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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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Demos 
http://www.quaketastic.com/files/demos/udob-5th.zip

Skill 2

I got my arse kicked. I did manage to finish end.bsp but I died so many times that I just save scummed it (and quake demos hate that).

The maps were really good but there were some slaughter combat moments that I wasn't expecting (like the campgrounds remake map, that got me a few times).

I like a lot of the changes to the mod. I hope many of the changes make their way into dumptrucks mod or vice versa (like flame sprites, breakables etc)...

I love that the RoS is now a viable power up when in combat rather than 'sneak past everyone before the timer runs out'.
The NG/SNG changes are great too, you've managed to make both guns worthwhile for different situations.

I think many of the changes together make the game a lot harder, z-awareness, turret enforcers, shambler dance nerf, armour degradation, reduced ammo drops...

The increased difficulty was a bit of a shellshock, I am definitely going to try out a few other maps with this to see how it plays. 
Yea 
Agreed on all points above. Shambler’s are legitimately scary for me without perf 
Perfect 
The udob maps are sublime. Or maybe it was the mod? hard to tell?

I love how the mod makes a lot of rather significant changes, but still feels very vanilla. Most of the time you can't tell the difference. The armor change sounded too invasive but it works well. I hope every mod from now on is based on this.

Had never played with this "autosave" feature before but that is great too. Not having to think too much about saving really helps immersion, and makes the consequences of your actions feel more permanent. I didn't see how this system actually works documented anywhere?

Funny to play the q3dm6 inspired map and seeing the curvy ramp (to the railgun) and thinking.. huh, this really feels like q3dm6! Then turning around and seeing the rest of the level :) 
Autosave 
I saw my game save a bunch of times but every time I died I always went back to the beginning. 
Load Auto 
In console 
 
oh nice, wish I had figured it out at the beginning 
Autosave 
I had a nice system rigged up where dying and pressing 'fire' would load the last autosave instead of restarting the level.

It worked great, until scampie sent me a long test demo and I couldn't watch any of it. the first time he died, the demo would playback the recorded 'stuffcmd("load auto")' and the demo would end and load my last autosave. :p

so, we had the info_player_start fire the autosave entity in every map, so that 'load auto' was always safe to type at the console, and had to leave it at that. Any more invasive autosave system than that would need some manner of engine cooperation, but what form that would take exactly I'm not sure. Ignoring stuffcmd in demos would break 'bf', and also all the fog stuff in Copper, Honey, and AD, so that's maybe a no-go. Technically we're abusing stuffcmd by doing this anyway.

Something a little more robust, but prone to breaking for other reasons, might have been for the autosave entity to stuffcmd an alias that was masked to 'load auto' in quake.rc. Then if people wanted, they could re-alias it to something that would do some of that hacky config-based scripting from the old days, where quickload was rebound to 'load auto' until the next time you hit f6, which would rebind it to 'load quick', so f9 always loaded the most recent save ... or something. Still doesn't let you just press 'fire' to restart at the last save, though. 
 
Also, thank you all for the feedback, be it praise or constructive criticism. I'm glad you're all playing it and (mostly) enjoying yourselves. 
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 
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