[WIP] QC:DE v2.2 OUT NOW! (Apr 19th)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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dbthanatos
 
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[WIP] QC:DE v2.2 OUT NOW! (Apr 19th)

#1

Post by dbthanatos » Sat Nov 04, 2017 6:51 am

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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 -- different player classes, each one with unique status, speed, active and passive abilities, and even lore.

Features
➢ All weapons from Quake Champions, with faithful firing times for best transferable experience
➢ Weapon upgrades that give each weapon a whole new role
➢ 29 champions to play, each with unique abilities
➢ Play Single Player, Cooperative, Survival
➢ Monster sets to mix and match: Doom, Doom 4, Quake, Quake 2, Quake 4
➢ Play Deathmatch, CTF, Domination (and more!)
➢ Compatible with GZDoom from 1.9.1 to 3.6.0 (for single player + fancy effects)
➢ Compatible with Zandronum 3.0 (for SP and all types of multiplayer)
➢ Compatible with Delta Touch (for Quakin' on the go!)
➢ Enhanced Deathmatch bots for both local and public use
➢ AeonQCDE: a dedicated version of AeonDM (33 maps, Cacoward) with custom spawn points for a better Quake-like experience
➢ QCDEmaps: a set of 29 QCDE-specific maps, including both original and demakes from QC, Q1, Q3, Q4, QL and Doom 4
Optional soundtrack by Michael Markie with original songs and covers of well-known favorites
➢ Damage numbers, speedometer, in-game champion info screens, and tons of customization with very sane defaults
➢ Lootboxes! For free!
➢ 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. There is real fun in using these weapons in a semi-endless solo environment. And while we're at it, we might as well enable the DM part to play with Zandronum.

What's new in v2.2?
➢ New Champion: Postal Dude
➢ 2 New Maps: Sarnath (QC), Lh'owon of Ice and Fire (original)
➢ New Gamemode: FreezeTag

Who?
Developers (the usual suspects):
  • DBThanatos
  • Michaelis
With next level spritework by: Franco Tieppo
With champion lore written by: Ivory Duke
With modern metal soundtrack by: Michael Markie


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



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Last edited by dbthanatos on Fri Apr 19, 2019 6:09 am, edited 21 times in total.

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Ru5tK1ng
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[WIP] Re: Quake Champions: Doom Edition

#2

Post by Ru5tK1ng » Sun Nov 05, 2017 3:20 am

Nice work. Now I don't have to buy QC.

Jason is also a big fan.

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[WIP] Re: Quake Champions: Doom Edition

#3

Post by jdagenet » Sun Nov 05, 2017 3:26 am

Yup, god damn I love Quake Champions. Totally worth it.........................................................................................
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

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[WIP] Re: Quake Champions: Doom Edition

#4

Post by Zakken » Sun Nov 05, 2017 10:34 pm

Excellent mod! Can't wait to try it out.

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dbthanatos
 
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[WIP] Re: Quake Champions: Doom Edition

#5

Post by dbthanatos » Tue Nov 14, 2017 7:38 pm

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.

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[WIP] Re: Quake Champions: Doom Edition

#6

Post by BlushBerry » Sat Nov 18, 2017 6:55 am

Look's Excellent, Can't wait to be hosting this!

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[WIP] Re: Quake Champions: Doom Edition

#7

Post by dbthanatos » Mon Nov 20, 2017 8:58 pm

A bit of an update!

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[WIP] Re: Quake Champions: Doom Edition

#8

Post by Combinebobnt » 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

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[WIP] Re: Quake Champions: Doom Edition

#9

Post by dbthanatos » Tue Nov 21, 2017 5:52 am

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.

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[WIP] Re: Quake Champions: Doom Edition

#10

Post by Ivan » Tue Nov 21, 2017 6:58 am

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.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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[WIP] Re: Quake Champions: Doom Edition

#11

Post by dbthanatos » Mon Nov 27, 2017 9:03 pm

And further updates because yes :D

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[WIP] Re: Quake Champions: Doom Edition

#12

Post by Ivan » 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.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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[WIP] Re: Quake Champions: Doom Edition

#13

Post by BlushBerry » Tue Nov 28, 2017 9:45 pm

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!

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[WIP] Re: Quake Champions: Doom Edition

#14

Post by dbthanatos » Thu Dec 07, 2017 8:28 pm

And the one that everyone know it was coming

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[WIP] Re: Quake Champions: Doom Edition

#15

Post by jdagenet » Fri Dec 08, 2017 3:01 am

Who needs the real game when you have this advanced engine GJ Zan 3.0
<Dynamo_>uh
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<FusedQyou>Dunno
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[WIP] Re: Quake Champions: Doom Edition

#16

Post by dbthanatos » Mon Dec 11, 2017 7:33 pm

Sorlag's bodybuilder half-sister knockoff: Sorgaul

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[WIP] Re: Quake Champions: Doom Edition

#17

Post by dbthanatos » Thu Dec 14, 2017 4:24 pm

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

#18

Post by dbthanatos » Mon Dec 18, 2017 8:52 pm

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[WIP] Re: Quake Champions: Doom Edition

#19

Post by dbthanatos » Fri Dec 22, 2017 8:36 pm

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[WIP] Re: Quake Champions: Doom Edition (Inquisitor reveal)

#20

Post by Ivan » Fri Dec 22, 2017 9:44 pm

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...
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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