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.
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Post by comet1337 »

samsara V2: we have caleb
eat your heart out Term

health drain active instead of guns akimbo? also what's his passive?
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: [WIP] Quake Champions: Doom Edition

Post by Gideon020 »

I can't help but want Caleb to have dual super shotties. :D
User avatar
SoundOfDarkness
Posts: 114
Joined: Tue Feb 28, 2017 5:53 pm
Location: at home

Re: [WIP] Quake Champions: Doom Edition

Post 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.
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Post 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
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: [WIP] Quake Champions: Doom Edition

Post by YukiHerz »

That rocket launcher delay tho, I think it's a little bit too much between firing and the projectile actually spawning.
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 »

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
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] Quake Champions: Doom Edition

Post 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?
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 »

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.
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: [WIP] Quake Champions: Doom Edition

Post 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 ?
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Post 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)
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 »

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.


Diode
Posts: 53
Joined: Mon Feb 29, 2016 2:34 pm

Re: [WIP] Quake Champions: Doom Edition

Post by Diode »

Just...

Amazing work, guys.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] Quake Champions: Doom Edition

Post by Captain J »

Quakin' Awesooooome.(well some enemy plays body fall sound effect when gibbed, but whatev.)
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: [WIP] Quake Champions: Doom Edition

Post by insightguy »

DBThanatos wrote:
No quad shooting sounds when under the effects of quad? :(

EDIT: Whelp I'm dumb, that's protection, thanks comet1337
Last edited by insightguy on Tue Nov 21, 2017 4:51 am, edited 1 time in total.
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: [WIP] Quake Champions: Doom Edition

Post by comet1337 »

that was protection, the opposite of quad
Post Reply

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