Quake Champions Classic

Jul 8, 2022
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RhapsodyInGeek submitted a new resource:

Quake Champions Classic - PURE SPEED. PURE SKILL. PURE FPS.

PURE SPEED. PURE SKILL. PURE FPS.


Quake Champions Classic seeks to mix the champion gameplay and balance from Quake Champions with the retro aesthetics and community expandability of both the multiplayer and single player of the original Quake.

FEATURES
* Champion active and passive abilities translated from Quake Champions
* Weapon rebalancing - for new stats visit...

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This is AWESOME! :D This is exactly the kinda mod I want to see! :p I have 2 questions about it, btw.

A) Is there any way we can edit the cooldown of the hero abilities in the autoexec or config?

B) And is there any chance you'd be able to add a RAILGUN into the mod? :O (Since the RG is the most important weapon missing from QC.)

That'd make this mod the best (and my favourite) Quake One mod, in my opinion. And I've played more than a few! :D Thanks for making this! :)
 
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Thanks.

A) I did not implement this but it sounds like a good idea.
B) I do intend to add a railgun at some point.

Unfortunately I'm not in a position to work on this for the time being, though I do plan to get back to it. My next planned Champion is Nyx and my next planned enemy is Ithagnal.

Glad you enjoyed it.
 
That's understandable about taking time, I'm just happy we're getting awesome mods like this at all.

I'm excited to hear that railgun is planned too! :D

Thanks again for this release, I'm already having fun with it! :) And its really cool that you're making it to work with both Quakespasm and the re-release. :p
 
RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v2

Version 2 Changes:
  • Added Nyx
  • Champion selection persists across levels (reverts to Ranger if you use the map cheat)
  • Fixed armor reset bug - armor now only gets set on spawn in Deathmatch modes
  • Added Ability Ready notification + sound
  • Added Hourglass pickup sound, no longer uses rotten health
  • Monsters no longer print the ability timer cooldowns, now only hourglasses and attempting to use the ability will
  • Changed Shub Death scene to show current champion

Read the rest of this update entry...
 
RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v3

Version 3 Changes
  • Added Doom Slayer
  • Known Issue: Berserk ability tilts the view angle due to the way the red tint is acquired. I felt this was an acceptable tradeoff since this mod is intended to be QC only + re-release compatible, and color tints seem to be hardcoded to specfic scenarios.
  • Melee Weapons now produce customizable wall hit sounds and optional enemy hit sounds
  • Added skin support. In most engines changing teams will change skins. In Rerelease, skins change...

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This is seriously awesome stuff. :p I love how you've been adding champions with different movement abilities (double jump and wall jump). :D I can't wait to see what champions and/or weapons, you add next. :p

This is definitely one of the mods I've been having fun playing around with the most. :)
 
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RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v4

VERSION 4
  • Added Duke Nukem
  • Added Ability and Melee Weapon specific kill messages
  • Shub now looks for players before going into standard idle. This allows player reactions upon "seeing" her.
  • Fix: Skins now properly change and are maintained across deaths
  • Fix: Weapon autoswaps, weapon + ammo pickups no longer switch away from active abilities

Read the rest of this update entry...
 
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Very peculiar mod indeed. I love the PVP stuff and will keep an eye on this.
First impressions feedback:

"Kill" console command crashes the mod.
Double Jump sound for Slayer in in awful quality. I suggest checking this thread for all QC related audio rips (and other stuff): https://knockout.chat/thread/9182
Mod desperately needs a visible timer for active ability on a HUD.

Personally wouldn't mind bot support for new characters.
 
Very peculiar mod indeed. I love the PVP stuff and will keep an eye on this.
First impressions feedback:

"Kill" console command crashes the mod.
Double Jump sound for Slayer in in awful quality. I suggest checking this thread for all QC related audio rips (and other stuff): https://knockout.chat/thread/9182
Mod desperately needs a visible timer for active ability on a HUD.

Personally wouldn't mind bot support for new characters.

That's weird, because I used the "Kill" console command a lot while recording the campaign footage and during tests in Quakespasm. I wonder if something changed during some last minute edits, or if it's just a weird engine / mod implementation incompatibility. What engine are you using?

That Knockout thread is actually where I got the double jump sound (and Nyx's sounds). What's funny is even though I generally resampled almost every sound to 11025Hz, I actually left the Doom Slayer sounds at their original 48000Hz rip quality. The quality is affected because either whatever engine you're using is actually resampling it to 11025 like vanilla quake does to all sounds, or you're just actually hearing the double jump sound for real this time lol.

Not possible to add that to the HUD without CSQC (which the Rerelease can't use) or modifying the source code (which is outside the scope of the intent for this pure QuakeC mod). Otherwise I'd have made custom face icons and the timer by now. The compromise I made was getting it to tell you how long you have left when you attempt to use it and when you pick up hourglasses, plus a sound and message when it's ready. The mod is open source though, so if you wanted to add a CSQC HUD patch to it, by all means!

I was thinking about looking into bot support for the abilities and champion randomization. Technically they have access to them, they just have to be told what to do. I guess I forgot about it when I was busy troubleshooting Duke.

I'm glad you tried it out, and hope you enjoy what comes next!
 
What engine are you using?
2021 Remaster on Steam. Mod crashes when using "kill" console command in PVP. Guess Remaster is also to blame for Slayer's double jump sound - it sounds too high-pitched and very unpleasant on the ears.

I (almost) finished the campaign and played every character - it was pretty fun. Unfortunately, the very last section of the campaign, when you see Shub-Niggurath for the first time, crashes in the Remaster too.
I also have a few aesthetics suggestion:

Slayer needs a more distinct shade of red for Berserk (like QC did it), so it doesn't look similar to the color when you are taking damage.
I suggest giving playable Death Knight unique visuals (at least in a form of new default skin) and sounds. It might be confusing in coop having the same models as an enemy and as a friendly player. Same with audio, sharing pain and jump grunts with other Death Knights might be confusing in the midst of battle. Audio is information, and information in a fast paced game such as Quake means a difference between life and death.

Nothing else to report. Looking forward to the next update.
 
2021 Remaster on Steam. Mod crashes when using "kill" console command in PVP. Guess Remaster is also to blame for Slayer's double jump sound - it sounds too high-pitched and very unpleasant on the ears.

I (almost) finished the campaign and played every character - it was pretty fun. Unfortunately, the very last section of the campaign, when you see Shub-Niggurath for the first time, crashes in the Remaster too.
I also have a few aesthetics suggestion:

Slayer needs a more distinct shade of red for Berserk (like QC did it), so it doesn't look similar to the color when you are taking damage.
I suggest giving playable Death Knight unique visuals (at least in a form of new default skin) and sounds. It might be confusing in coop having the same models as an enemy and as a friendly player. Same with audio, sharing pain and jump grunts with other Death Knights might be confusing in the midst of battle. Audio is information, and information in a fast paced game such as Quake means a difference between life and death.

Nothing else to report. Looking forward to the next update.
Super helpful that you run it in the engine I intended the mod for! :cool:

I never tried using the "Kill" command in Deathmatch, only in the campaign. All the footage is from the Remaster, which is how I prefer to play. And yeah, like I said, Doom Slayer's double jump will sound like that in most engines if they use the same sound code as vanilla, since the Quake engine automatically resamples the PCMs in-game.

I made a major Shub change where she looks for Duke. It's supposed to just ignore everyone else, but that may have had unforeseen consequences. Thanks for bringing it to light, I'll look into it.

Unfortunately, the Berserk shade is a bit of a hack. Quake doesn't actually let you pick specific colors to flash or tint the screen with. Instead it has predefined commands for it. The reason it looks similar to the color when you take damage is because.... it is the color when you take damage! And the punchangle / head tilt effect! I pull it off by tricking the engine into thinking you're constantly receiving damage, which is where the damage tint and head tilt is controlled. The pain sound and health reduction are in QuakeC, so they don't get processed. The only alternative was to play the yellow pickup flash effect. Of the two options, I preferred the Red Tint. The other tints (gray for invis, blue for Quad, yellow for Pent) are also controlled via engine code, not QuakeC.

Death Knight I'm torn on. Partly because I think it's fun to be just another Death Knight from Quake 1 and don't really want to differentiate between Player Death Knight and NPC Death Knight, and partly because I want to stick to Quake 1's design aesthetics, as if Quake Champions was released in 1996. Another no-longer-founded-after-Duke-Nukem fear was hitting some invisible sound cache limit, which is present in vanilla Quake but seems to be raised to an untouched amount in the ports. It's also less work for me, as this is meant to be a hobby project and a learning exercise that I don't want to dwell too much on. I get what you're saying, and these are all things I had thought about when making the mod. I just ultimately decided not to go that direction.

Death Knight does needs some additional skins though, as does Nyx. I'll see if I can get them in the next major update. For now, I'll see about getting a hotfix out for that Shub crash and hopefully figure out the "Kill" crash.
 
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Typing "Kill" command in multiplayer was the first thing I did to respawn and change the class without getting killed by more conventional means. :)
As for the other feedback; point taken. With my lack of modding experience, I thought modern Quake sourceports would be more flexible. Your mod is impressive nonetheless.

Hoping to see Visor in this someday, rocking his classic Quake 3 look and sounds. Best wishes.
 
RhapsodyInGeek updated Quake Champions Classic with a new update entry:

Quake Champions Classic v4.1 Hotfix

Fixed Shub-Niggurath crash upon sight. The game tries to call built-in think methods when a monster has an enemy that Shub wasn't designed with. Wrote a new isolated "sight" function specifically for Shub. Could be optimized more for sure if she's used in any custom maps, but will perform just fine for the final vanilla map.

Known Bug: using the "Kill" command in Rerelease multiplayer will crash the game. I think I might be able to fix this. For now, just don't use "Kill" in Rerelease MP.

Read the rest of this update entry...
 
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Typing "Kill" command in multiplayer was the first thing I did to respawn and change the class without getting killed by more conventional means. :)
As for the other feedback; point taken. With my lack of modding experience, I thought modern Quake sourceports would be more flexible. Your mod is impressive nonetheless.

Hoping to see Visor in this someday, rocking his classic Quake 3 look and sounds. Best wishes.
Visor's Wallhack is one of the few abilities that can't be done in Quake C, which is ironic given he was one of the first Champions I thought about modding in. 😭 I'll have to rethink a new ability for him.
 
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Visor had a "Psionic" gear in Quake Champions and it got me thinking: maybe he can have some sort of psychic abilities? He could launch a homing projectile, similarly to Vore; if it hits monsters in PVE, they attack other monsters (utilizing Horn of Conjuring mechanic from Scourge of Armagon) and if it hits an enemy player in PVP, his movement directional keys will be reversed for a limited time.

Visor will also probably need a new passive. The most fitting I can think of, is displaying enemy's healthbars above their heads when they are in Visor's line of sight (like a Commando perk in Killing Floor games). If Quake limitations allow this kind of mechanic, of course.