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Rune Mod for Zandronum

Posted: Tue Oct 22, 2013 9:02 pm
by Master O
Could Zandronum port RuneQuake?

http://quakeone.com/forums/quake-help/m ... iants.html

It looks like a fun mod that would be great for multiplayer Doom.

RE: Rune Mod for Zandronum

Posted: Tue Oct 22, 2013 9:32 pm
by Ænima
Master O wrote: Could Zandronum port RuneQuake?

http://quakeone.com/forums/quake-help/m ... iants.html

It looks like a fun mod that would be great for multiplayer Doom.
Sure -- do it yourself!


Also, I think somebody did something very similar back in the Skulltag days, but I don't have the wad anymore. :/

RE: Rune Mod for Zandronum

Posted: Tue Oct 22, 2013 10:21 pm
by Master O
Ænima wrote:
Master O wrote: Could Zandronum port RuneQuake?

http://quakeone.com/forums/quake-help/m ... iants.html

It looks like a fun mod that would be great for multiplayer Doom.
Sure -- do it yourself!


Also, I think somebody did something very similar back in the Skulltag days, but I don't have the wad anymore. :/
I wasn't saying to do it immediately. I unfortunately can't program. If I could, I would.

I wasn't sure where to post my question on these forums, to be honest.

RE: Rune Mod for Zandronum

Posted: Wed Oct 23, 2013 12:13 am
by Ænima
It's alright.

And sorry if I sounded snappy, it's just that we tend to get a lot of "can someone please make x,y, and z?" threads so at first I interpreted your post as a request.


But to answer your question, yes it can be done, and like I said before I've seen it done before. If I could link you to the old "Skulltag Rune mod", I would.

RE: Rune Mod for Zandronum

Posted: Wed Oct 23, 2013 12:19 am
by TerminusEst13
It would be very easy to do, considering the different powerups available to players.

http://zdoom.org/wiki/Classes:Powerup

It would be very easy to do give them to players on a pickup.