I Tested This
#1 posted by
RickyT33 on 2022/01/15 21:34:37
It is honestly a paradigm-shifting mod, Quake will never be the same again.
#2 posted by
mankrip on 2022/01/16 02:32:16
Silly mod, but I really liked the speed of the grunts and enforcers. Since neither of them have melee attacks, the faster speed doesn't make them unfair.
#3 posted by
Tintin on 2022/01/16 13:29:55
It makes ever map better, even ones where you can break door brushes used as platforms and softlock the map. The best release of 2022.
Amusing
Particularly if the mod is used to play the joke jam bonus map on skill 3.
Explosions
I'm not seeing buttons explode in vkQuake. Haven't tried in other engines - should they?
#7 posted by
metlslime on 2022/01/18 19:53:09
I also noticed the explosion FX not present for some buttons/doors (playing in fitzquake.) Is it using the entity origin to spawn them? If so it should be using the center of the bounding box instead.
It is very satisfying to just shoot a door instead of looking for a key. I kind of want to instagib enemies too.
About Doors And Buttons
#8 posted by
nathnolt on 2022/01/18 21:02:15
I couldn't figure out how to make the explosion effect show up, so it's just the sound.
#9 posted by
oglerau on 2022/01/19 16:56:18
Hahaha, I had a lot of fun with this. Thank you!
@nathnolt
Thanks for confirming. Maybe try what metlslime suggests above - and I second instagib. The mod is silly fun. I have been kicking around a couple of small QC ideas so I might open this code up in a couple of months and add to this. Finishing up another project at the moment.
Hello
#11 posted by
dorkel00 on 2022/01/26 13:41:58
I don't like frivolous mods. But yours gives the gameplay from a very interesting angle. The pathfinding of the Q1 monsters has always been weak, but with super speed, they go at an angle more space. Which increases their chances of not getting stuck. Can I ask you to make a separate mod like "fast monsters" in the gzdoom port of doom? With him, many maps would have gained a new breath.