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"q3pro" CTF Teaser


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Posted

Go for 720p :D

 

 

 

Faster movement, new physics, new weapons. Is this what JA (CTF?) needs?

 

+ New graphics options including HDR and bloom

+ CPM air-control (Change direction mid-air)

+ Security, exploit, and bug fixes. Lots of them.

+ Unlagged (You won't miss shots due to high ping)

+ Much more :D

 

Step 1: Capture the feel (speed, weapons, pace) of Q3/QL. These assets WILL be replaced.

Step 2: Create a batch of unique weapons

Step 3: Public beta, initial feedback from community for balance bugs

Step 4: New gametypes to experiment with.

Step 5: Public release

 

 

This isn't for your typical gamer. This is for fans of hardcore competitive arena shooters.

Please keep this in mind before complaining about "He's too fast and CTF is impossible D8"

 

<3

Link, Arbok and Omicron like this
Posted

I'd definitely play this. I'd rather it be still Star Wars though, as far as having legitimate EU weapons, players models, etc.

Posted

Do you think 3-team or 4-team gametypes are worth adding? :o

Can't wait to play this when it's done!

Posted

Do you think 3-team or 4-team gametypes are worth adding? :o

Can't wait to play this when it's done!

Yep, and it's on my TODO list. Somewhere.
MagSul likes this
Posted

Yep, and it's on my TODO list. Somewhere.

 

That sounds plain awesome, sir! I'm really liking the look of the video at the top of the page, too. =O

Posted

Currently planned weapons:

Quantizer
   Spawn with.
   Infinite ammo.
   Fast projectile (1600 ups?)
   Low damage (7?)
   High knockback on self and team. Low knockback on opponents. Useful for trick jumping and gaining momentum very quickly (2.5 and 0.7?)
   Can deflect rockets randomly
   Temporarily weakens armor? (0.6 absorb rate?)
   Damage increases over projectile life-time?

Repeater
   Fast projectile (1800 ups?)
   Low damage
   Fast fire time

Drone Launcher
   High arc projectile(s?) (800 ups?)
   High damage (55?)
   Actively seeks nearby enemies
   Sticks to surfaces
   Explodes on timer

Rocket Launcher
   Can curve with mouse?

Splicer
   Hitscan
   Mid-high damage to flesh, armor protects
   Fast fire time
   Limited range

Divergence
   Penetrating hitscan
   Very high damage at 100% charge (115)
   Headshot multiplier (1.65)
   2500ms fire time (115 + 69 assuming two very quick body shots)
   Will only be 60% charged by 2500ms, takes 4166ms for full charge

 

Feedback? Willing to design + model + texture them? Anything :D?

I also need to come up with a name for this project.

Keep in mind: It's not Star Wars related. It's not a Quake clone. It's competitive/intense.

Posted (edited)

Great I had pretty much the same idea some time ago D:

It's different, but the same intention (faster, new physics, new weapon-balancing). Mine is serverside only though so far... (did only a speedometer and a few other small things for clientside... wasn't worth the release yet)

http://www.esl.eu/eu...isit=1340741726

Edited by afiNity
Raz0r likes this
Posted

Watching that video again (with sound this time), I can immeadiately tell that I'll be disabling the jump sounds. xD

Posted

Watching that video again (with sound this time), I can immeadiately tell that I'll be disabling the jump sounds. xD

 

Noooo XD For some reason I find it annoying in JKA but NEEDED in Quake 3 :P

Posted

The endless grunting coming through the speakers just irritates me. Fair play to anyone else who can tolerate it. :P

Posted (edited)

In quake you need the jump sounds if you wanna win (at least in duel)... But ye, in JKA they are annoying as hell

 

Btw: Looks great so far

Edited by afiNity
  • 9 months later...
Posted

Hey can you add a timer system that keeps stats for racing?

 

I know a jk2 modder who could give you the code or whatever he did to make it in jk2. Basically, the system we have keeps stats of each map.

 

The Mappers put a trigger multiple at the start (#1) and one at the end (#2)

 

They timer is continually reset while they inside the start (trigger one overlapping the spawn) but when they leave the trigger, the timer begins. When they hit trigger two, it stops their time.

 

 

ps- idk why u would want to get rid of wall strafing. I enjoy that part of racing.

Posted

QtZ is more like CPMA on crack. It's a different game.

 

I'll be adding a race mode with stats to JA++ though. Already added speedcaps.

Posted

This is ollld :D I eventually moved this to ioquake3 as a new game called QuantiZe (QtZ) and the source is available here

Thanks for explaining that to me, I am a bit behind times here. And good luck with QtZ, it looks really good and promising!

Posted

QtZ is more like CPMA on crack. It's a different game.

 

I'll be adding a race mode with stats to JA++ though. Already added speedcaps.

How will it keep times though?

 

Will a trigger multiple work?

 

ps again-I don't like the idea of taking out wall strafes though. That's a huge part of quake defrag and warsow racing that's very fun.

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