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“Quake 2 TC” Is a TC for Doom 2 that runs solely on GZDoom.
It uses all the original textures from Quake 2 on their original rendition as well as most of the ambient sounds of the game. The TC runs with the outstanding “Quake 2 Stuff” mod that brings all the weapons and enemies straight from the game into GZDoom with total accuracy.
The music comes from the Quake 2 port of Nintendo 64, composed by Aubrey Hodges.
My aim is to create a near perfect recreation of a ID Tech 2/Quake 2 level or expansion pack but with the Doom engine, enhanced and made possible only with GZDoom. Despite a few structural features and effects that are only possible on the Quake 2 engine, the results are near identical and that proves again how an ancient engine like Doom is capable to reach a similar level of technical capabilities with ease.
-The story behind this project:
Spoiler:
How this project was born?
It all goes back to the good old days of the very late '90s and early' 00s. Quake 2 was an instant love when I discovered it around 1999. I remember to play Quake 2 at my Uncle's appartment being barely 11 years old and I knew it was my favorite FPS ever, only surpassed by Doom's “Knee Deep In The Dead. "
We didn't have a powerfull enough PC at home, it barely ran Doom. So I had to wait until I visited my Uncle to play Quake 2 when we sparsely visited him.
Things changed when around late 1999 or early 2000 the Quake 2 port of Nintento 64 arrived on my area. One of my childhood friends got a copy and I was blown away with it. I remember how impressed and amazed I was with this Quake 2 version. I remember to leave school and going to my friend's home way too often during the week, spend the whole afternoon playing Quake 2 N64 with him and often forgetting about my schoolwork. Those were the good times.
I didn't had a good computer to run Quake 2, BUT; yes, I had (and still have and on running condition!) a Nintendo 64! I managed to swap my friends Quake 2 game for another N64 title I don't remember right now. So yes, at the end I procured my own Quake 2 game and with it hours of endless amusement and enjoyment for such a beautiful, amazing and perfect game.
Now we go forward into summer 2002.
I moved to live with my father and I was on his hometown waiting for summer to end to start on a new High School where I didn't knew anyone, so I was basically all alone. So I spent the whole summer playing Quake 2 on the Nintendo 64 up until very late in the night. At the same time, I was heavily into bands like Linkin Park, Fear Factory, Rammstein, Alice In Chains, Pantera and other Nu/Metal/Grunge bands.
I often played Doom, Quake or Quake 2 while listening to albums like “Hybrid Theory” or “Digimortal” as music background, so with time they became a sole thing. I can not listen to Fear Factory or Linkin Park without remembering Quake 2 for example. And I can not play Quake 2 without thinking about these bands.
The nostalgia hits hard here!
While not playing with the Nintendo 64 (my father wanted to watch TV more often than I wanted to play) I used to play a lot of Doom on my PC.
During that time I played a lot on a very ancient (and now defunct?) source-port called Doom Legacy. I was a huge “TNT: Evilution” fan because it had the typical tech/industrial level design I like. I also played a lot a very old TC called “QuakeDoom TC”. You guess what it was about.
This was a fun TC that ported a lot of enemies and weapons from both Quake and Quake 2. It also had a not so short list of about 9 new maps, but with a pair of exceptions these were rare and nonsensical at best and didn't resembled anything near Quake with a few sporadic areas or details that catched my attention.
I was not new on Doom modding or mapping, in fact during that year I already started my own stuff although it was all laughable.
Not happy with the “QuakeDoom TC” experience but still unable to create my own maps, I had the idea to create “my own” Quake 2 TC on Doom taking the best levels from both this TC and my favourite maps from “TNT: Evilution” and an Alien TC called “Xenowar”. The result was a nearly 10 map long TC with maps like “Open Season” or “Nukage Processing” (I can't name these from the other two TC's cause they had literally no names). Though I didn't knew how to create new maps, I knew how to edit already made maps; so I edited and tweaked all the maps from such TC's: I replaced lots of textures, I changed some areas to fit them better to the ambientation I was trying to give to them and a large etc.
I didn't changed or added anything sprite-related, so I kept the “QuakeDoom TC” as the main source for weapons and enemies and though they were not all from Quake 2, they didn't looked bad on that TC I created throwing all these other existing TC's altogether. Yes, It was not a true TC of mine, just a frankensteined project from a lot of other people's work. But hell, It was funny and was really close to what a Quake 2 TC would have looked back in 2002.
-It's worth noting here that roughly on the same year I created a very similar Aliens TC project using Justin Fisher “Aliens TC” as the base and adding/modifying levels and whatnot-
So when I was not playing Quake 2 on the Nintendo 64, I was playing this TC on Doom Legacy while listening to Fear Factory “Digimortal”.
And then a legacy of memories were created that lasted forever.
The PC where I had all this stuff (I think it was a Pentium II?) ended it's life when his CPU or the processor was overcharged and exploded. I don't know how it happened at all. Suddenly I heard a boom and some white smock emanated from the turret. The PC died. It was a very faulty computer anyway, always having problems with this and that.
Back then I barely used the internet more than to use Messenger and download TC's and maps from various Doom pages like DoomWadStation. I never uploaded anything on the net, so basically this Quake 2 TC project (and everything else I had) ceased to exist for forever.
I finally got a new and better computer some time after this, and I started to learn how to create my own maps. I moved on from the Quake 2 thing on Doom but I always knew I was going back to this idea at some point in my life.
During all this time I created and discontinued lots of maps and projects. The only stuff that has seen the light of day and worth noting were my (now old) “Aliens: Colonial Marines TC” and “E1M1-Doom 3 remake” map, both for GZDoom.
I've been working on a new Aliens TC since early 2015 and other not so important stuff. But suddenly one day of 2018 the nostalgia hitted hard and I played Quake 2 on the Nintendo 64 again after years. I felt the same as I felt back in 1999, 2000, 2001...
And I suddenly remembered my lost project from nearly two decaded ago and I decided it was time to bring that project back from the dead, but this time as a serious and now experienced Doom mapper.
I downloaded the Quake 2 texture pack, “Quake 2 Stuff” mod, I sourced other stuff from elsewhere and I purchased Quake 2 N64 OST from Aubrey Hodges bandcamp.
I created a map list following a similar scheme to that of the Nintendo 64 port but respecting the HUB system of the original Quake 2 PC game.
I worked hard on the first two maps during summer 2018 and I finished them in about two months. I then started the third map but when I barely finished the two first areas I had to give up due to personal reasons.
But then in this summer 2019 (it looks like all good things related to Quake happens during summers) I took the project from where it left it a year ago.
I finished the third and fourth maps in two months during August and September and I finished the public demo of the first unit of this new Quake 2 Project for GZDoom.
Well, I think I writed way too much.
Just play it and I hope you enjoy it as much as I enjoyed creating it!
-Plot:
Who cares about plots anyway?
Spoiler:
After the successful "Operation Alien Overlord", the USCM runs a global invasion of the planet Stroggos, the core and heart of the Strogg populated solar system.
But while the Human forces are concentrated on Stroggos, the remaining Stroggs on the other planets regroup and start a new empire led by Zigurath, a new and more powerful Makron.
Desperate to launch a counter assault to the newly formed Strogg forces, the marines launch a planetary wide scale assault to the rest of the Strogg system in order to crush the new threat.
Gunned down by the bunkers located on the outskirts of a remote planet that serves as an outer stronghold, you must now travel through the various Strogg planets and Warships that are between you and the new Makron and destroy him.
-Resources/Who's helping me?:
Ozymandias81 for playtesting, tech help, resource building and tweaks.
TheCameleonMaligno and theundeadsoldier for Quake II Stuff.
Aubrey Hodges for the Quake 2 N64 OST.
Additional Thanks to: Tormentor667 for his repository.
Ozymandias81 wrote:It is a pleasure contributing on and off for little gems like this one, let's see what people will think about it
Can't thank you enough for all your contributions and help I'm really impatient to see how people react to this project; as you know it is a very personal TC!
While in '00s I was playing PSX version of the game, this TC still feels pretty authentic (although with somewhat different level layout) and brings back memories. :')
I hope someday we'll see the proper muzzle flashes for the Quake 2 weapons. %)
Looks pretty good. From the screenshots it's hard to tell whether this is a GZD mod or an addon for the original Q2. Seems like this is something I need to keep an eye on.
Download links shouldn't care what your browser is. Typically Dropbox, Mediafire, Google Drive, or Mega are used for that. By far the best option in my opinion though is what mods such as Lithium, Doom Tournament, Doom4Doom, and HeartsOfDemonsBaron do, that is Git.
EDIT: Downloaded, and interested. GZDoom can re-create so many games so faithfully that it's ridiculous.
Iniquitatis wrote:While in '00s I was playing PSX version of the game, this TC still feels pretty authentic (although with somewhat different level layout) and brings back memories. :')
I hope someday we'll see the proper muzzle flashes for the Quake 2 weapons. %)
I have the Quake 2 PSX version too and I never liked it. I bought it very cheap (second hand) around 2002 or 2003 and I never played more than 10 minutes. It looked ugly, sloopy, there were lots of cut-down details and features compared to the PC/N64 versions that it looked atrocious to me. But in contrast to the N64 version, it ran smoothier; similar to the PC version. But I think this was the only positive thing It had.
But better not derive this thread to which was the best port... It's all about love for Quake 2
NightFright wrote:Looks pretty good. From the screenshots it's hard to tell whether this is a GZD mod or an addon for the original Q2. Seems like this is something I need to keep an eye on.
Thank you very much This is part of what I aimed while doing this TC, blur the line between GZDoom and Quake 2. I hope you enjoy it!
Kinsie wrote:The download link refuses to download more than 500kb or so before ceasing to download.
fakemai wrote:Same. Find a file host that functions.
The OP has been updated with a new link!
Gorman Frebmane wrote:Thats alot of 3d floors and slopes.
...and? Is this good? bad? I don't get your comment at all.
Ozymandias81 wrote:Will update the link when I'll be on pc, as a suggestion try download it from Opera browser (since it has embedded vpn for free)
[EDIT]: Here you are the link, get it from here if you can't from main OP (until further updated thread)
Impressive. The weapons are mostly spot-on, though something strange going on with the firing animation of the rocket launcher and I don't remember the grunts being so easy to kill or dropping weapons and ammo in the original game.
sirudoom wrote:id love to see quake 3 remade or just a quake that crazy fast. that's what I liked about q3. its more like your in a car going off jumps then running.
Regarding Quake 3, Hunter's Moon is pretty much that, just with a few additions and a massive campaign of its own.
This is absolutely amazing, well done! I'm really eager to try the full version.
What's kinda bothering me, though: when using TargetSpy and showing the enemy tags everything is labelled "Zombieman".
Maybe you can assign proper tags? But that's just minor nitpicking.