Large-scale brutalist total conversion mod. Includes 77 community-made levels.
Great mod! I haven't even left the starting area yet, but I've already ended up in the bloody arena. Awesome! Nice work!5/5
The "QSS" engine, as usual, stands out with its weak adaptation for working with models in MD3-format. This engine doesn't recognize «glow» textures, so I had to enable them manually for this engine.
Please take a look at what's inside the "qbj3.zip" archive:
- Could you please let me know what the "Art Vault" password-protected archive contains? Is this archive needed by everyone, or is it simply stored in a folder to avoid being lost?
- The "progs" folder lacks monster models in MD3-format with TGA-textures, such as "wizard_qbj", "zombie_qbj" and "zombienm_qbj," while other main models are present.
- The "music" folder contains extra folders and files that are already in the right folders.
That's what I was thinking!-the Art Vault is a secret, for fun. you find the password in the game. it's not necessary for progression, or anything like that. we will not be spoiling the password.
mod version is preferable if you are comfortable with modding quake. standalone is for folks unfamiliar with modding and want something plug-and-playIs the standalone version preferable to the mod version?
Is there a console command that will let me "abandon" the current map I'm playing and take me back to the start map that still keeps track of which maps I've cleared so far rather than triggering a brand new game state with no maps completed?
The crosshair can be disabled, in fact! It's a little hidden, but if you type "toggle_custom_crosshair" it'll disable the system that keeps the crosshair swapping. I really wish there was a more complete way to add CSQC-specific options to the in-game options menu, but that's the best I could do.I must say, I would love to be able disable the crosshair... Otherwise, very impressive, beautiful !