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[WIP] QC: Doom Edition (Big update annuncement pg3)

Posted: Sat Nov 04, 2017 6:51 am
by dbthanatos
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What is this?
"QC: Doom Edition” is a mod that brings the weapons from the latest Quake game, into Doom, with delicious pixelated flavor. More than just weapons, it also brings the "Champions” mechanic -- different player classes, each one with unique status, speed, active and passive abilities

Features
➢ All weapons from Quake Champions, with faithful firing times for best transferable experience
➢ 17 champions to play, each with unique abilities
➢ Single player enabled
➢ Cooperative enabled
➢ Monster sets to mix and match: Doom, Quake, Quake 2, Quake 4
➢ Deathmatch enabled
➢ Capture the Flag enabled
➢ Other multiplayer modes supported (Duel, LMS, Domination)
➢ GZDoom 1.8.6 compatible (for single player)
➢ GZDoom 3.2.x compatible (for single player + fancy effects)
➢ Zandronum 3.x compatible (for SP and all types of multiplayer)
➢ D-Touch and Delta Touch compatible (for Quakin’ on the go!)
➢ Selectable starting weapon
➢ Enhanced bots for better "local deathmatch” or to add to servers
➢ AeonQCDE: a dedicated version of AeonDM with custom spawn points for a better Quake-like experience
➢ QCDEmaps: A set of QCDE spcific maps (mostly new ones) including some QC ones!
➢ Damage numbers
➢ Lootboxes!
➢ Speedometer
➢ Optional weapon bar and hit beeps
➢ Moarrr crosshairs
➢ Champion details help screen
➢ And more!


Why would you even?
Because sometimes the world doesn't need another hero, it needs a monster I'm unoriginal like that :P
Other than that, because I always find I want to use weapons from a game, moreso a DM only game like QC, in a single player environment where a zillion maps are available. The fun of those weapons in a semi-endless solo environment. And since we were at it, we might as well enable the DM part to play with Zandronum.

What's new in v1.3.0?
➢ New Champion: Keel
➢ New Champion: Sarge
➢ New Maps: Furious Heights, Lost Rail & Phrantic
➢ And plenty of balance changes and fixes

Who?
Developers (the usual suspects):
  • DBThanatos
  • Michaelis
With weapon sprites wondefully frankensprited by
  • Captain J

Download
Go get QC:DE (and it's related files) over here:
DOWNLOAD QC:DE



More Videos
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[WIP] Re: Quake Champions: Doom Edition

Posted: Sun Nov 05, 2017 3:20 am
by Ru5tK1ng
Nice work. Now I don't have to buy QC.

Jason is also a big fan.

[WIP] Re: Quake Champions: Doom Edition

Posted: Sun Nov 05, 2017 3:26 am
by jdagenet
Yup, god damn I love Quake Champions. Totally worth it.........................................................................................

[WIP] Re: Quake Champions: Doom Edition

Posted: Sun Nov 05, 2017 10:34 pm
by Zakken
Excellent mod! Can't wait to try it out.

[WIP] Re: Quake Champions: Doom Edition

Posted: Tue Nov 14, 2017 7:38 pm
by dbthanatos
It's worth mentioning that this is not a 1:1 replica of QC's functinality, mostly because of technical limitations.

Remember those weird knockoffs of big games, they kinda emulate the real thing, but not quite? same here :P

Yet, we're having a blast with the duels here.

[WIP] Re: Quake Champions: Doom Edition

Posted: Sat Nov 18, 2017 6:55 am
by BlushBerry
Look's Excellent, Can't wait to be hosting this!

[WIP] Re: Quake Champions: Doom Edition

Posted: Mon Nov 20, 2017 8:58 pm
by dbthanatos
A bit of an update!

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[WIP] Re: Quake Champions: Doom Edition

Posted: Tue Nov 21, 2017 2:21 am
by Combinebobnt
jason gave his seal of approval for the voice acting

was any monster in that video even remotely threatening? didn't even gaf when locked in that room with the 2 shamblers lol. also telefragging shamblers jesus... maybe save that one for shub niggurwrath

[WIP] Re: Quake Champions: Doom Edition

Posted: Tue Nov 21, 2017 5:52 am
by dbthanatos
Hahah. Not threatening to me, since I know by heart how to effectively dodge their attacks, and their weaknesses. But our testers have said that the game can be punishing XD

This map (requiem map31) isnt really difficult, but as usual, I added a ton of skills to play either "baby mode" or "this isnt even funny" and anything in between.

The telefrag, yeah, it's OP. Thank god it has a cooldown. All of the champions in DM can be played in SP, so they all present different ways of using/abusing/under-using the abilities.

[WIP] Re: Quake Champions: Doom Edition

Posted: Tue Nov 21, 2017 6:58 am
by Ivan
Combinebobnt wrote:
Tue Nov 21, 2017 2:21 am
jason gave his seal of approval for the voice acting

was any monster in that video even remotely threatening? didn't even gaf when locked in that room with the 2 shamblers lol. also telefragging shamblers jesus... maybe save that one for shub niggurwrath
That's because the monsters are all weakened versions of their Quake-selves... Shambler doesn't do a whooping 15 damage only to the player.

[WIP] Re: Quake Champions: Doom Edition

Posted: Mon Nov 27, 2017 9:03 pm
by dbthanatos
And further updates because yes :D

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[WIP] Re: Quake Champions: Doom Edition

Posted: Mon Nov 27, 2017 10:04 pm
by Ivan
Add an option to disable to hit sounds for weapons while playing against monsters, that'll get annoying otherwise IMO.

[WIP] Re: Quake Champions: Doom Edition

Posted: Tue Nov 28, 2017 9:45 pm
by BlushBerry
Ivan wrote:
Mon Nov 27, 2017 10:04 pm
Add an option to disable to hit sounds for weapons while playing against monsters, that'll get annoying otherwise IMO.
I second this. Not because I'd find them annoying but it's always good to have many forms of customization!

[WIP] Re: Quake Champions: Doom Edition

Posted: Thu Dec 07, 2017 8:28 pm
by dbthanatos
And the one that everyone know it was coming

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[WIP] Re: Quake Champions: Doom Edition

Posted: Fri Dec 08, 2017 3:01 am
by jdagenet
Who needs the real game when you have this advanced engine GJ Zan 3.0

[WIP] Re: Quake Champions: Doom Edition

Posted: Mon Dec 11, 2017 7:33 pm
by dbthanatos
Sorlag's bodybuilder half-sister knockoff: Sorgaul

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[WIP] Re: Quake Champions: Doom Edition

Posted: Thu Dec 14, 2017 4:24 pm
by dbthanatos
We knew she was in the game, but now you see her in 1st person action

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[WIP] Re: Quake Champions: Doom Edition

Posted: Mon Dec 18, 2017 8:52 pm
by dbthanatos
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[WIP] Re: Quake Champions: Doom Edition

Posted: Fri Dec 22, 2017 8:36 pm
by dbthanatos
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[WIP] Re: Quake Champions: Doom Edition (Inquisitor reveal)

Posted: Fri Dec 22, 2017 9:44 pm
by Ivan
I hope that fighter sprite is a placeholder. And also, robot class with doomguy arms holding rifle? Hmmm you might want to use new sprites for that part...