Another Quake II mod (LITTLE UPDATE 2-12-16)

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Re: Another Quake II mod

Postby Captain J » Sun Dec 27, 2015 12:54 am

RikohZX wrote:If you want a chainsaw replacement, you could use the Chainsaw from.. Ground Zero I think?
ooooh right, i forgot some expansion packs had new weapons. maybe they'll help to fill up the weapon replacement too!
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Re: Another Quake II mod

Postby SyntherAugustus » Sun Dec 27, 2015 2:00 pm

The mod needs some balance love, but I really like how well the animations and such are done. They blend well nicely to BTSX and other metal style levels.
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Re: Another Quake II mod

Postby theundeadsoldier » Mon Dec 28, 2015 4:05 am

nice work camaleon
Last edited by theundeadsoldier on Sun Feb 03, 2019 10:10 pm, edited 1 time in total.
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Re: Another Quake II mod

Postby ReX » Mon Dec 28, 2015 9:56 am

HazeBandicoot wrote:Don't forget Alpha22's (i think that was his name).

It was 22alpha22.
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Re: Another Quake II mod

Postby Valherran » Mon Dec 28, 2015 10:15 pm

Alright, I beat this on Doom 1 and Doom 2 + all map sets, it was pretty fun and accurate to Quake 2.

However, with Doom's map layouts and amounts of enemies spawned, it is kind of imbalanced.

A lot of times there is more enemies than half your weapons can handle, which forces you to use bigger weapons more often that leads to ammo problems. The slow weapon switching from Quake 2 doesn't help either, as well as the ROF on some weapons. And fresh starts in a lot of levels were insanely hard.

After you add in the rest of the Quake 2 content such as the Ground Zero and The Reckoning mission packs, would you consider making a secondary game mode that modifies everything to accommodate Doom? That would be ideal to perfecting this MOD.

EDIT: Oh, and you might wanna check the BFG10k, there is a see-through spot under the hand where you hold it like a texture went missing.
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Re: Another Quake II mod

Postby Big C » Tue Dec 29, 2015 3:31 am

This mod goes along well with The Darkening Episode 2 for obvious reasons!

https://www.doomworld.com/idgames/level ... ds/darken2
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Re: Another Quake II mod

Postby osjclatchford » Fri Jan 01, 2016 7:58 am

Big C wrote:This mod goes along well with The Darkening Episode 2 for obvious reasons!

https://www.doomworld.com/idgames/level ... ds/darken2


likewise for back to saturn X too!
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby TheCamaleonMaligno » Sat Feb 13, 2016 1:20 am

***New Update***
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Re: Another Quake II mod

Postby Oberron » Mon Feb 15, 2016 1:57 am

Captain J wrote:]ooooh right, i forgot some expansion packs had new weapons. maybe they'll help to fill up the weapon replacement too!

It is a chainfist, not a chainsaw.
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby Captain J » Mon Feb 15, 2016 2:04 am

But the wiki referred it as a chainsaw either. chinsaw or chain fist, sounds like same thing using a chain to me.
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby Matsilagi » Mon Feb 15, 2016 4:39 pm

Tested the new version, nice work!
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby YukesVonFaust » Mon Feb 15, 2016 10:24 pm

The new version had some USMC soldiers!
AND THE RANGER FROM QUAKE 1 ITSELF!
BESTMOD10/10
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby JohnnyTheWolf » Sat Jun 11, 2016 10:04 am

Just found out about this mod. Great stuff!

If you are still working on the mod, may I suggest you get rid of the invisible enemy variant and have it replaced by Beta class variant from The Reckoning.

I would also suggest you replace the Imp by The Reckoning's Gekk instead of those twin-blaster Guards.
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby Naniyue » Sun Jun 12, 2016 5:00 pm

WOW! At this point just take the walls and floors from the old Q2 TC and voila! :)
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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Postby armymen12002003 » Fri Jun 17, 2016 12:13 am

Nice finally a proper gameplay mod to play Project Slipgate and Dissolution with great work can't wait to see what you replace the pain elemental with
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