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 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.
Post Reply
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

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

Post by DBThanatos »

[imgur]https://i.imgur.com/6DCott0[/imgur]



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 and monsters, it also brings the champions -- different player classes, each one with unique status, speed, active and passive abilities, voice acting, and even lore.

Features
31 champions to play, each with unique abilities
➢ All weapons from Quake Champions, with faithful firing times for best transferable experience
Weapon upgrades that give each weapon a whole new role
➢ Play Single Player, Cooperative, Survival
Monster sets to mix and match: Doom, Doom 4, Quake, Quake 2, Quake 4. Add any amount of custom sets by community, too!
➢ Play Deathmatch, Duel, CTF, Domination (and more!)
Enhanced bots for both local and online use in Deathmatch

➢ Compatible with GZDoom from 1.9.1 to 4.x+ (for single player + fancy effects)
➢ Compatible with Zandronum 3.0 (for SP and all types of multiplayer)
➢ Compatible with Delta Touch (for Quakin' on the go!)

QCDE maps: a set of 43 maps made for QCDE, both original and demakes from QC, Q1, Q3, Q4, QL and Doom 4
AeonQCDE mapset: a dedicated version of AeonDM (33 maps, Cacoward) with custom item placement for a better Quake-like experience
Optional metal soundtrack by Michael Markie with original songs and covers of well-known favorites

➢ Damage numbers, speedometer, in-game champion info screens, and tons of customization with very sane defaults
➢ Lootboxes! For free!
➢ And more!


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. There is real fun in using these weapons in a semi-endless solo environment. And while we're at it, we might as well enable the DM part to play with Zandronum.

What's new in v2.5?
The Last Champion: Painkiller. Roster closes at 30 champions. I guess this isn't true anymore. Sorry, not sorry.
5 New Maps: Vale of Pnath (QC), Lh'owoken (QC), Molten Falls (QC), Placebo Effect (Q4), Quarantine (QL)
➢ Drastic rebalance of abilities in PvE, making them stronger and rarer on average

Who?
Developers (the usual suspects):
  • DBThanatos
  • Michaelis
With next level spritework by: Franco Tieppo
With champion lore written by: Ivory Duke
With modern metal soundtrack by: Michael Markie
With many maps by: RoosTer


Download
Go get QC:DE (and it's related files) over here:
DOWNLOAD QC:DE



More Videos


Last edited by DBThanatos on Sun May 17, 2020 4:33 pm, edited 49 times in total.
Gadosen
Posts: 38
Joined: Thu Jan 12, 2017 1:42 pm

Re: [WIP] Quake Champions: Doom Edition

Post by Gadosen »

This community, man... never ceases to amaze me. Terrific job, Mr. DBT... looking forward to see more :D
User avatar
Cherno
Posts: 1308
Joined: Tue Dec 06, 2016 11:25 am

Re: [WIP] Quake Champions: Doom Edition

Post by Cherno »

This looks pretty polished!
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Quake Champions: Doom Edition

Post by mutator »

I can't wait to play this..will it have upgrades or just weapons?
User avatar
BradmanX
Posts: 142
Joined: Fri Nov 23, 2012 2:45 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: [WIP] Quake Champions: Doom Edition

Post by BradmanX »

Can't waite, looks pretty fun :D
Matsilagi
Posts: 83
Joined: Sat Nov 01, 2014 10:37 am
Graphics Processor: nVidia (Legacy GZDoom)
Contact:

Re: [WIP] Quake Champions: Doom Edition

Post by Matsilagi »

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.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [WIP] Quake Champions: Doom Edition

Post by Jeimuzu73 »

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
UncleKitchener
Posts: 2
Joined: Tue Jul 04, 2017 5:39 pm

Re: [WIP] Quake Champions: Doom Edition

Post by UncleKitchener »

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.
eyesoftheworld94
Posts: 99
Joined: Thu Nov 12, 2015 10:52 pm

Re: [WIP] Quake Champions: Doom Edition

Post by eyesoftheworld94 »

This looks hella sweet! Any chance you'll gather up some mappers to recreate the maps from QC? That would be even sweeter!
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: [WIP] Quake Champions: Doom Edition

Post by DBThanatos »

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
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [WIP] Quake Champions: Doom Edition

Post by Jeimuzu73 »

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:
Gadosen
Posts: 38
Joined: Thu Jan 12, 2017 1:42 pm

Re: [WIP] Quake Champions: Doom Edition

Post by Gadosen »

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
User avatar
Voros
Posts: 151
Joined: Fri Feb 03, 2017 11:47 pm

Re: [WIP] Quake Champions: Doom Edition

Post by Voros »

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
Exosphere
Posts: 168
Joined: Sun Jun 11, 2017 11:42 am
Location: New England, US

Re: [WIP] Quake Champions: Doom Edition

Post by Exosphere »

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
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: [WIP] Quake Champions: Doom Edition

Post by 4thcharacter »

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.
Post Reply

Return to “TCs, Full Games, and Other Projects”