it takes for any weapon from the moment you press fire, to when the actual projectile spawn (this is true for any mod with Zandronum). If you look at the sp demonstration or the bot match, you'll see firing is instantaneous ;)

So, my recommendation would be to play in servers with as little lag as possible for best experience :P
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: [WIP] Quake Champions: Doom Edition

Postby Captain J » Sat Nov 04, 2017 10:36 pm

And that's why Rocket Launcher delays... I actually thought it was some kind of intentional disadvantage. I guess lag takes fun away from us as usual. Eh?
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [WIP] Quake Champions: Doom Edition

Postby DBThanatos » Sun Nov 05, 2017 4:15 am

Yeah, nope. If there's something I hate, is unresponsive weapons.

I honestly have gotten used to play with 150ms since that's the smallest ping we both devs can physically get, but playing against bots in local, makes a huge difference for prediction shots.
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: [WIP] Quake Champions: Doom Edition

Postby insightguy » Tue Nov 07, 2017 6:03 am

DBThanatos wrote:I honestly have gotten used to play with 150ms since that's the smallest ping we both devs can physically get.


Christ how far are you guys? This mod an international effort?

Just out of curiosity, do you plan to make everyone doom hands, special hands per character or no hands at all ?
User avatar
insightguy
^HEY! My avatar is up there^
Banned User
 
Joined: 23 Mar 2011

Re: [WIP] Quake Champions: Doom Edition

Postby comet1337 » Tue Nov 07, 2017 9:29 am

unique/ quasi-unique hands don't sound like too much of an impossibility, considering there's only 3 weapons where the hands are visible (smg, hmg, sg)
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Postby DBThanatos » Mon Nov 20, 2017 2:59 pm

What happens when you play QCDE in single player, but you dont want to fight doom monsters?

Well, you select the option to play with Quake 1 monsters, of course.


User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: [WIP] Quake Champions: Doom Edition

Postby Diode » Mon Nov 20, 2017 5:22 pm

Just...

Amazing work, guys.
Diode
 
Joined: 29 Feb 2016

Re: [WIP] Quake Champions: Doom Edition

Postby Captain J » Mon Nov 20, 2017 9:15 pm

Quakin' Awesooooome.(well some enemy plays body fall sound effect when gibbed, but whatev.)
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [WIP] Quake Champions: Doom Edition

Postby insightguy » Tue Nov 21, 2017 12:54 am

DBThanatos wrote:


No quad shooting sounds when under the effects of quad? :(

EDIT: Whelp I'm dumb, that's protection, thanks comet1337
Last edited by insightguy on Tue Nov 21, 2017 4:51 am, edited 1 time in total.
User avatar
insightguy
^HEY! My avatar is up there^
Banned User
 
Joined: 23 Mar 2011

Re: [WIP] Quake Champions: Doom Edition

Postby comet1337 » Tue Nov 21, 2017 1:44 am

that was protection, the opposite of quad
User avatar
comet1337
 
Joined: 25 Sep 2015
Location: elsewhere

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Viscont23 and 5 guests