Hey guys I made a coop RPG mod for Quakeworld, anyone want to try it out and offer feedback? Server is in NA and the IP is161.153.62.180:27500161.153.62.180:27500161.153.62.180:27500
>>12488727Looks neat anon, sorry I can't try it for a few days but if I have capacity Tuesday night I'll give it a go
No
>>12488870thats fine friend server will still be there :)
>>12488727Very cool, OP. Sadly, I don't really care about Quake. I played it back then and that was it. It was cool but the enemies were irritating.
>>12489494thanks and thats okay you probably wouldn't like this cause the enemies are pretty much vanilla although I did give them some better view distance and made them all have their nightmare difficulty fire rate except the ogre but I made him and the shambler a little meaner too sometimes they will get frenzied and go even harder. I also added champion monsters to each level which just have more health and a lower pain chance. So yah its still quake haha
>>12489556Impressive. Is there a way to play "offline"? I'd like to ask my old friend if he's like to try it with me.
I should maybe explain my mod a little bit betterSlipgate Rangers is an RPG mod for coop quakeworld (qw over netquake for better netcode I wanted more people to be able to play together)Its basically nightmare quake with an RPG system on top of it, im using the start.bsp as a base and each episode gate selects a difficulty level instead of an episode. So e1 easy, e2 normal, and so on, at each slipgate you select a mission (a map) which right now is just the base quake campaign maps with planned implementation of custom maps to choose very soon here. The "difficulty" is actually a lives system since every gate throws the same amount of enemies at you, easy you have unlimited respawns, normal 3 for your party, hard 2, and nightmare no respawns. However if your ranger is downed (reduced to 0 health but not gibbed) other players have a 20 second window to touch you and revive you at 50hp. The gold you get from killing enemies can buy weapons in the HQ or utility items that go into your backpack which you can take with you into missions, so you can buy an ammo pack or a red armor and take it with you and when you use it its tossed out in front of you so a teammate or yourself can pick it up. The weapon spawns dont act like item dispensers either you can pick it up if you already have it so you have to be careful if your teammate needs that gun. The XP system is based on damage dealt, and the level up points can be spent on perks which are things like increases to rate of fire for each type of weapon, damage for each type of weapon (so you can do like builds and stuff), ammo capacity, damage resist, max HP, just basic RPG stuff. Theres also leaderboards too tracking the top 15 rangers in a bunch of different categories. I am kind of looking for suggestions and feedback now. I know balancing is going to need tweaked. I want to know if I need to make it harder or make enemies more aggressive. What kind of features people want to see.
I also had all the mission pack content available in one of my early builds and you could take rogue weapons into hipnotic and vice versa but I was worried about getting nuked out of orbit if I released it but thats something I might want to look into again later, it would be cool to take a laser cannon into base quake or one of the custom maps. >>12489563yeah I play local for testing patches and updates before I roll em out now, I have not released a pak file of the mod yet because I do still want to tweak it a bit more.
is it like FvF?
>>12490539kind of, its sort of like warcraft 3 mod for counter strike too.
>>12488727Sounds pretty cool!
I am working on adding in custom map support right now but some of them were only built with single player spawns in mind so im trying to work on a system to prevent spawn telefrags so maps with one spawn point will still work for coop.
>>12489573i don't really play quake anymore but that actually sounds pretty fucking neat, anonbest of luck