Raz0r Posted June 20, 2012 Posted June 20, 2012 Go for 720p http://www.youtube.com/watch?v=8mNyk4D0EX4&hd=1 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 Step 1: Capture the feel (speed, weapons, pace) of Q3/QL. These assets WILL be replaced.Step 2: Create a batch of unique weaponsStep 3: Public beta, initial feedback from community for balance bugsStep 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 Omicron, Link and Arbok like this
Link Posted June 20, 2012 Posted June 20, 2012 <3__<3 I am in love with this... I used to play Quake 3 Freezetag alllll the time.
Botdra Posted June 20, 2012 Posted June 20, 2012 I'd definitely play this. I'd rather it be still Star Wars though, as far as having legitimate EU weapons, players models, etc.
MUG Posted June 20, 2012 Posted June 20, 2012 is that a speedo center screen? "777.77" that truely is "IMPRESSIVE."
Arbok Posted June 21, 2012 Posted June 21, 2012 Do you think 3-team or 4-team gametypes are worth adding? Can't wait to play this when it's done!
Raz0r Posted June 22, 2012 Author Posted June 22, 2012 Do you think 3-team or 4-team gametypes are worth adding? Can't wait to play this when it's done!Yep, and it's on my TODO list. Somewhere. MagSul likes this
MagSul Posted June 22, 2012 Posted June 22, 2012 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
Raz0r Posted June 22, 2012 Author Posted June 22, 2012 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 ?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.
afi Posted June 26, 2012 Posted June 26, 2012 (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 June 26, 2012 by afiNity Raz0r likes this
MagSul Posted June 27, 2012 Posted June 27, 2012 Watching that video again (with sound this time), I can immeadiately tell that I'll be disabling the jump sounds. xD
Link Posted June 27, 2012 Posted June 27, 2012 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
MagSul Posted June 27, 2012 Posted June 27, 2012 The endless grunting coming through the speakers just irritates me. Fair play to anyone else who can tolerate it.
afi Posted June 27, 2012 Posted June 27, 2012 (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 June 27, 2012 by afiNity
Omicron Posted April 3, 2013 Posted April 3, 2013 Any update on this, or have I missed out on something huge here...
Raz0r Posted April 3, 2013 Author Posted April 3, 2013 This is ollld I eventually moved this to ioquake3 as a new game called QuantiZe (QtZ) and the source is available here Here's a somewhat recent physics test, taking inspiration from QuakeWorld and Painkiller https://www.youtube.com/watch?v=ctc3qkb2y8I
Acrobat Posted April 4, 2013 Posted April 4, 2013 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.
Raz0r Posted April 4, 2013 Author Posted April 4, 2013 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.
Omicron Posted April 4, 2013 Posted April 4, 2013 This is ollld I eventually moved this to ioquake3 as a new game called QuantiZe (QtZ) and the source is available hereThanks for explaining that to me, I am a bit behind times here. And good luck with QtZ, it looks really good and promising!
Acrobat Posted April 4, 2013 Posted April 4, 2013 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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