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    • I forgot to post the next 2 parts! Enjoy!

       

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      • Like 1
    • Is yet avaiable a HD Texture pack ?

    • If there were ever a game whose gameplay was a homage to Quake, it's Strafe....

    • strafe.jpg STRAFE®, a fast-paced, roguelike first-person shooter with plenty of guts, gusto, and gung-ho attitude, is now available, DRM-free on GOG.com!

       

      Watch a preview of STRAFE® here:

       

      For more information on this awesome new game, including how to buy, check out https://www.gog.com/game/strafe

       

      QuakeOne.com has an exclusive giveaway - here's your chance to win a copy of this new FPS! Visit this forum post for more information on how you can get your hands on a free download STRAFE®!

       

      Update> Giveway of free STRAFE keys will happen on Sunday, May 21st. You have until 3:00pm CST on 5/21 to enter here!

       

      Update #2 > Entries extended until today, 5/22 5:00pm CST. Hurry up and enter!!!

      Edited by Solecord
    • Agreed! I really like the way AD did it as well. No confusion!

    • You bet. Personally I hate the skill select hallways, even in original quake. I'm a huge fan of the button select feature, as seen in the arcane dimensions start map. There's no mistaking what you've chosen, and you can't pick one on accident.

    • Another nice video ArrrCee!

       

      Just a heads up if you didn't know: regarding the skill selection, the hallways have a trigger that you run through (when the message appears on the screen, you have just contacted the trigger) at which point it will adjust the 'skill' cvar to whatever skill the trigger is set for. 0=easy, 1=normal, 2= hard, 3=nightmare. Whatever trigger you most recently touched will be the skill setting you're currently on.

       

      You can also set this cvar yourself at any time (type 'skill 2' for hard mode, for example), but if you do, it's best to restart the level (if it's not a start map) because ammo and monsters that are affected by skill will not update in the middle of gameplay.

       

      Thanks for the heads up Dutch, the going in and out and back through another door always made me wonder on start maps like this. In the original start map, it's very evident as to what difficulty you're picking, even when you change your mind and go back through the teleporter. You know which is activated.

    • Another nice video ArrrCee!

       

      Just a heads up if you didn't know: regarding the skill selection, the hallways have a trigger that you run through (when the message appears on the screen, you have just contacted the trigger) at which point it will adjust the 'skill' cvar to whatever skill the trigger is set for. 0=easy, 1=normal, 2= hard, 3=nightmare. Whatever trigger you most recently touched will be the skill setting you're currently on.

       

      You can also set this cvar yourself at any time (type 'skill 2' for hard mode, for example), but if you do, it's best to restart the level (if it's not a start map) because ammo and monsters that are affected by skill will not update in the middle of gameplay.

    • In case anyone missed it:

       

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      Hey guys, you have to get this pack up on Quaddicted! Don't forget! :D

    • Some of you have noticed that the repack still hasn't landed on Quaddicted... Heh, I posted an update to the Func_ page but forgot to post one here.

       

      So, one month ago I told you it would maybe take me a week to finish my theme music. Well, not. Real life got in the way. Sorry about that. I'm having much less free time than expected but I haven't forgotten my duties. As Blizzard would say, "when it's done"...

       

      Real Life always has a way of intruding, doesn't it...

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