QC:DE v2.7 is out! (With 100% more Dusk Dude)
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.
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.
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Re: [WIP] Quake Champions: Doom Edition
samsara V2: we have caleb
eat your heart out Term
health drain active instead of guns akimbo? also what's his passive?
eat your heart out Term
health drain active instead of guns akimbo? also what's his passive?
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Re: [WIP] Quake Champions: Doom Edition
I can't help but want Caleb to have dual super shotties. 

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Re: [WIP] Quake Champions: Doom Edition
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.
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Re: [WIP] Quake Champions: Doom Edition
check bottom of second pageSoundOfDarkness 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.
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Re: [WIP] Quake Champions: Doom Edition
That rocket launcher delay tho, I think it's a little bit too much between firing and the projectile actually spawning.
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Re: [WIP] Quake Champions: Doom Edition
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.comet1337 wrote:samsara V2: we have caleb
eat your heart out Term
health drain active instead of guns akimbo? also what's his passive?
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

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

So, my recommendation would be to play in servers with as little lag as possible for best experience

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Re: [WIP] Quake Champions: Doom Edition
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?
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Re: [WIP] Quake Champions: Doom Edition
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.
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.
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Re: [WIP] Quake Champions: Doom Edition
Christ how far are you guys? This mod an international effort?DBThanatos wrote:I honestly have gotten used to play with 150ms since that's the smallest ping we both devs can physically get.
Just out of curiosity, do you plan to make everyone doom hands, special hands per character or no hands at all ?
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Re: [WIP] Quake Champions: Doom Edition
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)
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Re: [WIP] Quake Champions: Doom Edition
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.
Well, you select the option to play with Quake 1 monsters, of course.
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Re: [WIP] Quake Champions: Doom Edition
Just...
Amazing work, guys.
Amazing work, guys.
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Re: [WIP] Quake Champions: Doom Edition
Quakin' Awesooooome.(well some enemy plays body fall sound effect when gibbed, but whatev.)
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Re: [WIP] Quake Champions: Doom Edition
No quad shooting sounds when under the effects of quad?DBThanatos wrote:

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.
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Re: [WIP] Quake Champions: Doom Edition
that was protection, the opposite of quad