Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE!)

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Blade3327
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Re: Z-QUAKE Doom TC of the Original Quake (4TH VID! HUGE UPDATE)

Post by Blade3327 »

Technically, it's not the starter map.
The game will be seperated into three dimensions (Plagued Dimension, Realm of the Ancients, and Land of the Forgotten). Each of these contains multiple areas accessible from the first 1 or 2 maps in the set. The reason the area you saw in the vid is so detailed is because it's actually a key part of the game -- a gateway from which you can get to the other places in the Plagued Dimension.

Jeez, I'm getting so pumped up writing these crazy things, lol :P .

In all seriousness, I basically go by what I feel like doing. Since the classic amount of maps is 30 (plus 2 extra for secrets, which I may or may not use), I'm limiting the amount of maps for each dimension to 10. I have quite some space to fill, so if I'm messing around with a map and come across a great place to throw in a passage to a new area, I make one. Why not? Obviously the idea has to be good, but yeah...
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Anarchist
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Re: Z-QUAKE Doom TC of the Original Quake (4TH VID! HUGE UPD

Post by Anarchist »

Sorry for such a long bump, but...

This is tempting! :shock: If this has 3d Models... then damn, I must have it!
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Re: Z-QUAKE Doom TC of the Original Quake (4TH VID! HUGE UPD

Post by wildweasel »

Anarchist wrote:Sorry for such a long bump, but...
Unfortunately such bumps are frowned upon around here, assuming you're adding nothing to the thread. When you bump a months-old project thread, it generates false hope for people that were interested in the project - your post makes the thread look like it's still active when it really is not.
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Blade3327
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Re: Z-QUAKE Doom TC of the Original Quake (4TH VID! HUGE UPD

Post by Blade3327 »

Anarchist wrote:Sorry for such a long bump, but...

This is tempting! :shock: If this has 3d Models... then damn, I must have it!
It's okay, because it raises an interesting point (even though it's one I've cleared up multiple times): this game won't use 3D models. That's not the point of it. I've explained why before, so do check the other pages for the answer.
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Blade3327
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Re: Z-QUAKE Doom TC of the Original Quake (NEW SCREENS ADDED

Post by Blade3327 »

Time for me to bump things up. Despite my absenses from the Forums, my Doom-related projects are still on the work bench. Last school year was pretty hectic and, coupled with the other things I have going on, I had to take some time away from Z-QUAKE every now and then. I'm relieved to announce that over the past few days, I've been working on accurizing the items in the game (in terms of screen color upon acquiring, item-specific pick-up sounds, etc.).
Other changes finally include the two random axe attacks, accurized weapon speeds, plus six random pain sounds and five random death sounds for the player.
The resources are almost exactly where they need to be, so I may release a much-needed demo for the updated technical stuff. I'll be posting a new video soon (screenshots keep coming out too dark), as I've also made-over the introductory map and have plans for redoing some of the other levels. Z-QUAKE is far from being done, but I've never learned so much from one single Doom mod and I feel I owe it its eventual completion.

In the meantime, here's another little modification I've made to the character classes that I've been meaning to do for a while now. The names have been changed to Ranger (implying the standard Quake character we're all familiar with), Marine, and Bruiser. My old selection icons were kind of crappy; they were recolored Quake logos, each with a different amount of nails sticking through them. The image quality wasn't the greatest either and I've since gotten Slade 3 so I can deal with .png's more easily. Long story short, these are the new selection icons players will see in the menu prior to starting a new game (they're resized by 200-300% in GZDoom):

Image

More updates will be on the way, including a fresh video showing the recent in-game changes. The only negative news I have regarding the project is that I'm considering scrapping the cooperative AI soldiers. Testing out various scenarios has revealed that I have to spend more time worrying about where they are (and their behavior at points is somewhat odd), which gets in the way of the story and takes away from the isolated feeling of the actual Quake. The hub-style gameplay is still a must for me, but having sidekicks might be too big a deviation from the source material.
Last edited by Blade3327 on Fri Aug 26, 2011 2:22 am, edited 2 times in total.
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hugoroy
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by hugoroy »

Nice job with this.
What will it be the game/demo be done?
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Blade3327
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Blade3327 »

hugoroy wrote:Nice job with this.
What will it be the game/demo be done?
A weapons/item/pick-up demo could very well be ready by the end of the summer break. It'll take a bit more tweaking, but it's very possible. As for the full game, it'll be finished when it's finished. There's a lot of mapping to do, so it's just as well I'm getting the resources straightened out almost for good. I'll keep updating the thread as things progress.
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Virtue
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Virtue »

dude, you should encorporate the 2 official addons to this, if you need help ripping models from scourge of armagon and dissolution of eternity ill be happy to help :) ive already ripped and coded the robot scorpion as a private mod :)
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Blade3327
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Blade3327 »

Ben2k9 wrote:dude, you should encorporate the 2 official addons to this, if you need help ripping models from scourge of armagon and dissolution of eternity ill be happy to help :) ive already ripped and coded the robot scorpion as a private mod :)
That could probably happen somewhere down the line, maybe as an expansion. I do actually have both mission packs, so I could easily rip weapons. Ripping the monsters and actually coding those weapons would be the trickier part.
I was lucky enough that QDoom existed for EDGE, so I got my monsters from there. The weapons in Z-QUAKE are my own rips, though.
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Virtue
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Virtue »

aye, ive got a great program called quake army knife, you can view the models in whatever res you want and even have them anti-aliased if you want, the rips ive got are pretty decent, i started a Malice tc that is nowhere near finished but what a GREAT mod Malice was!!
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Blade3327
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Blade3327 »

Hmm... I'll look into it.

I actually downloaded a Quake model viewer a while back and did two full rotations for the Spawn. Sadly, I had to size the screen just right and now I can't remember what settings I used, so I'm stuck with the front and 3/4 angle views of every animation. I could definitely include the Spawn in the game as a single-angle monster, since all he does is jump around at the player. Might be a bit half-assed, but he's a liquid creature so it could work. I'll code it one of these days and test it out just to see if its lack of angle diversity is noticeable.
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hugoroy
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by hugoroy »

I could help with mapping, though I've never actually played quake 1 and 2 :wink:
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Virtue
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Virtue »

hugoroy wrote:I could help with mapping, though I've never actually played quake 1 and 2 :wink:
no offense dude but that pretty fail :S
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Re: Z-QUAKE Doom TC of the Original Quake (Weps + PowerUps D

Post by hugoroy »

NeuralStunner wrote: (Of course having the "grenade" launcher use "rockets" seems a little silly to me anyway...)
RPG = rocket propelled gernade :wink:
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Re: Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE

Post by Gez »

No, RPG = Role-Playing Game.

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