TRAILER:
SPRAWL 96 is a celebration of SPRAWL, released on our first birthday, August 23rd 2024. It's also our way of giving thanks and giving back to the communities which made SPRAWL possible.
SPRAWL would be nothing without the Quake Mapping community, SPRAWL was originally built on Darkplaces, and the resources provided by nearly 30 years of dedicated modders made it possible to get it started.
Hannah and myself, Carlos (REVEL), met on the Quake mapping discord, and well, the rest is as you say, history. Here we are 4 years later paying homage to our roots.
So what actually is it? Well it's a revival in a sense of that original Quake engine version of SPRAWL. It answers the question "What if SPRAWL actually existed in 1996?".
So it includes every single SPRAWL weapon (sorta), a big portion of our enemy roster, and our movement mechanics all on a custom fork of the Ironwail Quake source port.
It's a near total conversion gameplay mod focused on vanilla entities setup, so all non-mod specific maps (non-ad, non quoth etc) can be played. [v1.1 Support Copper Maps]. So long as you own Quake, you can play SPRAWL 96.
For the modding community as a whole, we are also allowing you to use any of the assets created for SPRAWL 96 directly in your own non commercial mods.
Careful set up has been taken in particular to the enemies models to make them vanilla compatible. Same frame data as vanilla monsters!
We've also included a texture wad full of textures directly taken from SPRAWL, as well a prefab.map file which includes set ups for most of these assets, again free to use in your own non commercial mods.
There are over 400 models, sounds, textures provided! Plenty of which is archival from the 2020 QuakeSprawl version of the game.
I also want to take the time before we get into the actual setup, to thank VoidForce, who reached out to us and made this entire mod possible. This gargantuan effort is mostly his lovechild with myself playing support.
All the tweaks and changes to the base formula of SPRAWL were directed entirely by him, and I'm so thankful to have such a talented human being at the helm of this project.
Special thanks to Ptoing as well, he put together all of our menu, and HUD art. One of the last true pixel artists left, an extremely next level genius, very thankful for his contribution to this project.
Thank you all for checking this out and for celebrating SPRAWL's first birthday with us!
- Carlos (REVEL)
///INSTALLATION GUIDE:///
Unzip the contents of the zip file onto your computer, then navigate to your /quake/ directory, and copy the /id1/ folder. Then navigate back to your /spraw96/ folder, and copy the /id1/ folder into it, so that the /sprawl/ folder is alongside, not in, the /id1/ folder.
If you already have a previous version of SPRAWL 96 installed, overwrite everything.
You can then open "Sprawl96.exe" and play.
Make sure you check out the help menu once you load in!
DISCLAIMER: THIS MOD USES A CUSTOM FORK OF IRONWAIL THAT IS ONLY COMPATIBLE WITH SPRAWL96!
///SOURCE:///
You can find the engine source as well as the QuakeC source here: https://github.com/VoidForce/QSprawl
///HOW TO PLAY:///
Sliding:
Press "Shift" while using the directional keys to slide. Sliding gives you a speed boost, and you can jump during a slide to maintain momentum. Try chaining slides together for continuous movement.
Bullet Time:
Press the right mouse button (Mouse 2) to enter bullet time. This action drains your adrenaline meter, which recharges over time.
Wallrunning:
To wallrun, stand next to any wall and press jump. While wallrunning, you can jump up to three times before needing to touch solid ground to recharge.
The faster you move on walls, the less gravity affects you. For maximum vertical climb, slide before wallrunning.
Dodging, Directions, and Difficulty:
You can dodge by double-tapping a directional key when your katana is out. On difficulties below "Hard," you can dodge in all four directions. On "Hard" and "Nightmare," dodging is limited to sideways movement.
You can also dodge away from walls while in the air or while wallrunning. Adjust the dodge speed in the settings menu or turn it off completely.
Katana:
You can sprint with the katana by holding the fire button and pressing W (forward). As you gain speed, release the fire button to perform a powerful lunge attack.
Shortly after dodging, you can execute a fully charged katana lunge attack.
Armor:
Enemies have unique armor properties, and your weapons have varying penetration power. The difficulty setting adjusts your weapons' penetration effectiveness.
Enemies' backs have less armor, so shooting them from behind is advantageous. Most enemies also have critical zones that glow yellow when using adrenaline.
However, Fiends and Berserkers have their energy cores hidden beneath thick armor, making them invisible. A red hit marker indicates when you damage a critical zone.
Weapons:
Some weapons are designed to completely ignore armor, such as the Gauss Rifle, Lightning Gun, and Grenade Launcher. The Gauss Rifle, in particular, can penetrate multiple enemies and even some thin walls.
Additionally, you can shoot grenades mid-air or on the floor to destroy them. The Lightning Gun is unique in that it deals more damage the further away you are from the target, and its recoil decreases as you move faster.
You can check the weapons stats in the game's help menu.
///MAPPING SUPPORT///
Once you've set up SPRAWL 96, open "sprawl96_mapping.zip". Add the .fdg, .cfg, and .png files to "trenchbroom/games". We've also included a sprawl_prefabs.map with several examples on how to best use the sprawl.wad texture set. Feel free to use any geometry from sprawl_prefabs.map in your own map.
///SPECIAL THANKS:///
VoidForce - additional game design, programming, assets tweaking. Without him, none of this would be possible.
All the tweaks and changes to the base formula of SPRAWL were directed entirely by him, and I'm so thankful to have such a talented human being at the helm of this project.
Ptoing - Special thanks to Ptoing as well, he put together all of our menu, and HUD art. One of the last true pixel artists left, an extremely next level genius, very thankful for his contribution to this project.
Markie - Trenchbroom game profile and icon.
Playtesters: MOOMAN, AlexUnder, Gila, Vondur. Thanks, for the feedback, folks!
These third-party resources were used during development of the mod:
Ironwail, a Quake source port developed by Makro
Clean QC by GNOUNC.
Plasma grenade explosion sprite (p_explode.spr) taken from Alkaline mod.
Huge portion of code taken from Copper mod by Lunaran.
One entity code (trigger_cdtrack) taken from Arcane Dimensions by Sock and co.
View_ModelDrift code by Eukos from OpenKatana.
Half-Life 2 spring force magnitude punch angle decay, from official SDK.
Wallrunning logic by Hannah from the original game. Huge thanks for inspirations and the great game!
Skybox "mak_sunset1_" by Makkon for the demo map.
Please let us know if we forgot to mention someone!