QC:DE (VorMatur and Eleena Reveal, pg21)

Projects that alter game functions but do not include new maps belong here.
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.

QC:DE (VorMatur and Eleena Reveal, pg21)

Postby DBThanatos » Tue Aug 29, 2017 12:49 pm







What is this?
"QC: Doom Edition” is a mod that brings the weapons from the latest Quake game, into Doom, with delicious pixelated flavor. More than just weapons, it also brings the "Champions” mechanic -- different player classes, each one with unique status, speed, active and passive abilities

Features
➢ All weapons from Quake Champions, with faithful firing times for best transferable experience
➢ 17 champions to play, each with unique abilities
➢ Single player enabled
➢ Cooperative enabled
➢ Monster sets to mix and match: Doom, Quake, Quake 2, Quake 4
➢ Deathmatch enabled
➢ Capture the Flag enabled
➢ Other multiplayer modes supported (Duel, LMS, Domination, Instagib, Buckshot)
➢ GZDoom 1.8.6 compatible (for single player)
➢ GZDoom 3.2.x compatible (for single player + fancy effects)
➢ Zandronum 3.x compatible (for SP and all types of multiplayer)
➢ D-Touch and Delta Touch compatible (for Quakin’ on the go!)
➢ Selectable starting weapon
➢ Enhanced bots for better "local deathmatch” or to add to servers
➢ AeonQCDE: a dedicated version of AeonDM with custom spawn points for a better Quake-like experience
➢ QCDEmaps: A set of QCDE spcific maps (mostly new ones) including some QC ones!
➢ Damage numbers
➢ Lootboxes!
➢ Speedometer
➢ Optional weapon bar and hit beeps
➢ Moarrr crosshairs
➢ Champion details help screen
➢ And more!

What's new in v1.3.0?
➢ New Champion: Keel
➢ New Champion: Sarge
➢ New Maps: Furious Heights, Lost Rail & Phrantic

Why would you even?
Because sometimes the world doesn't need another hero, it needs a monster I'm unoriginal like that :P
Other than that, because I always find I want to use weapons from a game, moreso a DM only game like QC, in a single player environment where a zillion maps are available. The fun of those weapons in a semi-endless solo environment. And since we were at it, we might as well enable the DM part to play with Zandronum.

Who?
Developers (the usual suspects):
  • DBThanatos
  • Michaelis
With weapon sprites wondefully frankensprited:
  • Captain J
Additional Spriting help:
  • Franco Tieppo

Download
Go get QC:DE v1.3.0 (and it's related files) over here:
DOWNLOAD QC:DE
Last edited by DBThanatos on Fri Nov 09, 2018 10:14 am, edited 35 times in total.
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 Gadosen » Tue Aug 29, 2017 1:06 pm

This community, man... never ceases to amaze me. Terrific job, Mr. DBT... looking forward to see more :D
Gadosen
 
Joined: 12 Jan 2017

Re: [WIP] Quake Champions: Doom Edition

Postby Cherno » Tue Aug 29, 2017 2:02 pm

This looks pretty polished!
User avatar
Cherno
 
Joined: 06 Dec 2016

Re: [WIP] Quake Champions: Doom Edition

Postby mutator » Tue Aug 29, 2017 2:49 pm

I can't wait to play this..will it have upgrades or just weapons?
User avatar
mutator
 
Joined: 09 Dec 2015

Re: [WIP] Quake Champions: Doom Edition

Postby BradmanX » Tue Aug 29, 2017 6:01 pm

Can't waite, looks pretty fun :D
User avatar
BradmanX
 
Joined: 23 Nov 2012

Re: [WIP] Quake Champions: Doom Edition

Postby Matsilagi » Tue Aug 29, 2017 7:09 pm

Yo. Really hyped for that!

Incase you guys need 3D model rips of the guns for whatever reasons, i can provide them (please note that the scales on some of them are screwed and the UVs on other ones are broken)

Good Luck for you guys again! My Nexus 4 salutes you for the well done mods.
Matsilagi
 
Joined: 01 Nov 2014

Re: [WIP] Quake Champions: Doom Edition

Postby Jeimuzu73 » Tue Aug 29, 2017 8:32 pm

A good start, I like what I've seen so far.

The weapon sprites have the QC aesthetic in them which is nice, but with enough tweaking they should be great.
User avatar
Jeimuzu73
Name's Odd. James Odd.
 
Joined: 03 Jul 2011
Location: Secret Base HQ, MI20

Re: [WIP] Quake Champions: Doom Edition

Postby UncleKitchener » Thu Aug 31, 2017 11:45 am

Really looking forward to this if your previous work is anything to go by. There's gonna be some real quality and dedication on this.
User avatar
UncleKitchener
 
Joined: 04 Jul 2017
Discord: Uncle Kitchener

Re: [WIP] Quake Champions: Doom Edition

Postby eyesoftheworld94 » Sat Sep 02, 2017 4:03 pm

This looks hella sweet! Any chance you'll gather up some mappers to recreate the maps from QC? That would be even sweeter!
eyesoftheworld94
 
Joined: 12 Nov 2015

Re: [WIP] Quake Champions: Doom Edition

Postby DBThanatos » Sat Sep 02, 2017 6:32 pm

Thanks everyone for the nice words and interest!

@mutator: No upgrades. Not every mod needs them. The focus here is different. ;)

@UncleKitchener: well, you know how I love to make and deliver a good whole package :D

@eyesoftheworld94: I'd love to! but unfortunately, I've never been good at mapping projects... if only some amazing mapper would drop by to help us create some crazy 3-d floors maps, that'd be sweet... But chances are slim. :P

I do map myself, see the remake of "Chasm" i did for D4T (unreleased map tho)


But it takes me forever, and I really like to focus on the mod itself, rather than the maps, since I can do the former much better than the latter.
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 Jeimuzu73 » Sun Sep 03, 2017 5:16 pm

Will there be other guys besides Ranger joining the cast? It'd be awesome if you could add other mods' characters to the roster such as the Trailblazer, Hae-lin or even Massmouth. :mrgreen:
User avatar
Jeimuzu73
Name's Odd. James Odd.
 
Joined: 03 Jul 2011
Location: Secret Base HQ, MI20

Re: [WIP] Quake Champions: Doom Edition

Postby Gadosen » Sun Sep 03, 2017 6:31 pm

Jeimuzu73 wrote:Will there be other guys besides Ranger joining the cast? It'd be awesome if you could add other mods' characters to the roster such as the Trailblazer, Hae-lin or even Massmouth. :mrgreen:


That's a pretty badass idea!
Don't forget Cygnus, the Guncaster :v
Gadosen
 
Joined: 12 Jan 2017

Re: [WIP] Quake Champions: Doom Edition

Postby Voros » Sun Sep 03, 2017 8:24 pm

If that's a WIP, I can't even comprehend what the final version will be like.

BTW, nice shot at 4:49 ;)
User avatar
Voros
 
Joined: 03 Feb 2017

Re: [WIP] Quake Champions: Doom Edition

Postby Exosphere » Mon Sep 04, 2017 9:47 pm

This looks really cool. Looking forward to this mod's progress.

Would it even possible to incorporate some of the unlockable weapon skins, especially the first Quake ones?
User avatar
Exosphere
 
Joined: 11 Jun 2017
Location: New England, US

Re: [WIP] Quake Champions: Doom Edition

Postby 4thcharacter » Tue Sep 05, 2017 7:54 am

DBThanatos wrote:I do map myself, see the remake of "Chasm" i did for D4T (unreleased map tho)


That map is Dump level qualities of map design, which is good.
User avatar
4thcharacter
"I have returned."
 
Joined: 02 Jun 2015

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: JohnnyBGetgoode and 12 guests