Escape from Alpha Prime mod release (incomplete)

darkfader

New member
Nov 15, 2022
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Preview:

I am releasing the current state of my mod in hopes that the community will be able to pick up development on it.
It is currently sitting on my desktop, and I won't have any time for a while to put into it. Also, there is a tremendous amount of experience, intelligence, and creativity, already in the Quake community that I feel can add more than I am able to comprehend. We are all better together, than separated...

Firstly, thank you to the entire Quake community for making this possible, I couldn't have gotten this far without you.
Big props to @bmFbr @sock and Paril for the coding help. @Bal (among others) for help on properly VIS'ing.

About:
This is a mod with new monsters ported over from Quake 2, with new projectiles, weapons, among other things I am unable to recall ...
I am releasing this with a map just for a brief showcase of what is possible with this mod. I started with barebones Arcane Dimensions, and modified it.
OTEX textures are currently in the mod, but I do have The Chronicles of Riddick external textures / .wad upon request from anyone who wants to take that direction.
They were used in this preliminary map that I previously released -

Music: Recorded myself, and will have more to add upon request, with better quality and more production value as well.
Code: Folder named code with what i believe is my current configuration. (i hope lol)
Compatibility: This mod is currently ONLY released for QSS (included). But the only thing preventing this from being released for vkQuake is the high poly count on the weapons.
External textures also are being used.
I have uploaded my file here, and also have a google drive link: https://drive.google.com/file/d/1PBGsnzdiqKTiL1L_KDcWHxzMPb1ytnWe/view?usp=drive_link

PS - the health needs to be adjusted on all of the Q2 monsters, they are VERY overpowered.
I know I'm forgetting something ... enjoy!


oh yes, contact me @ skynardlynard@gmail.com if you think i forgot any assets, or you need any help with anything.
 

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Screens:
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Animated Textures:
 
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Preview:

I am releasing the current state of my mod in hopes that the community will be able to pick up development on it.
It is currently sitting on my desktop, and I won't have any time for a while to put into it. Also, there is a tremendous amount of experience, intelligence, and creativity, already in the Quake community that I feel can add more than I am able to comprehend. We are all better together, than separated...

Firstly, thank you to the entire Quake community for making this possible, I couldn't have gotten this far without you.
Big props to @bmFbr @sock and Paril for the coding help. @Bal (among others) for help on properly VIS'ing.

About:
This is a mod with new monsters ported over from Quake 2, with new projectiles, weapons, among other things I am unable to recall ...
I am releasing this with a map just for a brief showcase of what is possible with this mod. I started with barebones Arcane Dimensions, and modified it.
OTEX textures are currently in the mod, but I do have The Chronicles of Riddick external textures / .wad upon request from anyone who wants to take that direction.
They were used in this preliminary map that I previously released -

Music: Recorded myself, and will have more to add upon request, with better quality and more production value as well.
Code: Folder named code with what i believe is my current configuration. (i hope lol)
Compatibility: This mod is currently ONLY released for QSS (included). But the only thing preventing this from being released for vkQuake is the high poly count on the weapons.
External textures also are being used.
I have uploaded my file here, and also have a google drive link: https://drive.google.com/file/d/1PBGsnzdiqKTiL1L_KDcWHxzMPb1ytnWe/view?usp=drive_link

PS - the health needs to be adjusted on all of the Q2 monsters, they are VERY overpowered.
I know I'm forgetting something ... enjoy!


oh yes, contact me @ skynardlynard@gmail.com if you think i forgot any assets, or you need any help with anything.
No time to finish? This was looking great and producing some good conversation in the Discord whike you were working on it.

Theres a lot here to work with, do you have an idea of what direction the finished mod would take?
 
No time to finish? This was looking great and producing some good conversation in the Discord whike you were working on it.

Theres a lot here to work with, do you have an idea of what direction the finished mod would take?

Thank you for the support, matboe.
I appreciate the kind words, and the input you had while i had a hard time coding this.

My initial direction was the original Riddick Textures, where the player would have to escape from a prison planet, turned prison galactic system.
Then the entire first level (e1m1) would just be the player getting locked deep into a prison, surrounded by guards, going through elevators, etc. getting a quick glimpse of the levels, and what it would take to escape the prison.

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I then wanted to just release a map with the coding, Q2 monsters, projectiles, etc., to showcase my ideas for the community to pick it up if they wanted.
(current map) My latest map is the only one that has been properly VIS'd due to learning while developing concurrently. I will likely get back into this mod at some point, but not for a while, and I feel the community has far too much experience/intelligence to pass up while it sits on the shelf.

I don't mind any direction this takes. I think the monsters coding would improve greatly from the community support.
 
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