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Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 2:24 am
by comet1337
samsara V2: we have caleb
eat your heart out Term

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

Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 2:35 am
by Gideon020
I can't help but want Caleb to have dual super shotties. :D

Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 8:19 am
by SoundOfDarkness
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.

Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 12:27 pm
by comet1337
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

Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 1:54 pm
by YukiHerz
That rocket launcher delay tho, I think it's a little bit too much between firing and the projectile actually spawning.

Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 2:19 pm
by DBThanatos
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

Re: [WIP] Quake Champions: Doom Edition

Posted: Sat Nov 04, 2017 10:36 pm
by Captain J
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?

Re: [WIP] Quake Champions: Doom Edition

Posted: Sun Nov 05, 2017 4:15 am
by DBThanatos
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.

Re: [WIP] Quake Champions: Doom Edition

Posted: Tue Nov 07, 2017 6:03 am
by insightguy
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 ?

Re: [WIP] Quake Champions: Doom Edition

Posted: Tue Nov 07, 2017 9:29 am
by comet1337
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)

Re: [WIP] Quake Champions: Doom Edition

Posted: Mon Nov 20, 2017 2:59 pm
by DBThanatos
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.



Re: [WIP] Quake Champions: Doom Edition

Posted: Mon Nov 20, 2017 5:22 pm
by Diode
Just...

Amazing work, guys.

Re: [WIP] Quake Champions: Doom Edition

Posted: Mon Nov 20, 2017 9:15 pm
by Captain J
Quakin' Awesooooome.(well some enemy plays body fall sound effect when gibbed, but whatev.)

Re: [WIP] Quake Champions: Doom Edition

Posted: Tue Nov 21, 2017 12:54 am
by insightguy
DBThanatos wrote:
No quad shooting sounds when under the effects of quad? :(

EDIT: Whelp I'm dumb, that's protection, thanks comet1337

Re: [WIP] Quake Champions: Doom Edition

Posted: Tue Nov 21, 2017 1:44 am
by comet1337
that was protection, the opposite of quad