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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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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. 
Wrong Post 
Ah, forgot what I wrote above, wrong thread.

That being said, amazing episode. It felt almost like an official release, similar to DOPA. The mod blends in quite nicely. Always hated when you lost armor in spite of having the Pentagram active, among other small things. Feels like a late but welcome polish. 
 
Really satisfying episode, I've got a bit of an urge just to play it again.

Map remixes are my kryptonite BTW so good job with that.

Favorite changes in the mod so far: ring of shadows, nailguns changes, multi-key-carrying, drowning mechanic. Also nice: gibbing downed zombies, and spawns getting amnesia.

I agree that the backpack pickup sound is less appropriate when used for a lot of monster-dropped items as opposed to the occasional special pickup.

Not completely sure about all the other monster changes yet, but they seem ok-to-good at first glance. 
Monstah Gameplay! 
Awesomest gameplay of the decade! Tons of fun, infighting, ambushes, the works.

Great, well thought out secrets (Btw, in one of the maps it's impossible to get 100%, am I right?)

Somewhat harder than the original, Ogre and Vore attacks get me more than they use to.

Great work, guys. Thank you, you are great! 
 
1) It is not impossible to get 100% secrets in any map. I wouldn't do that to you. You missed a gold key :)

2) Rocket or grenade jumps are not required anywhere, for either critical progression or secrets. There's always a way. I don't ever really do anything to prevent them, though, so speedrunners shouldn't feel excluded. (except maaaybe by udob5.) 
 
My demos from maps 4,5,6 and secret map. Skill 2.
This was crazy stuff. Amazing maps and copper quake.

http://www.quaketastic.com/files/demos/copper_ankh_maps_4_5_6_7.7z 
#87 
So in udob3, what's the intended way of getting the barred GK by the wooden ledge with the SK? Far as I can tell the iron bars are opened by a button below, but by the time you get off the elevator the bridges start retracting and the bars are shut. I needed two rocket jumps to get up there in time. 
Don't Take The Elevator 
 
 
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?

Unfortunately no. The choice of hud graphic is hard coded engine-side, based on player health/100. Not without CSQC, which I don't want to require for something so minor. But it bothers me too.



The extremely delayed crushers on E3M3 are a result of Copper. Both crushers are func_trains with a stale 'wait' key. That didn't do anything in id1, but I gave trains a custom pause time at each pathcorner and made 'wait' the keyvalue for it in keeping with all other func_ behaviors. I didn't notice the E3M3 crushers now wait for 13 seconds in both positions.

I was running through Quake with Copper not often, but regularly, but I didn't do one last final run-through like I should have and this slipped through.

I'm debating the best solution. Keyvalue inconsistency between func_train and other func_*s isn't desirable, nor is leaving the bug as is. Perhaps including .ent files to take care of these specific problem cases in the original maps? 
 
.ent seems the easiest way to fix it. 
...or Two... 
" You missed a gold key :) "
Good. As if I needed an excuse to replay this! 
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