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Q1SP Mod BETA - Keep, Aka The Uber Mod V0.20
Combines features from AD, Quoth, Mission Packs 1 & 2, Kinn, and so much more!

Enjoy 19 weapons, 9 ammo types, 68+ enemies (and alternates), 17 traps, and more! 392 entities and counting!

Download (through Google Drive, 193MB): keep_v0.20.zip

Note: File too large to host on Quaketastic. If you have trouble downloading the link, let me know.

Fore Feature requests and latest updates please ask in the devblog thread here: Keep Devblog
I'm Drunk 
perfect timing... will report back... burp

congrats! 
Whoops. 
 
Yeah, I got that too :( 
 
I took a null.spr and renamed it s_light6.spr, then I got a missing s_light2.spr. I stopped at that. 
Hrm... 
Curses Jackhammer. In order for all the studiomdl files to show up in JACK, the progs files need to be in the ID1 folder instead of the mod folder. . .looks like I missed copying them across. I'll get it later this afternoon. Sorry. 
 
So...AD, but with all the stuff that was too shit for AD added back? 
 
So...anon trolling, but with a shitty fake username added to be more lame? 
Haha 
Yes, and everything else. And the kitchen sink. 
There We Go 
Revised zip is now uploaded with the missing models and sprites added in...same link so just redownload.
Sorry bout that. Should be good now. 
Going To Be Playing Through This... 
https://www.twitch.tv/ionous

Starts in about thirty minutes. 
Qmaster... 
It appears gremlins crash the game when eating corpses and spawning a new gremlin. 
Sigh 
Must not have had that happen during my playtest. Is it working otherwise normally? 
Yes... 
This occurred in map 2, and happened twice. Stopped playing after that.

If you want to see the event, check out the video on my Twitch. 
Gremlins In The Code 
Almost done with fixing the gremlin crash. Ended up rewriting him for the most part so he can steal any weapon not just hipnotic ones...patched version soon. 
Ok 
New version uploaded which fixes the crash; you can use the same link at the top. Sorry for the delay for those of you who started playing this earlier and ran into the bug. Due to changes in the code you will have to start over, however, each level is designed where you could start it individually though it's intended to play them in order. 
Looks Like A Mammoth Of A Project. 
Keep up the work on this Qmaster, and its likely I will have to make a map under this mod. Especially so, if it has the Dragon, Quake incarnate, from Mission Pack 2. 
Liked The Mod. 
I really like the idea of having a Quake-megamod, can't say i did like the maps tho, felt way too small and with too much enemies, i can't say they are bad because i liked them visually, but navigating some of them (Especially the Crypt and the bonus one) was a pain at first. 
That's Ok 
At least someone played them!

They're....old. Not my best, but I hadn't released them and they were too intertwined with the Keep mod to release them any other way. 
 
Is this still being worked on? 
Yeah 
Taking a break atm to work on some other projects, but always coming back to work on this. At some point I'll have it more polished with a full example map. 
Map 
you come to a tall black spikey tower in the chasm, later you go in and fight in semi-open dome (not 100% sure the map is from dm4jam pack, just played it lately, which maybe renders this post a little bit of a OT) 
Map 
you come to a tall black spikey tower in the chasm, later you go in and fight in semi-open dome (not 100% sure the map is from dm4jam pack, just played it lately, which maybe renders this post a little bit of a OT) 
2x Delete Pls 
wrong thread 
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