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Copper Quake / Underdark Overbright (UPDATED)
A dual release for Quake's anniversary this weekend:

1. >> Copper Quake, a "Vanilla+" mod that polishes and refines Quake's singleplayer gameplay. It grinds off the roughest edges we've all just gotten used to over the last two decades without moving away from what Quake is at heart, and expands opportunity for high-level play. For example: Nightmare difficulty is an actual playable mode!

Read all the detail about it you desire, and download it, from the Copper site:

http://lunaran.com/copper/

2. >> A 7+2 map episode to go with it called Underdark Overbright. It's like czg, sock, and headshot had a sexy baby, featuring guest mapper Scampie!

Download it too: http://lunaran.com/copper/download.html
or ogle screenshots: https://imgur.com/a/fUrOYY6

UPDATE July 16: new version 1.05 is now available, follow the links above.
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Lunaran, 
I had no idea about "load auto", I did a search of the readme and couldn't find anything explaining. I probably would have added something to explain how it works and instructions on loading "auto". 
Terrific 
A fantastic set of levels with many clever setups and surprises. Brushwork and texturing were top notch, plenty of eye candy. Difficulty on hard was just the perfect amount of hard, where I exit the level with only 5% of my health left.

I didn't mind the gameplay changes that copper brought. They are a bit different than what we're all used to but its not a drastic change. The backpack pickup sound didn't bother me either.

First run demo's through the entire episode, hard skill: http://quaketastic.com/files/demos/orl_copper.7z

Great job to Lunaran and Scampie! This one is a real winner! 
 
Autosaves are supported in single player - type 'load auto' at the console to load the last autosave.

This was in the udob readme not in the copper readme except in the modding section:

target_autosave: saves the game to auto.sav when triggered, can be loaded from console. 
E2m6 
lol
the big platform in e2m6 suddenly started to go up again after I have killed the zombies :)_ 
 
Not The Romero Lift 
I can't get it to happen, so there's more to it than killing the zombies, and the demo only shows after it happened. Can you reproduce it, Ankh? 
My Experiences 
I've been excitedly playing the vanilla episodes on nightmare with this mod (on QSS 0.93.1) and been liking it! My favourite changes:
+ Being able to shoot through enemies makes killing them just that much smoother and more fun
+ Making the nailguns distinct from each other
+ Making the Ring of Shadows resemble Doom's partial invisibility makes me actually fight through parts that I used to just skip with the RoS.
+ Changes to the nightmare difficulty.
+ Chthon feels really tough now. I actually died an embarrasing amount of times against him.
+ Rocket economy feels a lot better now, even though you can still pretty easily max out your rockets in the vanilla episodes. :D

Some of my issues:
- QSS seems to glitch out with the mod. For example in E3M3 the squishing func_trains that hinder pushing those floor pushplates have some sort of weird wait time with them now. They stay down for a few seconds before getting back up. Even in general there seem to be weird delays with triggers firing and stuff.
- Enforcers dropping nothing. Even though the ammo balance with the TB in later levels felt more "right", I still miss the dopamine hit of looting enforcer backpacks. I guess you did consider really hard on whether to allow the enforcer to drop 1 cell opposed to nothing at all, but still. Well, perhaps you chose the lesser of the two evils.
- Whenever a map starts, the player makes the gasping for air sound for some reason.
- Would it be possible to adjust the player's mug to have the completely healthy face at 50 health in nightmare difficulty, or would it require engine side changes?

I might have had something else in my mind, too, but I'll write them when they come to mind. Thanks a lot guys, for the GREAT mod! :) 
Now I Remember 
Quite a major hiccup in QSS is the particle system, which seems to "clog up" in this mod. I think a map starts out okay, but as you keep playing, the amount of particles decreases and decreases, until you see like no shotgun impact particles, for example. 
Lunaran 
I can't reproduce the e2m6 lift issue. I think the lift was blocked by something and started to move up. Could it be a trigger that turned solid somehow? I think I got a hit of damage when before it started to move up.

I have also observed the strange e3m3 squisher delays mentioned by Esrael

One time the silver key at start of e3m2 returned to me somehow. It went down but then the lift with key returned. I couldn't reproduce it.

Playing in quakespasm with copper mod only. Nigtmare difficulty. 
Had The Lift Issue Too In QSS 
I also had the lift go back up in E2M6. But to be fair, I've had issues with the lift even without the copper mod (although maybe not quite as bad as the lift going back up).

Even without the mod, in QSS, quite often some of the pickups in the lift or some gibbed zombie heads start falling through the lift and start a perpetual fall down with them wrapping through the level constantly. 
 
I have replayed almost all original levels on nightmare difficulty. I really like it.

What I like:
- limit of 50 hp on skill 3 - such an simple change but the pressure is much higher. Few mistakes and you can be dead. It keeps you on your toes
- ring of shadows - I started to use it, it really helps
- reduced rockets - time to change from excessive GL usage
- nailgun - faster nails is great
- ogres in skill 3 - a surprise grenade in your face from time to time
- megahealth is very rewarding on skill 3 - the hp boost allows for some bolder action
- pent protecting the armor - in original game I never really have used the pent because I felt armor was more valuable than hp, now I could finally use it a lot


What I have observed:
- some monsters die faster - knights, shamblers
- super nailgun - is it more powerfull now?
- enforcer firing pattern (on skill 3) - not a fan
- the voreballs seem to track me easier when running around a column
- the big rocket ammo box looks too bulky for me 
About The Silver Key In E3M2 
I think I used to get the problem with the silver key too, but that was when I was playing regular Quakespasm with higher than 72 FPS setting. Do you have the FPS set higher than 72? Having a high refresh rate also tends to cause the lift issues with the player taking damage and then the lift turning back in the previous direction.

In QSS the physics are made independent from refresh rate, but still there are some occasional hiccups, such as with the Romero lift in my previous post. 
 
what is the command to check fps settings in quakespasm?
I have never changed it from 72. 
 
I agree that I miss the enforcers' backpacks even though in 90% of levels where used it was a useless drop. Would be nice if they gave like 5 armor or something. 
 
I really reall like doing the new vore damce though. 
Underdark Overbright Start Bug On Linux? 
On Linux, using Quakespasm on the start map of Underdark Overbright, I can not get passed the doors to the lift and they seem to be bugged as well. They open, slowly, at different speeds and go too far. You can then see out to the "void". Not sure if this is a known issue with the mod or the Quakespam engine (on Linux maybe?).

https://lvlworld.com/img/udob-linux-bug-start.png

I'm "stuck" at the screen shot location by an invisible wall. It is like the doors have moved, but also have not moved.

Running `map end` also produced a error where I could not continue. The small amount I have seen is great, just want it all :] 
 
My demos of the start map and the first 3 maps.
Awesome levels. I had so much fun playing.
Skill 2. On the edge.
http://www.quaketastic.com/files/demos/copper_ankh_first_3_maps.7z 
@Tigger-oN 
rename the PAK0.PAK to pak0.pak and it should fix a bunch of issues 
Dumb Question 
Does the mod support QSS? Or does QSS support the mods features?? 
 
Copper does not make use of any QSS specific features, so the benefits to using QSS with Copper are simply whatever benefits you get from using QSS anyway. Such as randomly reversing lifts, it would seem.



The download has been updated with a properly lowercased pak0.pak and (hopefully) all the typos and inconsistent spawnflags in the .fgd fixed. 
That Blinking Light Change <3 
Just me or does it look amazing to everyone? 
 
Huh? 
Speaking Of Which... 
... when I tested Copper I noticed there are several textures of... stuff hanging around that, correct me if I’m wrong, require alpha values to be recognized correctly. So it seems that, while not QSS, it does depend on a few things to be displayed correctly... 
Conclusion: Amazing 
I finished my first run through and overall, the maps were amazing. The use of certain mechanics was brilliant such as during the fight in the lava pit where the platforms lower after stepping on them. I don't know if anyone has done something like this before in a Quake map but I thought that it was really innovative. I also loved the fake exit gate ambush and it put a huge smile on my face. The fight against Chthon was brilliant although it was pretty challenging and I eventually resorted to saves. However, this is how boss fights should be and I wish that we could have more innovative boss fights in user maps.

I did miss some vanilla features such as the one that Esrael pointed out regarding ammo drops. However, many of the other changes were great such as the nailgun/super nailgun changes. I liked having an incentive to resort to either one depending on the situation. Great work and thanks for putting this together. 
E3M15 Problem 
Does anybody else have a crash to console when trying to load E3M15?

MarkV gives me "Host_Error: AllocBlock: Full" when trying to load this map, either from menu or after leaving E3M14. 
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