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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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@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! 
The Secrets Are Very Well Done 
not impossible to find when you are looking for them,
some new ways to hide them,
nicely located,
visually attractive 
 
Ain't no way to get that blasted barred gk without rocket jumping. Nope. Too slow to use the megahealth plinth, WAY too slow to use the elevator, teleport can maybe save on 1 rocket jump. 
Incredible Mod 
I loved this mod and your take on Nightmare takes the challenge to a new level. The start map stands out as well, the way this level has been revisited in a decayed fashion really stirs nostalgia.

#39 answered a question I had, but does anything special happen when you kill all foes? I only have one secret left to find so I'm wondering if that's it. 
@95 
I found the way, now RJ required, just need to be quick 
Shit 
no RJ required 
It's A Better Quake 
I never understood why the Pentagram doesn't protect your armor, and losing health AND armor underwater when drowning felt unfair already during my very first playthrough. This mod fixes these annoyances and many more. Play the original episodes with this and you will have a hard time going back. Romero would approve, I am sure! 
Thank You ... 
... for a thoroughly enjoyable episode of traditional Quake goodness.

Some of my all-time favourite releases are episodes of more-or-less id1-sized maps with carefully-constructed gameplay: things like bbelief, contract, and terra. This pack is right up there with them in terms of quality. For me, it's these sorts of releases that most closely capture the feeling of playing the original game.

In addition to the various good things that have already been mentioned above, something I really appreciated about these maps was that secret-hunting was fun and satisfying. The relatively "modest" scale of the maps (by modern standards) meant that the maps could get away with having some fairly devious and tricky (and therefore, satisfying) secrets without it becoming impractical for the player to find them.

This is a case where I think id1-sized maps like these have an inherent advantage over modern XXL maps. In a really big modern map, I might reach the exit with e.g. 27 of 30 secrets, then go back and explore and get to 29 of 30, and then feel discouraged because the prospect of finding that final secret in such a gargantuan environment is like finding a needle in a haystack, and not much fun at all.

In UDOB, I was able to find all of the secrets without getting bored and without resorting to cheats. I liked that. My favourite secret was the one in udob3 that others have mentioned, where you have to get to the gold key before the bars close: finally working that one out was very satisfying.

I also like that the individual maps appear to have sufficient supplies to each be playable from a shotgun start, and that a shotgun start on Nightmare seems tough but not completely unbalanced. This is great for replay value.

I'm looking forward to playing through the id1 maps with Copper, and will add my thoughts about the gameplay changes in the mod when I've had more of a chance to digest them. 
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