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Qonquer Released
I released my Q1SP mod, Qonquer, today! Fight waves of monsters in arena style maps with the aid of your minions.

Info and download:
http://www.wantonhubris.com/qonquer/Qonquer.html

Thanks!
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Heh, minions won't deal with zombies. Ever. They don't like them. :) 
Mod. 
Good apart from the lava. 
Willem 
Make it harder.

For hard and nightmare skill I would suggest to stop the health from ticking upwards and to make the armour spawn only 1-2 times in a wave.

For the metal map you could try to move the armour under the bridge and spawn a vore on the bridge from time to time. And you could remove two of the health packs.

I think that on hard skill the player should get into problems from the 10-15th wave. 
 
There's only so much I can do though. The monsters are only so threatening and you guys are so good that it's tough to present a real challenge to you. :)

I don't want to change the monsters fundamentally by amping their health or damage - I'm a Quake purist at heart.

I'll try some things. But, really, the things you suggested are mostly achievable by the level designer so anyone could make a level that's super hard if they wanted to.

Stopping the health ticker on Hard is a good idea, thanks!

That was a hint in case anyone missed it. Heh. 
WTF !!!! 
I tried with WinQuake, FitzQuake 0.80, aguirRe's GLQuake 1.31 and I always get the same error message: "progs.dat has wrong version number (0 should be 6)"
Anybody would consider to help me please ? 
 
You've got me stumped. It works in software Quake and lots of other people are running it OK.

Anyone else using those engines he mentioned? 
JPL 
It's a problem on your side. Re-download the file or something. 
Beeeeep ! 
Nice try neg|ke, I already tried it, and it didn't help :P 
Difficulty 
It seems to depend on the map, not the programming. Perhaps just disallow saving.

The zombie situation is a bit irritating. Perhaps allow some minions to kill them, like ogres? 
I Played On AguirRe's GL 
and had no problems. 
JPL 
The zip looked a bit odd when I opened it in windows, presumably because it comes from a mac. So it might be an issue with the program you're using to unzip the file - try finding an alternative and using that. 
Ha! 
makes me feel as if I reached Q3 arena in Quake1!

Good Job, Willem! 
I Think To Make It Harder.... 
...for example in the base map get rid of the SNG and replace with an NG and replace the LG with a SSG! That would make it tougher. 
It Gets Hard Enough 
just starts too slow 
Wow 
Thanks! This is much fun. I got to wave 39 on first try I think. 1779 monsters! Crazy. Any chance of Quoth monsters in this? 
P.S. 
I think no matter how good you are it gets plenty challenging eventually (I'm not that good so..).
Also I play this with TQ146 as i play everything with if I can. It was just fine. Thanks again for this great mod. 
Finally It Works Fine... 
First thanks a lot to aguirRe who provided me a non corrupted version of Qonker folder...

Second, this mod is fucking awesome ! Nice idea to map quake arena that is not Quake 3 based ! the only bad point is that it start too slow, and before having funny butchery you need to wait at least till wave 10...

Anyway, keep it up ! 
 
Thanks! Glad you got it working finally. 
Qonquer 1.1 Released 
New version!

http://www.wantonhubris.com/qonquer/Qonquer.html

Direct download:
http://www.wantonhubris.com/qonquer/Qonquer_v1_1.zip

Anyone who found it too easy before will hopefully find that it scales a little better if you play on Hard or Nightmare.

Changes:

- added �impulse 12� for cycling to the previous weapon with ammo
- fixed the �Elder Arena� on Easy skill (no monsters were spawning!)
- minions will no longer hurt each other or the player
- made the minions stand further away from the player so they won�t trap you in the corner
- increased various limits, tweaked various times, based more values on skill level
- added finale screen (take a screenshot, impress your friends)
- proper respawn for the player after finale 
Cool 
Glad to see impulse 12 added :)

But, um...dude. Don't include source code or source maps, provide them as a separate sdk.
Don't put all the content in open folders inside a folder named qonquer inside another folder named qonquer.

The download zip should contain:

qonquer ( a folder, named in lowercase, that players simply extract to c:/quake/ )

Inside that folder there should be:

pak0.pak
qonquer1_1.txt
( it's good to add the version number to this filename, but whatever this file is named it should be the same as the zip )


Do not include a file named readme.txt

To assemble a pak file, use Pakscape:
http://kell.leveldesign.org/stuff/pakscape.zip

For the time being, I've assembled just such a download:
http://kell.leveldesign.org/stuff/qonquer1_1.zip

IMO 
 
Anyone unhappy with the packaging of the mod will receive a full refund. :)

But thanks, I'll keep that in mind for the future! 
 
Oh, and as for Pakscape ... remember, I'm on OSX. Is there a Mac PAK utility somewhere? I'd love to pack up the mods I do properly. 
Pak On A Mac 
Although I can't test this myself, you might want to try:
http://pakrat.fragland.net/

It claims to be able to read .pak files, so hopefully it will let you edit them too. 
 
I'll take a look at that this weekend. I seem to remember trying it before and it wouldn't even start up but we'll see. I think it's a classic app... 
 
Whoops, my bad ... that does indeed run but it looks to be a viewer. I don't see a way to import files or write out a new PAK. Blargh...

I may have to write something then. Yucky. 
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