Gotcha. I look forward to v1 and future releases then.DBThanatos wrote:For the v1 release, only "vanilla" monsters. More are planned, but for a version after the first.
QC:DE v2.7 is out! (With 100% more Dusk Dude)
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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!
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- Nems
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Re: Quake Champions: Doom Edition (Trailer & Release Date pg
- DBThanatos
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Re: Quake Champions: Doom Edition (Trailer & Release Date pg
For if anyone is interested in what options the game has.
In the video description is the time code table to skip topics.
In the video description is the time code table to skip topics.
- Captain J
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Re: Quake Champions: Doom Edition (Trailer & Release Date pg
Very detailed and long review-wise... Those unique fonts and menu screen definitely looks original and the DANKEST!
- iSpook
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Re: Quake Champions: Doom Edition (Trailer & Release Date pg
So, I am slightly excited for this, but two questions:
1.) I noticed that excess armor and health decays over time not only in MP/Compet. Modes, but in SP. Could there be an (eventual) option to turn this off? I can understand it's to balance it out in MP, but in SP that could lead to hairy situations with larger, more enemy filled maps.
2.) If you set the enemy selection to just "Doom" will that allow for enemy replacers (mostly Colorful hell) to work, or will I have to modify the mod itself to make it compatible?
2a.) And if the above question is 'yes', is there a way to maybe give the more 'boss'-esque monsters in said mod a chance to 'drop'/reward the player with these bonus crates?
1.) I noticed that excess armor and health decays over time not only in MP/Compet. Modes, but in SP. Could there be an (eventual) option to turn this off? I can understand it's to balance it out in MP, but in SP that could lead to hairy situations with larger, more enemy filled maps.
2.) If you set the enemy selection to just "Doom" will that allow for enemy replacers (mostly Colorful hell) to work, or will I have to modify the mod itself to make it compatible?
2a.) And if the above question is 'yes', is there a way to maybe give the more 'boss'-esque monsters in said mod a chance to 'drop'/reward the player with these bonus crates?
- DBThanatos
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Re: Quake Champions: Doom Edition (Trailer & Release Date pg
1. Not on the initial release. Perhaps later down the road.
2. I suppose, but since i've never use that mod, i have no idea how it replaces monsters. If it's just a "XXZ replaces XX" it probably will work.
2a. Yes, you could technically do that relatively easily.
As for some news:
http://www.moddb.com/mods/quake-champio ... ease-party
And
2. I suppose, but since i've never use that mod, i have no idea how it replaces monsters. If it's just a "XXZ replaces XX" it probably will work.
2a. Yes, you could technically do that relatively easily.
As for some news:
http://www.moddb.com/mods/quake-champio ... ease-party
And
Re: Quake Champions: Doom Edition (Coming on Feb 10th)
how big is the file size? it says 3.04 mb on moddb site...
Re: Quake Champions: Doom Edition (Coming on Feb 10th)
just add doom hand to the quake guns and you have a weapons mod
Re: Quake Champions: Doom Edition (Coming on Feb 10th)
Uhhhh, what do you think the rest of it is?shadstarn wrote:just add doom hand to the quake guns and you have a weapons mod
- Captain J
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Re: Quake Champions: Doom Edition (Coming on Feb 10th)
QUAKIN' EY!! Really nice job with the video and i honestly can't wait. This mod got improved though the days and this video just proves it.
The funny thing is, this mod used to have vanilla doomguy hands. However they're all removed because other classes has different-looking hands and such. So yeah. That's nut guna happen.shadstarn wrote:just add doom hand to the quake guns and you have a weapons mod
- iSpook
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Re: Quake Champions: Doom Edition (Trailer & Release Date pg
Colorful hell replaces monsters via spawners. And I see.DBThanatos wrote:1. Not on the initial release. Perhaps later down the road.
2. I suppose, but since i've never use that mod, i have no idea how it replaces monsters. If it's just a "XXZ replaces XX" it probably will work.
2a. Yes, you could technically do that relatively easily.
- DBThanatos
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Re: Quake Champions: Doom Edition (Release on Feb 10th)
One last update before the release tomorrow morning.
- Captain J
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Re: Quake Champions: Doom Edition (Release on Feb 10th)
It's been really fun and exicting to wait for the official release. And i can see some classic Q3 maps as well. Guud Quakin' stuff!
Re: Quake Champions: Doom Edition (Release on Feb 10th)
wooow... time to make DM maps
- DBThanatos
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Re: Quake Champions: Doom Edition (Release on Feb 10th)
Your amazing weapons are finally gonna shineCaptain J wrote:It's been really fun and exicting to wait for the official release. And i can see some classic Q3 maps as well. Guud Quakin' stuff!
The more, the merrier. You'll be able to load it up in GZDoom builder and use the QCDE exclusive stuff there. We made it so that any interested mapper will have an easier timeError313 wrote:wooow... time to make DM maps
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