
A true and canonical Quake experience brought into the 2020s with great and modern level art / level design, new yet canonic monsters, new weapons - which are also mind-blowing yet so true. This one's simply the best: the largest one, the prettiest one, the most user-friendly one, I can keep going forever.
QUAKE 4 MODS MODS
Of what I've been able to download and test in the recent year, my top chart of singleplayer Quake mods would look like this:
QUAKE 4 MODS MOD
To start with, there is a very good review of the mods keeping Quake alive in 2017 by Dominic Tarason at Kotaku, the only minor flaw I see about it is that he sometimes mixes the concepts of true modifications and map packs created for those mods - which are also great by the way but the user will kind of get to them occasionally if he or she starts playing the actual mod.Īt the moment, the place I normally look for Quake mods is the Mod DB, but there are a lot of modifications there which are just lacking new information, so that's why I would probably ask the more experienced members of this subreddit to contribute to the discussion. I think what the community lacks is a sort of a hub to discuss the new promising mods - as well as to keep track of the newest developments to the existing mods, so let's try it right here. I haven't really seen a review of them to help the oldschool Quakers who haven't heard much about the recent developments rediscover their favourite game. I'm obsessed with Quake in the recent couple of years - just as I was 25 years ago, but now it's mostly thanks to several Quake mods, which I assume many of you know and play. WARNING: file def/maps.Hi everyone, I searched this subreddit for such a topic and sadly didn't find much. Can't get out of homing napalm without switching weapon A release should be when you've done more then just 1-4 changes nf has 1 but missing OSx file, should have 2 as it is a Linux file To many files to having to download to get a "up to date" version of the mod

Missing any startup files for starting the mod Scoreboard is the same in both duel and FFA. Playing The longest day is impossible as you pretty much die from any fall. Using kill 0 won't kill yourself just do damage effect without any damage

90% of the cvars added or changed in Q43a is missing from menu. The force applied to these projectiles are insanly overpowered. Projectile hitting a trigger get's shot in the trigger angle, looks weird when rail, nail, MG and HB hits a jumppad. Item high on scoreboard is to small, very hard to read TDM is a valid gametype on maps not supporting it, making game not load (The longest day for instance) Glass effect when dead, evem though model now having anything that is made of glass. Jumping up stairs will make you suddenly stopp Weapon fire and explode sounds are in very different volumes. Shadows isn't there even with r_shadows turned on It's faster to walk up a minor slope then bunny jump as it slows you down GL and RL damage sound is played by no damage given in Team based games, but does in FFA If shooting GL once by leftclick and second by rightclick the sound on second GL won't play No indication that a weapon is out of ammo or running low on ammo. Lag when use a weapon for the first time or a player joins the game. No jumpsound at all, might be intentional but still strange without any. Scoreboard self highlight is some units off (below the actual text) No flags picked up and still have ! there. The highlight in the upper left corner on who has flag doesn't get reset. Rocket splash damage is way to big, you get damage at a distance no effect covers. Grenade explodes on accelpad but nothing happens on jumppads. Grenade physics becomes really weird after the first bounce Railgun and machinegun zoom sound plays several times when you zoom. Lille to none different between fall deltas making you loose the same ammount undependant of how high you fall from. Gauntlet impact is way off compared to the crosshair. Gauntlet is spinning strangely compared to the impact effect being played. Offset of weapons when having above 90 fov is making the projectile/beam start infront of your view r_simpleItems makes things invisible but still you can pick them up.
