Alkaline

I'll explain, here I quckly bashed together some screenshots to show what I see when playing the mod. And I see that most of the maps have orange/brown color palette, so hud, menu and console fonts with its blue color feels out of place on the screen when player loads 70% of maps.

So I think some kind of orange color scheme would fit for the mod better at this stage. Here is some mockup I made. I think hud should be closer to the original quake theme, but not brown, rather somewhere between orange and yellow, kind of like color Half-Life's pseudo-VFD display hud has. Just throwing ideas here. I realize that many people like original blue color scheme, so probably it is possible to make these two interface color schemes interchangeable in the options. I've already seen it in SlayerTest quake mod, where player can change hud style in the settings.
Ok, some thoughts on this. First, as Aleks said, there isn't any recurring color or theme in the pack's maps. Each has their own identity, and in fact for the main hub maps we wanted each map to use a different themed wad.

But even if it the maps were majorly orange-colored, it'd still look good because blue and orange are actually complementary colors and go very well together - that's one of the reasons why the portals in the start map turn from orange to blue for example, they give off a very good contrast next to each other.

And the whole theme of the mod draws to blue hues. The own Alkaline logo is in a neon-bright, blueish-white tone.

And no, we don't think the HUD should be closer to the original Quake theme. That's why we made a custom HUD, menus, fonts, and a whole distinct visual identity in the first place. Quake is medieval and brown, and that doesn't go along well with a techbase-focused mod.
 
Hey there! Is there source code available for this mod? I really liked the updated lightning gun beam implementation inversion 1.2, and I would like to add it to "vanilla" quake or other mods :)

UPD: Nevermind, I've got answer from Youtube comment from trailer. Thanks :)
 
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Hey there! Is there source code available for this mod? I really liked the updated lightning gun beam implementation inversion 1.2, and I would like to add it to "vanilla" quake or other mods :)

UPD: Nevermind, I've got answer from Youtube comment from trailer. Thanks :)
It's available on Github
 
first of all, love this mod, have yet to play more maps though. the map where you're on a space station and go out in low gravity was awesome, i don't remember the name of it (it's the first one to your left when you leave the little control room in the start map)
second, where can i find the axe model used in this? i wanna use it for vanilla quake, and i think it's a variant of Dox's axe, but i tried searching on google all over the place and i couldn't for the life of me find the original

EDIT: nevermind, i used pakscape to take the axe model from this mod and put it in a separate pak, and it works just fine!
 
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first of all, love this mod, have yet to play more maps though. the map where you're on a space station and go out in low gravity was awesome, i don't remember the name of it (it's the first one to your left when you leave the little control room in the start map)
second, where can i find the axe model used in this? i wanna use it for vanilla quake, and i think it's a variant of Dox's axe, but i tried searching on google all over the place and i couldn't for the life of me find the original

EDIT: nevermind, i used pakscape to take the axe model from this mod and put it in a separate pak, and it works just fine!
The axe is a modified model from Team Fortress. First-person animations and world model are by me. One thing to notice is that the weapon is animated at 20fps as-opposed to 10 like normal Quake, so you'll need to probably re-animate it.
 
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I completed Alkaline a couple of days ago (including the 4 secret maps). Almost all of them were atleast pretty good (except a couple of secret maps, which I assume are repurposed old maps and felt a bit basic, but still okay) and half of them were atleast great. With that said, these were my 5 favorites:

5. Foundation for Corruption by Mista Heita
Really cool dystopian almost-cyberpunk setting is an automatic huge plus for me as I am fan of such aesthetic and would like to see more of it. But the map itself is also really good with tight gameplay and spicy encounters. Only nitpick would be that once I reached the rooftop, I decided to jump on another nearby building. Well I landed on their rooftop, thinking there might be a secret, but ended up dying :p

4. Tallus Terminus by zigi
What a beast of a map. Took me around 1.5 hours on first playthrough. It being the first Alkaline map I played put a really strong impression on me, especially when going down the first lift and saw the station from the lift windows. Good mix of indoor and outdoor action. Has a very big difficulty spike when you pick up the invisibility and have to fight those railgun robots in a small room. But otherwise, smooth sailing.

3. Geothermal Outpost by Greenwood.
Loved the verticality and the general Doomcute (or Quakecute in this case :p) of this map. The infinitely respawning ammo/health did make me play a bit more turtle-ish than I should've. I reckon I would have more fun with this once I figure out the secrets and then tried playing a bit aggressive.

2. Derelict Freighter by Paul Lawitzki
I love the aesthetics and the lighting of the map (probably my favorite in Alkaline aesthetics wise). But that isn't all, I also liked the gameplay and resource balance of the map. Playing it on hard, I was pretty low (but never out of ammo) for the first half-ish of the map. And while the map lacked a big final fight, atleast many of the small fights throughout the map were engaging, while not being too overwhelming for a blind player.

1. Dancing in the Golden Sun by Bal
The perfect rival to Arcane Dimension's Tears of the False God. AD_Tears is one of my top 3 favorite maps in AD and this is arguably ever better. While AD_Tears has more stunning visuals, I guess I like this a bit more because it is a bit smaller and thus feels a bit more... "focused" for the lack of a better word. The keys and the optional area opened from the 4 circuit boards also add to a better sense of progression. Like Tears, the open ended layout of this means I can approach the map from various methods and thus increased replayability.
 
Just dropped a new devkit release - 1.2.1

Changes since v1.2:

Additions
  • New Platinum key (item_key3);
  • New custom HUD layout
    • Press H to cycle between HUD styles, or enter "cyclehud" on console;
    • Current HUD selection gets saved to cfg file so it persists across game sessions;
  • Jump boots level is now shown on the HUD;
  • Buttons can now require keys;
  • New misc_drip entity, decorative water drips;
  • New Mechavore sounds;
  • New "start upright" flag in spiderbots;
  • New func_wall spawnflag that syncs frame animation to the "light flicker" lightstyle;
  • Trigger spawning monsters can have a random delay;
  • Added inertia from movers (jumping off of a moving platform adds to your velocity);
  • Chthon changes:
    • Fixed shootable Chthon not behaving correctly when you fire up the lightning posts;
    • Can be forced to non-shootable;
    • monster_boss be retriggered directly to go through phases instead of only accepting the crazy event_lightning setup;
  • Resurrect cheat now gives 5s invulnerability;
  • giveall (impulse 9) cheat doesn't give keys anymore;
  • New givekeys cheat.
Corrections
  • Fixed lightning gun going boom while on ladders;
  • Fixed Megaenforcer explosion pain behavior, should consistently drop shields now;
  • Fixed liquidbrush doors with wait -1 not staying in place;
  • Fixed rare bug with player going into zombie state when health is ~0;
  • Fixed double doors not toggling correctly with target_setstate via targetname2;
  • Fixed colorshift not clearing on coop/DM respawn;
  • Fixed player face pain not showing on custom HUD in some ports;
  • Fixed borked LG shaft end segment;
  • Fixed misc_teleporttrain to behave like it should've been (spins and causes no random crashes);
  • Removed deprecated spawnflag 1 on func_train (should break Rubicon2 compatibility unfortunately but that's life).

Get it here:
https://github.com/fabiolimamp/alkaline/releases/tag/1.2.1b
 
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It is absolutely amazing, but when I completed it golden key door didn't open. Logo in a middle of a main hall appeared but golden key still isn't accessible.

Any success launching coop server? I tried to launch alkaline server on Ironwail but it runs weirdly: I can't hear most of shots, when I shooting nailgun only 1/4 nails are emitted
 
It is absolutely amazing, but when I completed it golden key door didn't open. Logo in a middle of a main hall appeared but golden key still isn't accessible.

Any success launching coop server? I tried to launch alkaline server on Ironwail but it runs weirdly: I can't hear most of shots, when I shooting nailgun only 1/4 nails are emitted
That door is related to the nightmare mode secret. It opens via some hidden method in the main hub.

As for coop, I don't know about any issues, though the mod wasn't thoroughly tested in that.
 
That door is related to the nightmare mode secret. It opens via some hidden method in the main hub.

As for coop, I don't know about any issues, though the mod wasn't thoroughly tested in that.
Thank you for the clarification.

I'm attempting to set up a cooperative mode using different engines. However, I keep encountering 'Packet overflow!' errors on Ironwail, Quakespasm, and Quakespasm-Spiked.