//
RandoJones.com
About Super Quake
Super Quake Development Tracker
2008-09-18
End of episode runes give special powers!
Picking up a rune from the end of an episode will give you: Damage resistance, health regenration, increased damage, or a haste bonus.
The super-secret area of one of the secret levels will further boost the power of the last rune you collected.
(
TBI
)
Biosuit power-up gives damage reduction and combustion protection!
(
TBI
)
Though rare, the Biosuit power-up will give a pre-armor damage reduction. For instance: if the Biosuit gives 5 points of damage reduction, then a player wearing green armor will take 2.8 points of damage from a nailgun projectile instead of 6.3 (9 - 5 = 4; 4 * 0.7 = 2.8).
It will also allow a player to traverse lava without catching on fire and will make the player immune to damage from the flamethrower while it is active (if the player is set ablaze by a flamethrower while wearing the Biosuit, he will still appear to burn, he just won't take damage).
Proportionate falling damage!
(
TBI
)
Normally a fall in Quake only deals 5 points of damage no matter how far you fall. Now, the farther you fall, the more damage you will take. Make sure you have enough health before flying around in the tubes in "The Wind Tunnels" or you'll find it easier to do a gravity check.
Falling damage is not blocked by armor!
(
TBI
)
In the original release of Quake, a player that takes falling damage will have that damage reduced by his current armor.
It makes little sense given the appearance of the armor power-up models that they include shock absorbers for your legs.
Trigger entities affect player projectiles, too!
(
TBI
)
Previously, trigger_push and trigger_teleport entities affected only players; they will now affect grenades, rockets, and nails as well.
It is only a minor change and on the surface might appear to be of little real use. However, if you're chasing another player and he hops through a teleporter you can now send a grenade or rocket through the teleporter instead of leaping blindly into his clever ambush!
Expanded obituaries!
(
TBI
)
Along with the classic "<player1> rides <player2>'s rocket" and "<player1> accepts <player2>'s shaft" you will now see a variety of entertaining death messages!
2008-08-04
Map fixes!
The original ID1 content contains bugs in various maps (e1m4.bsp, for example, has a func_door with an incorrect ".spawnflags" value that makes killing all monsters impossible without cheating).
In addition to fixing broken doors or teleporters I've also added trigger_secret entities in areas of the original maps that I thought should probably be findable secrets - as an enticement for players to be thorough (the side room in the starting area of e1m6, for example, is now a secret room).
Reduced maximum health and ammo!
The starting maximum health value is 80. The reduction of the starting maximum health for players helps increase the challenge on harder difficulties.
The starting maximum capacities for shells and rockets is 50 and for nails and cells is 100. It make less of a difference on the easy skill, but will increase the challenge of harder difficulty settings.
Also, since the first "hurt" face on the status bar occurs when the player has 79 health, it helps represent the player getting tougher as progress through the game continues since the more health you have above 80, the longer it takes for the player to "appear hurt".
Partial ammunition pick-ups - no more wasted ammuntion!
If you can only hold 3 more nails, you'll only take 3 nails from a nail ammo crate instead of taking all 25 or 50 and discarding the unneeded portion.
A maximum health bonus for killing all the monsters on a map!
When you kill all the monsters on a map you are rewarded with a (4 - skill)-point increase to your maximum health.
A maximum ammunition bonus for finding all the secrets on a map!
When you find all the secrets on a map, you are rewarded with a 5-point increase to your nail and cell capacities and a 6.67-point increase to your shell and rocket capacities. This will increase your maximum capacities to 250 for each type of ammunition you can carry.
Extended power-up times!
The Quake power-ups (Quad-damage, Protection, Biosuit, Ring of Shadows, Mega-health) have all had their durations increased to 60 seconds (for the Mega-health, this means it starts "rotting" after 60 seconds instead of 5).
In some maps, the placement of power-ups doesn't make them nearly as useful with a 30-second duration. A good example of this is the placement of the Ring of Shadows on map e1m3. Since it is in the lower watery area from which players can normally only leave by taking the long route back, a 60-second duration allows the player to get much greater use out of it than they normally would.
Increased overhealth limit!
You can now get your health up to 999 instead of the original limit of 250. This is probably only important in deathmatch where the power-ups respawn. If you've not been a good fragger and have been letting one guy sit on the Mega-health spawn point, well, you'll get what's coming to you in the form of a player with 500 hitpoints.
Overhealth across map changes in single-player and co-op modes!
If your current health exceeds your maximum health, you'll no longer lose that overhealth when you advance to the next map (no more wasting Mega-health power-ups by picking them up right before you exit the level).
I suppose the agument can be made that other power-ups don't persist across level changes and Mega-health shouldn't either, but other power-ups don't lose strength when the player takes damage, either.
© 2006 - 2010 by Rando Jones