Nela categoria MOD SP alla pag 2 inserito
Dungeon MOD 4.0 per Doom3 e RoE
Visualizzazione Stampabile
Nela categoria MOD SP alla pag 2 inserito
Dungeon MOD 4.0 per Doom3 e RoE
Nela categoria MOD SP alla pag 1 AGGIORNATO
Classic Doom³ passa dalla versione 0.25 alla 0.56
http://forumtgmonline.futuregamer.it...on_biggrin.gif
Ho provato a scaricarlo ma non ci sono link pubblici in filefront http://forumtgmonline.futuregamer.it...s/icon_sad.gif
Citazione:
Nemesis88 ha scritto ven, 10 giugno 2005 alle 12:57
Ho provato a scaricarlo ma non ci sono link pubblici in filefront http://forumtgmonline.futuregamer.it...s/icon_sad.gif
il messaggio è questo http://forumtgmonline.futuregamer.it...n_confused.gif
We will be doing server maintenance from 12AM to 5AM PT this morning. During this period your downloads may be disconnected or servers may not be available. Thank you for your patience.
bisogna portare pazienza. http://forumtgmonline.futuregamer.it.../icon_dead.gif
A me il green tech non ne vuole sapere di andare: lo scelgo come mod sembra che reinizzializzi l'interfaccia ma mi esce dal gioco e mi lascia il video che una gamma altissima. Ho provato ad usarla come mappa normale ma quitta comunque.
hai provato la versione compatibile con la tua? http://forumtgmonline.futuregamer.it.../icon_razz.gifCitazione:
V4sh ha scritto mer, 15 giugno 2005 alle 18:26
A me il green tech non ne vuole sapere di andare: lo scelgo come mod sembra che reinizzializzi l'interfaccia ma mi esce dal gioco e mi lascia il video che una gamma altissima. Ho provato ad usarla come mappa normale ma quitta comunque.
perchè se provi la versione non compatibile con la patch 1.3 e tu hai Doom3 alla 1.3 non ti parte http://forumtgmonline.futuregamer.it...s/icon_nod.gif , che versione hai di Doom3? e la versione è quella scaricabile dal megalistone? http://forumtgmonline.futuregamer.it.../icon_razz.gif
Ho doom3 1.0 e ho preso il file dal sito ufficiale.
Citazione:
V4sh ha scritto mer, 15 giugno 2005 alle 18:33
Ho doom3 1.0 e ho preso il file dal sito ufficiale.
metti la patch 1.3 allora http://forumtgmonline.futuregamer.it.../icon_wink.gif
Nela categoria MOD SP alla pag 2 inserito:
Dungeon Doom 5.0 per D3 e Roe.
Nela categoria MOD SP alla pag 2 aggiornato:
Infernal death orgy passa dalla versione 1.0 alla 1.2.
Nela categoria MOD SP alla pag 1 aggiornato:
Double mod SP aggiornato dalla versione 1.4 alla 2.0
Nela categoria MOD Weapon alla pag 5 inserito:
golden gun
http://forumtgmonline.futuregamer.it.../icon_wink.gif
Aggiunti nella categoria MOD SP alla pag 3 :
crucifix of shit
Chex Trek... Beyond the Quest (Alpha 1 )
edit : acusate devo essere impazzito http://forumtgmonline.futuregamer.it...ns/scratch.gif
domanda,ma installando il mod quake 2 lost marine x doom 3 ,cosa cambia ?
nel gioco Originale niente, giocherai a parte i livelli messi a disposizione per la demo del mod http://forumtgmonline.futuregamer.it...s/icon_nod.gifCitazione:
merovingio1 ha scritto mer, 24 agosto 2005 alle 16:22
domanda,ma installando il mod quake 2 lost marine x doom 3 ,cosa cambia ?
Bene,apro il Database per i MODS & MAPPE SP/MP per QUAKE 4 in generale visto che non tarderanno ad arrivare numerosi,l'unica cosa vi prego di non postare commenti in questo Topic (cosa che potrete fare man mano che si aprono i Topic per segnlare la notizia),poi io successivamente gli aggiornero e gli elenchero qui...prossimanente arriva anche il Database per le Mappe SinglePlayer e MultiPlayer...grazie per la collaborazione!!!
Apro nel primo post del 3d dedicato ai MODS di Quake 4 una finestra dedicata solo ai "MODS DI CASA" fin'ora usciti, grazie al lavoro di utenti/amici di TGM Forum che sono abituali e appassionati di quest'ultima serie,ovvimente per evidenziare il loro lavoro che man mano si aggiorna,viene portato avanti e seguito da tutti.
GTX - 29/01/06 (by Gyppi)
Descrizione:
*In grassetto le novità in corsivo le feature beta
Features di GTX 0.6a:
-Riflesso dinamico su tutte le armi;
-Riflesso dinamico su tutti i marines, medici e tecnici;
-Riflesso dinamico su tutti gli stroggs (sono 30!);
-Riflesso dinamico sulle mani del protagonista;
-Riflesso dinamico sul corpo di Kane-Strogg;
-Aggiunto l'effetto Bloom;
-Aggiunte le self-shadows;
-Aggiunte le ombre alla luce della torcia.
*Configurazione tasti per migliorare le prestazioni:
K = attiva l'ombra della torcia;
L = disattiva l'ombra della torcia;
I = disattiva il bloom;
O = attiva il bloom semplice;
P = attiva il bloom complesso;
Come default le impostazioni sono:
-ombra della torcia attiva;
-bloom complesso attivo;
+il riflesso è visibile ad ogni livello di dettagli;
+le ombre della torcia abbassano abbastanza gli FPS, credo che sia il motivo del perchè siano state eliminate dal gioco normale;
+editalo il sistema di sfuocamento (grow) dello zoom del mitra per renderlo temporaneamente compatibile col Bloom;
+aumentato il ritardo con cui spariscono i corpi degli strogg a 30 secondi, così li potete guardare meglio;
Downloads:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.xtreme-lab.net/GTX/download/g txgo_q4.zip (2,22MB - ZIP) con self-shadows.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.xtreme-lab.net/GTX/download/g txgo_q4_nsw.zip (2,22MB - ZIP) senza self-shadows.
Istallazione e avvio
Piazzate il file pak500.pk4 nella cartella q4base oppure estraete tutto il contenuto dello zip nella cartella principale di q4, avviatelo e scegliete dalla lista dei mod: GTX; e giocate.
AGGIORNAMENTO
GTX 0.6b (BETA) per Quake4 v1.3
*Compatibile con la nuova Patch versione 1.3 e con MacOS PPC e Intel
Donwload:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://rapidshare.de/files/28317727/gtxq 4.zip.html
AGGIORNAMENTO
GTX Q4 (v1.0)
Descrizione:
Questo è un mod grafico utilizzabile a qualsiasi livello di dettagli e configurabile tramite il menu di sistema del gioco ed è compatibile con la Patch versione 1.3 di Quake 4.
Features di GTX 1.0:
-Riflesso dinamico su tutte le armi;
-Riflesso dinamico su tutti i marines, medici e tecnici;
-Riflesso dinamico su tutti gli stroggs (sono più di 30!);
-Riflesso dinamico sulle mani del protagonista;
-Riflesso dinamico sul corpo di Kane-Strogg;
-Riflesso dinamico sull'hovertank e sul walker:
-Aggiunto l'effetto Bloom (v. 1.4);
-Aggiunte le self-shadows (opzionali tramite add-on);
-Aggiunte le ombre alla luce della torcia;
-Aggiunta la compatibilità per Quake 4 1.3;
-Aggiunta nuova GUI per le opzioni avanzate di sistema (by SheepSlayer);
-Aggiunto il sistema di Autentificazione del mod;
-Corretti vari bug delle precedenti versioni.
Per migliorare le prestazioni andate nelle impostazioni avanzate di sistema ed impostate GTX come volete
di default le impostazioni sono:
-ombra della torcia attiva
-bloom complesso attivo
Note:
+il riflesso è visibile ad ogni livello di dettagli http://forumtgmonline.futuregamer.it.../icon_wink.gif
+le ombre della torcia abbassano abbastanza gli FPS, credo che sia il motivo del perchè siano state eliminate dal gioco normale;
+aumentato il ritardo con cui spariscono i corpi degli strogg a 30 secondi, così li potete guardare meglio http://forumtgmonline.futuregamer.it.../icon_wink.gif
Sito ufficiale con screenshot:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.xtreme-lab.net/GTX/gtxq4.htm
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif (GTX 1.0 - 5,21MB - ZIP)
http://forumtgmonline.futuregamer.it...icon_arrow.gif (SELF-SHADOWS ADD-ON - 16KB - ZIP)
VioletMod (by Violet sky)
Descrizione:
Suoni:
*Fuoco della machine gun
*Ricarica dello shotgun
*Fuoco dell'hyperblaster
*Fuoco del grenade launcher
*Fuoco,ricarica e rimosso il rumore di sottofondo della railgun
Gameplay:
*Rosata del fucile (spread) ridotta da 7 a 4
*Caricatore della railgun aumentato da 3 a 5
*Velocità del proiettile del lanciagranate aumentata da 700 a 1200
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.error691.com/meltdown/4/vs_q4 soundmod.zip
3RD "Behind the Hero" - Beta 2 (08-04-2006 by q3smanetta)
Descrizione:
Titolo : 3RD "Behind the Hero"
Versione : Beta 2
Data : 08-04-2006
Contatto : [email protected]
Caratteristiche:
Il mod permette di giocare Quake4 in terza persona.
E' implementato il mod grafico GTX (by Gyppi).
Novità:
*Inserito il tasto puntamento (bind automatico tasto "c"),premendolo la camera si avvicina al gicatore permettendo di sparare. Ripremendo il tasto sarà nuovamente possibile correre ma non sparare.
*Inserita camera "First Person Interaction"(R) (lol!) Che permette il normale utilizzo delle gui anche in terza persona.
*Il mirino che indica il centro dello schermo è stato sostituito dal puntatore laser per ogni arma
*I medkit ora non vengono utilizzati immediatamente ma vengono aggiunti all'inventario. per l'utilizzo premere il tasto configurato automaticamente "v".
Feature previste nelle prossime release:
*Scelta del fianco ripetto al personaggio dove si imposta la camera.
*Implementazione nelle opzioni dei nuovi tasti.
*Implementazione nell' hud di un indicatore per i medikit.
*Sistema di cura/ferite avanzato (ferite critiche / cura progressiva).
*Tutto ciò che verà richiesto a furor di popolo
Feature che non verranno mai e poi mai messe:
*Bullet time (ci ha rotto un po' le scatole!!!)
Bug noti
*Incopatibilità o possibili problemi con i vecchi salvataggi.
*Gli screenshot fatti mente la "First Person Interaction"(R) è attiva vengono fatti in modo errato.
Autorun:
To run mod start "START 3rd.bat"
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.thesexmachine.it/3rd.zip
Quake 4 Downloads > Mods > Weapon & Skins:
Gauntlet
Description:
This is a single player mod which adds two additional weapons to your inventory. The gauntlet and a slug shooting shotgun.
The gauntlet's damage has been increased from 50 to 100. The gauntlet is weapon 10 and the slug gun is weapon 11. They can only be selected by using the previous/next weapon buttons (the mouse wheel by default).
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gauntle t;49049
Ignited Plasma Thrower
Description:
The Ignited Plasma Thrower is a really cool weapons mod that will change the lightning gun in Quake 4 into a plasma flame thrower. The effect is done really well as you can see from the screenshots below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/_Ignite d_Plasma_Thrower;62871
Rhino Squad Light Pack - A Weapons Mod for Quake 4
Description:
This is a weapons mod that attaches a "Flashlight" to all the guns. Also tweaks the "Blaster" and "Machinegun" light to be a bit brighter.
Flashlight Added To:
1. DARK MATTER GUN
2. GRENADE LAUNCHER
3. HYPER BLASTER
4. LIGHTNING GUN
5. NAILGUN
6. RAILGUN
7. ROCKET LAUNCHER
8. SHOTGUN
Installation: There's 2 options for install.
*Option A: Add as a pak. file
1. Open the zip.
2. Open "Rhino_Squad_Light_Pack" folder.
3. Cut or Copy pak020.pk4 to your "q4base" folder.
example: Quake 4 directory (default c:\Program Files\Quake 4\q4base).
4. Start-up game and play!
Note: By using this method, you won't have to re-start level or a new game. Game
picks up right where you left off and you can play from whatever "Save" you
were at. (Also, re-name "pak020.pk4" to higher pak.# if needed)
*Option B: Add as a Mod
1. Open the zip.
2. Drop the entire contents of the .zip (folder"Rhino_Squad_Light_Pack") into
your Quake 4 directory.
example: (default c:\Program Files\Quake 4\).-- Do not place whole folder
"Rhino_Squad_Light_Pack" in "q4base" folder with this option.
3. Start Quake 4 and click on the Mods button. Select "Rhino_Squad_Light_Pack"
from the list and load.
4. Once the mod has been launched, click "New Game" and select a difficulty.
5. Have Fun!
Note: By using this method, you will have to start a new game for mod to work.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/_RhinoS quadLightPack_A_Weapons_Mod_for_Quake_4; 62920
Idgirl (beta)
Description:
Quake 4 Conversion of the idgirl player model created for Doom3 multiplayer.
Installation:(latest patch needed)
Unzip the contents of q4mdl_idgirl.zip to your Quake4\q4base folder.Select model from the multiplayer settings menu.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Idgirl; 64622
Spaceman (beta)
Description:
Quake 4 Conversion of the spaceman player model created for Doom3 multiplayer.
Installation: (latest patch needed)
Unzip the contents of q4mdl_idgirl.zip to your Quake4\q4base folder.Select model from the multiplayer settings menu.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Spacema n;64623
Force Cannon (Beta 1.0)
Description:
This weapon replaces the gauntlet/blaster.
- Massive splash damage
- Infin ammo
I got bored and made this weapon.. it replaces the gauntlet/blaster the weapon is named the Force Cannon, it impacts instantly, does massive damage+splash damage, has infinite ammo, the weapon also charges up. It's mainly meant for an insta-gib type play. It is by no means "finished", I figured i'd release it in a Beta version first see if anyone is even interested in it.
Installation:
Unzip q4fc.zip into your main quake4 directory and select Q4FC from the -mods- menu in-game.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://files.filefront.com/q4fc/;5354101 ;;/fileinfo.html
Ulfr's Amoq4 Mod (v1.0)
Description:
This is multiplayer mod from Ulfr that balances weapons to make combat more fast'n'furious, brings some single player game features into multiplayer (like reloading, blaster, flashlights, guided nails and rockets) and replaces hyperblaster with a flamethrower.
Installation:
Make a folder in your x:\Quake4\ directory named amoq4, unzip amoq4.zip there, and then run it as ordinary mod.
For dummies: to run a mod click 'mods' in main menu (near the left-bottom of the screen), select nice, red inscription 'ULFR's Amoq4 mod v.1.0' and click 'load'.
Weapon changes:
Legend:
Direct damage: amount of damage to non-armored opponent at direct shot.
Splash damage: X/Y - first value is amount of damage to non-armored opponent from nearby explosion of projectile, the next value is radius of explosion.
Firerate: the lower value, the weapon shoots faster. Eg.: '1' means weapon shoots 1 time per second, '0.1' means it shoots 10 times per second.
(1) Gauntlet
Gauntlet is now much deadlier. I say: if you manage to sneak so close to the enemy, you deserve to get a frag.
-Damage: 100 (increased from: 50)
-Range: 64 (increased from: 48)
(2) Machinegun
Mg is now more decent weapon, so you're ready to kill as soon you're spawned. However, you start with less ammo. Also, flashlight is now available. Useful feature in that tunnel beneath 'over the edge' map.
-Damage: 9 (increased from: 7), zoomed: 12 (increased from: 10)
-Damage in team game: 7 (increased from: 5), zoomed: 12 (increased from: 7)
-Firerate: 0.1 (Q4 default)
-Clip capacity: 30
-Start ammo: 60, box: 30, max: 90
3) Shotgun
Damage remains intact, but it shoots a little faster. Also, spread was reduced. This baby is ready to score some frags.
-Damage: 10x10 (Q4 default)
-Spread: 600 (decreased from: 700)
-Firerate: 0.8 (increased from: 1)
-Clip capacity: 6
-Start ammo: 12, box: 6, max: 18
(4) Hyperblaster (Flamethrower)
Well, this is a flamethrower now (weapon's name still is "hyperblaster", though). It has appropriate sounds and fx, and deadly radius of splash damage allowing to fry multiple targets at once. Clip capacity is rather low, as it lasts only for 3 second of continous firing. Close range weapon. Crush your enemies, set them on fire and watch them suffer!
-Damage: 15 direct, 11/150 splash (Hyperblaster's default: damage: 10 direct, 10/35 splash)
-Firerate: 0.1 (Hyperblaster's default: 0.08)
-Clip capacity: 30
-Start ammo: 60, box: 30, max: 90
(5) Grenade launcher
Since it's usage is more difficult than rocket launcher, I considered it fair to make GL stronger.
-Damage 125 (increased from: 100), 125/150 splash (increased from: 100/150)
-Firerate: 0.8 (Q4 default)
-Clip capacity: 5
-Start ammo: 10, box: 5, max: 15
(6) Nailgun
Seeking nails are now available in zoom mode, but they are significantly weaker, as this feature is somewhat lame. Also, clip size is is rather low, so don't forget to reload often, and try not to get stuck on dryfire during combat.
-Damage: 30 direct, 30/75 splash (Q4 default)
-Seeking nails in zoomed mode added, with 12 direct damage and 12/50 splash.
-Firerate: 0.15 (increased from: 0.16)
-Zoom added
-Lock range: 1500
-clip capacity: 20
-Start ammo: 40, box: 20, max : 60
(7) Rocket launcher
Damage remains intact, only it has less ammo. Also, laser guided missiles are available in zoomed mode. This is lame feature, but guided rockets are so slow that it is more for fun than to gain an actual edge over enemies. This weapon does not need reloading.
-Damage: 100 direct, 100/120 splash (Q4 default)
-Firerate: 0.8 (Q4 default)
-Laser guided rockets in zoomed mode added, with default rocket damage.
-Start ammo: 6, box: 6, max: 20
(http://forumtgmonline.futuregamer.it.../icon_cool.gif Railgun
Using rail is now a bit tricky. It shoots faster, but you have to reload after every 2 shots. Favors accuracy and wits.
-Damage: 100 (Q4 default)
-Firerate: 0.9 (increased from: 1.5)
-Clip capacity: 2
-Start ammo: 8, box: 8, max: 24
(9) Lightning gun
Damage remains intact, but beam range is greater. This weapon does not need reloading.
-Damage: 8 (Q4 default)
-Firerate: 0.05 (Q4 default)
-Range: 850 (increased from: 768)
-Start ammo: 60, box: 60, max: 180
(10) Dark matter gun
No changes other than start and max amount of ammo. This weapon does not need reloading.
-Damage: 200 direct, 100/768 splash (Q4 default)
-Firerate: 2 (Q4 default)
-Start ammo: 5, box: 5, max: 10
(11) Blaster
Now available in mp, blaster is given to you at respawn. It has flashlight and unlimited ammo - which may be quite an advantage since ammo runs out quickly in Amoq4. Also, damage has been tuned to better suit multiplayer conditions. This weapon does not need reloading.
-Primary fire: Damage 10 (increased from: http://forumtgmonline.futuregamer.it.../icon_cool.gif
-Charged: Damage 35 (decreased from: 50), 35/50 splash (decreased from: 40/50)
-Firerate: 0.15 (Q4 default)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://files.filefront.com/amoq4/;539044 3;;/fileinfo.html
Quake 4 Downloads > Utilities > Miscellaneous:
Quake 4 Config File
Description:
This configuration file strips all eye candy from the game and improves FPS greatly.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Config_File;48965
Quake 4 Config File #2
Description:
Another configuration file. This .cfg keeps eye candy and improves fps by a bit. Compresses shadows, textures, uses optimized shadows and textures, and other little things.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Config_File_2;49078
Quake 4 Benchmark (v1.0)
Description:
http://img358.imageshack.us/img358/418/immagine1iz.jpg
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://downloads.guru3d.com/download.php ?det=1294
Battle Mod v0.01 with brightskin
Description:
Most people probably know the X-Battle mod for Quake3. Now Champi has released the first version for Quake4, which he describes like this:
v0.01 - brightskin test release
- marine team models are forced to a bright green color
- 1 strogg team model recolored to be white
- grenadecolor recolored to green
NOTE: you need to run it as mod and not as addon!
SERVERADMIN NOTE:
You need to specify the mod-folder. Which means you need to change your serverstartupline to something like :
q4ded.x86 +set fs_game battle +exec server.cfg
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.monocept.org/battle/battle.zi p
Quak4 (v1.0.1b)
Description:
Quak4 is a small tuning program for Quake 4 compatible with NVIDIA GeForce 7800, 6800 and 5900 series cards. With Quak4 it is possible to tune Quake 4's vertex and fragment programs by e.g. enhancing image quality and performance.
Features:
- Performance Options
e.g. FP16 and NRM ALU Operations
- Image Quality Options
e.g. Specular and Offset Mapping
- Easy GUI and Config Profiles
e.g. Profiles for different cardsgment programs by e.g. enhancing image quality and performance.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quak4;4 9276
Q4 Ti Config (updated)
Description:
Optimizes quake 4 for low end cards while keeping detail. Adds some bump mapping back while still running 98% smooth
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Ti_C onfig;49313
Dedicated Server Pack
Description:
This allows you to host a Quake 4 dedicated server in REALTIME, HIGH, and NORMAL speeds. If REALTIME is too fast for your computer and it crashes, just do HIGH and everyone's pings will decrease, and everyones connection speeds will increase.
Keep in mind this will slow your computer down quite a bit, but your server will become better.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Dedicat ed_Server_Pack;49011
Fan Site / Contestkit
Description:
Kit with source files originally released for the Quake 4 contest, but with a little creativity the files can be used to create an awesome Quake 4 fan site. Included are several logos, cover art and the Q4 stand at E3 2005.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Fan_Sit e_Contestkit;49034
Qx9 Quake 4 Crystal Dock Icon
Description:
Qx9 Quake 4 Crystal Dock Icon. Size: 256x256. Includes XP .ico icons as well. Enjoy!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Qx9_Qua ke_4_Crystal_Dock_Icon;49202
Qx9 Quake 4 Standard Icons
Description:
Didn't copy the id logo and paste it into the picture to make the icon. This is all handmade. I even made the symbol into a font, which I've included.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Qx9_Qua ke_4_Standard_Icons;49539
AR Tray Spy 2 (2.3.0)
Description:
AR Tray Spy is a free tool to help you continuously monitor and optionally administer your favorite Game servers. Each server get's it's own spot in the Windows system tray where you'll get instant feedback on the number of users on the server, with the ability to immediately jump into the game with a single mouse click. This tool supports Quake 4 but is not limited to a sole game. There's a wide variety of games you can use this with.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/AR_Tray _Spy_2;49406
Q4 Maximiser (v0.3)
Description:
The next build for Quake 4 is out, Quake 4 Maximiser Version 0.3. This release fixes some bugs, including a new set of bright skins, as well as a slightly improved hud.
Change Log Version 0.3:
# New brightskins
# New main menu
# New loading screen
# Removed intro movies
# Added "fov" to the multiplayer menu
# Added "green armor" to the items
# Increased server support
# Added exe installer
# Weapon bar HUD always on
# Force Enemy models, on TDM and CTF
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Maxi miser;49480
Quake 4 Echelon (v1.1.0)
Tech: 10
Quality: 10
Stability: 10
Creativity: 10
Overall Rating: 10
Description:
This is the most recent major update to the ever popular Quake 4 Echelon server query program. For those of you who have not yet tried this out, give it a go for sure. It is much more user friendly than the in-game browser and shows much more information, including player lists. For those of you that have it already, you most probably won't need to download this as the auto-update feature of echelon will have kicked in.
Recent fixes and new features include:
- Added filter window
- Added join by ip button (... button)
- Added link to echelon website in about box
- Fixed 1000 servers limit bug
- Ctrl+C will now copy the selected server's ip to the clipboard
Some people think there's a conspriracy. That the wizard guild eavesdrops on everyone.
It's no conspiracy. Right now satellites and ground station antennaes are listening in. Faxes...internet communications...phone calls - all routed to high speed voice and optical recognition computers that can analyze words spoken and written in every common language on Earth (or at least English, German, Dutch, and Portuguese). The system is called Echelon.
Seriously though, Quake 4 Echelon is a new breed of server query programs. It is based off the program Elite Force Echelon for Voyager: Elite Force. While words alone may not be enough there are some screenshots below that might do.
Echelon is an ongoing project which means potential updates are made available when necessary. The automatic update feature ensures the program is up to date with the best features around. Multi-language support is available (English US & UK, German, Dutch, and Portuguese) for those wishing to use the program in their native language. Colours can be changed with the theme option to give it a more personal look.
If that isn't enough, you can even set custom names with which you want to enter the server and echelon will remember them for you. The same can be done with server passwords. Easily search for friends with the built-in search feature, enter a name, click on find and you will immediately find out whether your friends are roaming around in the servers. Add your favorite servers to the favourites list so you can easily query it and see who's online at that moment. Both player and server name are displayed on the top with the colours they are using. Complex clan tags are no problem for Echelon.
Set the location of your executable in options and click join and you'll be playing in no time. Restore the original settings back by clicking a single button.
Since the program has been released for Elite Force a while ago, several updates have been made. One of these updates brought a new themes system into Echelon. This themes system is also in Quake 4 Echelon, along with all the other updates, and allows you to create colour schemes for Echelon that you can save and restore at will.
Be sure to report bugs at q4echelon.thewiZclan.com in order to make this an even better program!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Echelon;50865
Q3E Minimizer (1.51)
Tech: 10
Quality: 10
Stability: 10
Overall Rating: 10
Description:
Here is the latest version of Q3E Minimizer. This will let you quickly minimize and maximize any game running from the Quake 3 engine base (Check the notes about Quake 4 if you can't get it to work right away).
Features:
-=Features new to v1.51=-
-Bug Fixes
*Fixed a bug where if you closed a game, then opened it again, you'd
get an error message saying that the maximize hotkey had already been registered.
(Not actually bad, but started to annoy the heck out of me ;P )
*Fixed a bug where trying to swap the hotkeys (or make both fields the same
set of hotkeys) when a game was active wouldn't work, and would cause invalid
hotkey entries.
*Fixed a bug where if the game was minimized through the 'Minimize if game
loses focus' checkbox, the active window would keep switching to the desktop every few
seconds. (Very very annoying stick out tongue )
*Fixed an error where if the DSM was used in conjunction with the 'Minimize if game
loses focus' checkbox, the resolution wouldn't change.
*Fixed a small glitch where there was a delay in the hotkeys working if new
ones were set while a game was active.
*Fixed a few loose odds and ends around the menus and added a few more error checking
functions.
NB: I also discovered what I'm pretty sure is the main cause for the ATi
Card dark gamma issue. See the addendum in the trouble-shooting section below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q3E_Min imizer;50572
Quake 4 Retail Patch v1.0.4 (Windows) e per (Linux)
Description:
This patch is an update for the Windows version of Quake 4. It offers many improvements to the game server browser.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Retail_Patch_v104_Windows;50456
Description:
This patch is an update for the Linux version of Quake 4. It offers many improvements to the game server browser.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Retail_Patch_v104_Linux;50474
Quake 4 Retail Patch (1.0.5.0 Beta 2)
Description:
This patch has been released into its beta stages for testing before the full finished patch is released. The main purpose of this patch is to fix an issue server side with internet connection issues in multiplayer.It also introduces support for computers which run hyper-threading technology to boost performance and is highly recommended for users with dual core processors or Intel(r) Hyper-Threading technology to download.
Please note this patch is only in its beta stage and therefore maybe not be the full finished product
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Retail_Patch;54772
Quake 4 Patch v1.1
Description:
NOTE From id Software:
"There is a problem with the widescreen functionality that may harm a user's monitor. We are working on a re-release and will make it available as soon as possible. Please advise your viewers that may be using the current 1.1 beta and/or final to NOT enable widescreen or disable widescreen if they are currently using it."
So as said, do not change your widescreen settings until we post an updated patch (no ETA)
The QUAKE 4 1.1 Point Release update is now available. This highly anticipated patch addresses a number of issues throughout both single and multiplayer, with a heavy and attentive focus on improving the multiplayer experience. Such improvements include: a fixed pure server system, a new AddonPak autodownloading system, voice chat in multiplayer, a forcemodel option, brightskins, smooth stair-jumping, a one-minute warning for tournament matches, Hyper-Threading Technology and Dual Core support as well as a ton of multiplayer specific fixes which have been requested by the community and discovered during our own gameplay.
This update also includes four new professionally made multiplayer maps— free for your fragging pleasure. There are 2 new DM maps and 2 new CTF maps, including a CTF version of the popular "The Edge" map. In addition to these four maps, we've also included the free QUAKEMAS map pack that we released in December. Please see below for screenshots of the new maps.
This update will bring any previous version of the game completely up to date, however it will affect pure server and protocol consistency. Therefore, players who update to 1.1 will only be able to play multiplayer against other 1.1 users, and save games and demos created on previous versions of the game will not be compatible with the 1.1 update.
For a complete list of new features, fixes, and changes, please see the Readme file.
Map Descriptions:
Outpatient (q4dm10) -
Cold, blood-stained hallways and flickering fluorescent lights set the mood in this once active Strogg medical complex. The heart-pounding pace of this map will keep players racing through the winding corridors, but only the quickest will survive. In addition to traditional DM, Outpatient can also be played in Team Deathmatch and Tourney modes.
Skeleton Crew (q4dm11) -
The dark empty void that surrounds this stranded space station offers no pity for those lost in battle. This multi level arena generates fast paced action that commands the attention of players in all skill levels. Expert navigation of the twists and turns that lead from deck to deck will be your only ally. Engage your foes in Deathmatch or Team Deathmatch games. As an added challenge you can also battle it out 1v1 style in Tourney mode.
Mind the Gap (q5ctf6) -
This massive processing factory uses alien technology to mine from the core of Stroggos itself -- be sure to Mind The Gap in each base which only leads to an inescapable abyss and your death. This multi-tiered structure defies description and will leave only the heartiest and most cunning soldiers as the victors! Contest your team’s supremacy in CTF or Arena CTF modes.
Double Edged (q4ctf8) -
Double Edged revisits the Quake II(tm) classic… with a twist – Capture the Flag! The battle arena has been doubled so brush up on your long range weapon skills, but don’t fret if your Rail isn’t exactly “impressive”. You’ll also find some tight corridors for those of you more comfortable with in-your-face combat. Destined to be a classic in its own right, settle those team grudge matches in this remix of a classic in CTF or Arena CTF battle.
ATI Compressonator Application
Description:
The ZIP file provides ATI's Compressonator v1.21 which is currently the only version fully compatable with the RxGB compression filter needed (and used) by Doom 3 engined games - Doom 3, Quake 4, etc.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/ATI_Com pressonator_Application;52191
Q4 Mapping with GTKRadiant
Description:
Id Software has released a pack which will make Quake 4 mapping in GTK Radiant a reality. There are no updates on the GTK Radiant website but there's information and a download available here.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.linux-gamers.net/modules/news /article.php?storyid=1076
The Changelog:
*1. Added support for loading and saving Quake4 map format
*2. Added support for built-in shader images such as _noFalloff
*3. Added experimental code to render projected lights
*4. Added support for loading quake4 entity definitions
*5. Fixed picomodel bug loading .lwo files with texture names >64 in length.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/news/Q4_Mapp ing_with_GTKRadiant;24008
AGGIORNAMENTO
GtkRadiant - Win32 e Linux (1.5.0 beta)
Description:
Its been over a year since of GtkRadiant and now 1.5.0 has hit the creators hands. There have been many enhancements since the last build according to SPoG.
Change Log:
- Fixed 'inconstent vertex count' errors for certain brush-face configurations.
- Fixed keys/values for brush entities not being editable unless parent is selected.
- Fixed brush-entities not being deleted when the last child brush is deleted.
- Fixed scenarios where worldspawn is not the first entity in the map.
- Moved information in synapse.config into .game files.
- Added api version-checks to avoid loading incompatible plugins/modules.
- Fixed crash when accessing links from help menu.
- Fixed broken links in help menu.
- Added game-specific help-menu docs to win32 installer.
- Changed q3 connect-entities to preserve existing targetname key.
- Changed q3 connect-entities to generate targetname key based on target classname.
- Fixed crash on startup with texture-subsets enabled.
- Added support for doom3 lights combined with brushes and patches.
- Added support for doom3 light_origin on lights.
- Added support for doom3 light_rotation and rotation key on lights.
- Added support for rotating lights using the rotation tool.
- Added support for setting fixed S/T tesselation on doom3 patches.
- Changed patch inspector to be completely non-modal.
- Added rendering of fixed S/T tesselation on doom3 patches.
- Changed creation of doom3 func_static entities to prompt for a model.
- Fixed zero-sized primitives being rendered for culled entity-connection-lines.
- Fixed title of floating entities/console/textures window.
- Fixed destruction of floating windows on shutdown.
- Added shortcut handling when entity-inspector/texture-browser are active.
- Changed mod shader-list and entity-definition searching to also search base-dir.
- Fixed undo of brush-make-detail and brush-make-structural.
- Added full support for Quake II and Heretic II surface-flags in surface-inspector.
- Added support for international (non-ascii) characters in paths and entity keys.
- Added rendering of entity names for non-group entities.
- Fixed context-dependent opengl calls before opengl context is created.
- Added support for multi-byte UTF-8 characters in xml content (not markup).
- Fixed misaligned objects causing bus error on OSX.
- Fixed selecting a texture not resetting the current selected texture-projection.
- Added handling of OpenGL drivers that don't implement all reported extensions (OSX).
- Fixed q3map2 feedback xml streams containing non-UTF-8 text.
- Changed display of angled box-entities to show un-rotated bounding boxes.
- Changed entity-connect-selected to use the parent entity of a selected brush.
- Fixed crash in 'Misc > Find Brush' when searching for a non-existent brush.
- Added q2map and bspc to installation packages.
- Fixed failure to load shaders containing '.' such as Heretic II model skins.
- Added support for fractional repeat values to brush-fit-texture.
- Optimised type-casts for scene-graph type system.
- Disabled substitution of 'unspecified' for entity key values that match the default.
- Refactored module-system api - added globalModuleServer().
- Added auto-completion for surface-inspector texture-name entry.
- Fixed missing prefix attribute in quake game configuration file.
- Added auto-completion for find/replace-textures texture-name entries.
- Removed redundant buttons and options in find/replace-textures window.
- Added auto-complete for shader attributes in entity inspector.
- Added support for doom3-material heightmap to normalmap conversion.
- Added camera move up/down one floor.
- Added support for 'unspecified' contents/flags/value for Quake2 brush faces.
- Added support for doom3 model-entity 'skin' key.
- Added noshadows/nospecular/nodiffuse/falloff doom3 light keys to entity-inspector.
- Added GUI updates during map load and engine-path/game-dir changes.
- Fixed main window being hidden behind another application on closing a floating window.
- Specialised filters list for doom3 entity/material types.
- Added ASE-loader support for shader names specified as a bitmap absolute-path.
- Fixed monitored-q3map2-compile debug-feedback display.
- Added TGA-loader support for vertical and horizontal flipping.
- Enabled auto-generation of smooth normals for all LWO models.
- Fixed model files not being closed after being read.
- Fixed build menu dialog not saving changes to build commands.
- Changed build menu to save xml only if changed by user.
- Fixed CSG-merge.
- Reduced CSG-merge tolerance for misaligned brushes.
- Added 'File > Refresh models' - reloads models that have changed outside Radiant.
- Added option to enable or disable snapping brush planes to integer on map load/save.
- Added 0.125 grid.
- Changed grid rendering to always show major/minor grid colours whatever the zoom level.
- Increased maximum zoom level for XY views.
- Fixed region-set-selected for model entities.
- Fixed entity-inspector window position changing while hidden.
- Added entity-inspector GUI support for func_button/func_door direction attribute.
- Added angle/model/sound GUI to entity-inspector for old-style entity-definitions.
- Added clipper-plane rendering using stippled back-face-culled polygon.
- Fixed entity-inspector failing to handle non-ascii characters in entity keys.
- Changed clipper mode and component-editing modes to be mutually exclusive.
- Changed camera A/Z/D/C keys to obey "discrete movement" checkbox.
- Added support for up/down movement in freelook mode.
- Fixed clipper-tool-uses-caulk option.
- Added prompt for engine path at startup if not found.
- Fixed QE-tool component-drag selecting components of unselected brushes.
- Added saving of camera render mode preference.
- Changed default camera render mode to Textured for Doom3.
- Changed default texture render mode to Trilinear.
- Changed clipper-point selection/rendering to behave the same at all zoom levels.
- Changed clipper-point selection to always pick the closest point to the cursor.
- Fixed clipper colour not being updated until after restarting.
- Fixed QE tool not deselecting edges when left-clicking on a vertex without shift.
- Changed home-path prefix to be optional on linux/osx for q1/q2.
- Changed OpenGL module to work correctly with GL_VERSION 2.0.0.
- Fixed spawnflags in Enemy Territory entity definitions.
- Added missing Enemy Territory entity types.
- Fixed double-maps-directory when using non-native file open dialog on win32.
- Changed find/replace-textures window to update when selecting textures with MMB.
- Changed Help menu to display only the help menu relevant to the current game.
- Changed Help menu to display only the help menu relevant to the current game.
- Refactored shortcut handling to make focussed widgets override global shortcuts.
Allows using ctrl+c to copy console text, undo/redo without main-window focus.
- Changed doom3 light_radius box to draw flat-shaded translucent in camera view.
- Fixed progress window not being shown when loading maps.
- Fixed snap-planes-to-integer preference not being saved.
- Fixed build menu becoming empty if editing of default menu is cancelled.
- Fixed q3 entity definition for item_health_small.
- Optimised light-dragging.
- Changed connect-entities to not break existing connections where possible.
- Fixed clipper removing brushes on incorrect side of clip-plane when flipped.
- Fixed crash when importing a file after deleting the world entity.
- Changed copy/paste/import to select world brushes instead of world entity.
- Added stack-trace output to all debug popup messages (win32).
- Fixed vertex/edge selection behaviour on undoing brush edits.
- Changed doom3 light centre rendering to use a point instead of a box.
- Changed map and shader parsers to gracefully handle bad data.
- Added entity angle-editing using rotate-tool or rotation toolbar buttons.
- Fixed start-on-primary-monitor (win32).
- Fixed camera-view freelook when window is on secondary monitor (win32).
- Added functional free-scale tool.
- Improved precision preservation for free-rotation and free-scale tools.
- Fixed misc_model rotation using free-rotation tool.
- Added entity angle-editing for entities that display a model.
- Stopped size-info being drawn if selection has zero size.
- Added support for 'angle' key on doom3 entities.
- Added support for loading and saving Quake4 map format.
- Added support for built-in shader images such as _noFalloff.
- Added support for loading quake4 entity definitions.
- Fixed picomodel bug loading .lwo files with texture names >64 in length.
- Added support for quake4 .guide material templates.
- Added light_radius and light_center GUI to doom3 entity inspector.
- Added support for editor_int/editor_string keys in doom3 entity definitions.
- Changed doom3/quake4 .mtr and .guide searching to look in subfolders.
- Added experimental support for doom3/quake4 projected lights.
- Fixed shortcut for toggle-far-clip.
- Added default-texture-scale option to preferences.
- Added default-grid-spacing option to preferences.
- Changed far-clip-plane setting to increase exponentially with distance.
- Fixed selected entities moving when drag-resizing brushes.
- Changed patches to be selectable from the back in wireframe views.
- Changed create-group-entity to re-select brushes after creation.
- Added expand-selection-to-entities with default shortcut ctrl+alt+e.
- Fixed crash in gtk file-chooser with some versions of GTK+.
- Added Radiant Manual shortcut to win32 installation.
- Added 'use alternative texture projection' option to prefs (aka Brush Primitives).
- Fixed caching bug causing import-map to not reload modified maps.
- Added blended-decal rendering for doom3 and quake4.
- Fixed hint/caulk filtering for Jedi Academy shaders.
- Fixed crash when loading invalid ASE models.
- Fixed gtk wimp theme not working after using gtkthemeselector (win32).
- Fixed objects sometimes dissappearing when at high zoom level in Ortho views.
David Constanzo
- Fixed crash while auto-saving snapshots.
- Fixed typo in Quake entity-definitions.
- Fixed episode flag names on Quake item_sigil and func_episodegate entities.
- Added detailed description of Quake item_sigil and func_episodegate entities.
Jamie Wilkinson
- Fixed path to q2map in quake2 build-menu.
Tr3B
- Added support for qer_trans keyword in doom3 materials.
- Fixed endianness for .lwo loading on linux.
namespace, SPoG
- Added drag-resizing for doom3/quake4 light_radius boxes.
namespace
- Added command to toggle lighting/textured modes, shortcut F3.
paxed
- Added texture-lock toolbar button.
Shamus
- Fixed editing of doom3/quake4 faces with negative texture scale factors.
-Bug Reports-
If you find any bugs in Gtk make sure you report them at http://www.qeradiant.com/?data=bugreport .
Download GtkRadiant - Win32 ( 1.5.0 beta)
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/GtkRadi ant_Win32;57803
Download GtkRadiant - Linux (1.5.0 beta)
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/GtkRadi ant_Linux;57804
Q4start (0.22)
Description:
This is the beta version of a program to assist you in starting a Q4 server. Keep in mind it's still in beta so there may be some issues and missing functions. If you're just confused when trying to set up a server, get this now!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4start ;54503
AGGIORNAMENTO
Q4 Start - Server Tools (0.23)
Description:
This is the beta version of a program to assist you in starting a Q4 server. Keep in mind it's still in beta so there may be some issues and missing functions. If you're just confused when trying to set up a server, get this now!
General Information:
Q4Start is Freeware. You are allowed to give it to any other person. Publishing it is forbidden without my confirmation.
I wrote this program because i want to simplify the launching of a Quake4 Server
I'm sure that there are some bugs in my program and there are some important funcions missing... it's a beta http://forumtgmonline.futuregamer.it.../icon_wink.gif So give it a try...
Q4Start must be copied into your Quake4 folder ( where you can find the file "quake4.exe". Every setting you make with it, wont make changes in your "quake4config.cfg". They are all temporary. They all are saved in the file "q4start.cfg". This file is saved in the choosen Mod Directory ( in case you play the original Quake4 it's placed in the directory "q4base"). So, there is a cfg-file and also a mapcycling script for any mod you play. The script has the name "q4start.scriptcfg".
Q4Start is able to start the server directly ( with the button "Start Server" ) or can create only the cfg file and a batch file to start the server later. The batch file has the name "q4s_[Moddir].bat" ( in case you play the original Quake4 the name is "q4s_q4base.bat" ). This file is placed in the directory where Q4Start is placed.
Now, take a look on it ...
General:
Here you can edit the name of your server ( Server Name ), the Game you want to play ( Game Type : DM, Team DM, CTF, Arena CTF and Tourney ) and the Mod you want to play ( Game Base, here you will find every subdir of your Quake4 directory - for the original Quake choose "q4base" ). Currently, the start of a mod is untestet...
Connection/Speed:
Here you can select the speed of your connection ( Speed ) and the numbers of players.
You can also change the options for teamplay after you select a Teamplay ( Team DM, CTF and Arena CTF )
Shuffle : The server creates new teams after each round
Autobalance: The server creates theams of the same size
Teamdamage: You can hit teammembers
Servermode
Here you can choose if your server is a pure LAN server or a server for the www. You can choose dedicated or listen server ( if dedicated is unselected ) and you can tell the server to create a logfile. The logfile has the name "q4start.log".
In Start/Stop you can set:
-Timelimit: The time after the next map will start
-Fraglimit: Number of frags to trigger the next round
-Capturelimit: Number of Captures to win a round
-Tourneylimit: Number of Tourneys to start a new tourney
-Countdown: Time before the game will start
-Wait for Ready: Start a map after all players enterd "ready"
Warm up/ Anzahl der Spieler: Don't start the server with less than ... players
Security:
Edit the Password for remote admin ( Admin Password ) and the password for the clients ( Client Password ). Select if your server only accepts original datafiles ( pure Server ) and enable/disablePunkbuster(TM).
For the "net stuff" i've created a seperate Window:
Here you can enter up to 5 master server. For default there is "master3.idsoftware.com" but you can delete it if you want
In addition you can change
Zombie Timeout
MaxUserCmdRelay
ClientTimeOut
ClientRate
Misc:
HitScanTint :
Weapon Stay:
allow Spectators:
allow voting:
Map Cycle: activate the mapcycling script created with Q4Start
You can select the maps here after a click on "Select Maps":
With the button ">" you can copy a map to your selction ( double-click on a map will do the same ! ). With "<" you can remove a map from your selection. With "up" and "dn" you can move a map in your selection. The map on top will be the startmap! Maps, not listed on the left side can be added by hand in the editbox below.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Star t;55150
AGGIORNAMENTO
Q4 Start (0.24) Game Launchers
Description:
This program simplifies starting your own server.
Changes include:
- some Changes in the Layout.
- You can edit the IP Adress and the Portnumber
- Bugfix: net_master instead of sv_master ... ooops
- Q4Start searches for available Maps in the pk4 Files
- support for server download
- customizing of the voting flags
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Star t;55472
AGGIORNAMENTO UTILITIES
Q4 Start (v1.0) Game Launchers
Description:
Newest build. This simplifies launching your own server.
- Bugfix: No more "Data sync error when connecting to the server.
- You can change the Entity Filter.
- once again : an error with the name of the startmap .
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/gofetch /cmVkaXJlY3R8fHw1NjkwMXx8fGh0dHA6Ly93d3c uZnV0dXJlY3Jldy5kZS9xNC9tYWluLmh0bQ==
The Quake4 map manager
Description:
Developer Tobias cook brings order in the chaos. Because its innovative Tool Quake4 map manager (Q4Map) makes possible now for each bent player, who lost before loud MP maps in the meantime the overview in its q4base-Ordner to administer and archive selbige comfortably. Q4Map supplies an adaptable user surface with various filter and preview functions. A data base working in the background provides for the necessary and fast safety device of the existence, while to each map some information can be deposited, the z. T. on the basis the kartendatei to be selected already automatically and stored.
Map by have the possibility of publishing by the used file format Q4M (exeptionally not Quake4Maps, but Quake4 map information) their maps with additional information e.g. level equipment or suitable number of players which facilitate the import for the map into the data base. In addition, files in the Q4M-Format are produced automatically by Q4Map, can be provided with the provided Tool Q4MGen by hand.
Important it is to be still marked that as well as for the enterprise of the Quake4 map of manager inclusive its data base the NET Framework 2,0 is needed Managed DirectX, which is available by new installation of DirectX after the Aufspielen of the Frameworks. You find further information in addition also on the Tools PAGE of TKSoftware. A small circumstance, but that should be justifiable for professional map by and Zocker, in order to come into the benefit of the advantages of this Tools:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4dow nload.php?view.103
Q4Replay (0.4.1)
Description:
q4replay updated to version 0.4.1 and a few new features/bugfixes.
New Features:
- q4replay now automatically detects your Quake4 directory, no morelocating it yourself.
- Added a feature to allow users to double click on .NETDEMO files and q4replay will automatically load the .NETDEMO (works with .NETDEMOS in ZIP/.RAR files)
- Added a feature (PK4 Check) to allow users to check if they have the necessary files to view a demo and lists the files.
- Added a feature (.cfg Extract 'Thanks to Stas "Unreal" Starkov
') which allows users to view all the players/server configurations from a netdemo.
- Added a custom mod input to the 'Mod Selection'. Users can now load demos in a mod of their choice.
- Added a feature so if a user loads a q4max/battle .NETDEMO, q4replaywill automatically recognize it and select the proper mod automatically.
- Added a program installer (NSIS) so you don't have to unzip q4replay or create shortcuts. The installer makes life easier.
- Updated the User Interface to be a little more roomy and fixed some display bugs.
- Fixed a bug where a user didn't have "Your-Quake4-install/q4base/demos" directory, thus preventing demo views.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/q4repla y;55824
Q4 Name Maker (v1.2)
Description:
A simple program to be able to create your quake 4 name from your desktop. Has Icons, custom colors and a backup option.
Custom Colour
At the moment there is only 80 Colours to choose from.
Gradient Effect
Use in this format ..
If you use a second colour the gradient effect will start again
Example: ^14^-S^-a^-K^-e^-N (this will go from solid red and fade away to Black)
Example: ^14^+S^+a^+K^+e^+N (this will go from solid red and fade away to White)
Example: ^14^-S^-a^-K^+e^+N (this will go from solid red and fade away to black and then back too red again)
Bind Key
Note: IF YOU USE THE SAME KEY AGAIN YOUR OLD KEY WILL BE COPIED OVER
Select a key you wish to use !
Once you press the keybind you copied to .cfg IN GAME it will enable your new name.
Backup Cfg File
Stores .Cfg in your C:/
Copy to Cfg File
This will add a new line of text to your cfg. (seta ui_name "YOUR NEW NAME")
Now in this latest update you are able too choose the location of the Quake4config.cfg/Autoexec.cfg Files that you want to copy the bind too.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Name _Maker;55825
Delta CTF Mappers Pack
Description:
Delta CTF Mappers Pack. If you're a mapper then you might want to check this out.
I dettagli li trovate nel Readme File
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Delta_C TF_Mappers_Pack;61725
Quake 4 SMP Patch 1.2
Description:
Aspyr Media, Inc. has released a free update for QUAKE 4™, which updates any previous version of QUAKE 4 to version 1.2 (Universal).
This official update addresses issues found in both multiplayer and single player since the release of the game, and includes several new multiplayer maps.
In addition to the changes and fixes outlined below, this update enables QUAKE 4 to take advantage of the SMP of Intel® Dual Core Processors. Players who have computer systems with this processor will notice significant performance gains in QUAKE 4.
With the update, Macintosh systems with an Intel Dual Core processor, which uses the SMP, will have a performance jump of 15 to 30 percent.
In short, systems with this technology will see the game run faster and smoother than before.
As with any new technology, SMP is reliant upon several components working in unison. Such components include the motherboard, CPU, GPU, system ram and sound card.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _SMP_Patch_12;62008
Quake 4 MAC Patch 1.2
After there is to buy since in the middle of April also the Mac version from Quake4 to, has for it now also Aspyr a Patch with the version number 1,2 published, that particularly users of Macintosh systems with SMP able Intel dual core processors a performance gain of 15-30% promises - apple friends become as always with us fündig:
DOWNLOAD Quake4 MAC Patch 1.2 @ Quake4Maps (102.07 MB)
Murphy's Marines : Console Commandos
Description:
This mod gives you 19 different spawn-in marine variations including two new
classes of marines, "QIK-Aid" marines and "QIK-Fix" marines to choose from.
Some marines are tweaked more than others, with different heads over the default
heads, added health and such, but all improved over standard spawn-in commandos.
Some have speech capability. If you click on / speak to them, anywhere from 1-4
lines plus the Techs, Medics and Aids all say their additional lines as well.
All Marines Include:
1. Class
2. Name
3. Squad I.D.
4. Squad Badges
5. 250-500 Health
More General Info:
-In light of "The NPC Spawning Guide ver.1.1" mod being released before I could finish this,my mod may be somewhat redudant now.
-However, for some, this may be a nice alternative, as you can quickly look at your
-Marine before you spawn him in and his capabilites are already in place without searching for commands.
-As stated above, I added two new classes of marine, "QIK-Aid" marines and
-"QIK-Fix" marines. Both styles are basically PFC Marines with added "Help"
-features and they apply them quickly. Good if your in a hurry, as they cut
-out the somewhat lenghty animation run through of the Techs/Medics.
-You can think of them as marines who have come across dead Medics or Techs and have
-grabbed their fallen comrades Health/Repair packs.
There are 5 groups of Marines:
1. PFC Marines (none or little speech)
2. Tech Marines
3. QIK-Fix Marines
4. Medic Marines
5. QIK-Aid Marines
-Most of the Marines are set-up either as Machinegun/HyperBlaster class soldiers or Shotgun class soldiers.
-None were originally set-up to be strict followers.
-Only the "Defs" were altered,not the "Scripts", however for those who care, "The NPC Spawning Guide ver.1.1"
-mod has revealed the "FOLLOW" code and is now included in this mod so your Marine
-should follow you around. Talk_ Turn in the command line forces your soldier / NPC to face you at most times.
-Otherwise, he'll run up to you and turn away,showing you his back. I prefer Talk_Turn in the command line myself.
-If you decide not to type in the "FOLLOw" code, the shotgun style soldier does tend to be a better follower, as he always moves in closer to engage the enemy.
-As long as there is more enemy close by, he'll stay closer than the MG/HB soldier.
-As mentioned, the "Defs" were altered, but should not interfere with whatever marine is called for by the game. The menu editor will over-ride these "Defs" changes per level and script.
-I tested most marines for glitches and any
short comings were corrected.
You can have a look through the "Marine Photo Album" I supplied to view the
spawn-in marine you may be interested in, before actually spawning him in to
the game.
Read "Console Commands txt.", once you have decided on which marines you want
to use for their spawn-in commands. I would suggest binding them to a key for a
quick spawn-in when needed.
This mod took alot longer to put together than I thought it would, but with all
the delays, was able to revise it with the "FOLLOW" code. I guess everything
happens for a reason. Hope you find it enjoyable!
*P.S. Included in this Mod is "Speak_Spawned_Tech_Marine" -
A Mod/Repair for Quake 4. I noticed when spawning in a "Tech Marine", through the drop down console, he'd lose his speech capability. This mod repairs Quake 4 "Tech Marines" speech capability after he's been spawned.
I included this Mod file to make sure marines speech works correctly and saves you the trouble of finding/downloading/installing this helpful Mod.
Installation: There's 2 options for install:
Option A: Add as a pak. file
1. Open the zip.
2. Open "Murphys_Marines" folder.
3. Cut or Copy pak021.pk4 to your "q4base" folder.
example: Quake 4 directory (default c:\Program Files\Quake 4\q4base).
4. Start-up game and play!
Note: By using this method, you won't have to re-start level or a new game. Game
picks up right where you left off and you can play from whatever "Save" you were at.
(Also, re-name "pak021.pk4" to higher pak.# if needed.)
Option B: Add as a Mod
1. Open the zip.
2. Drop the entire contents of the .zip (folder"Murphys_Marines") into
your Quake 4 directory.
example: (default c:\Program Files\Quake 4\).-- Do not place whole folder
"Murphys_Marines" in "q4base" folder with this option.
3. Start Quake 4 and click on the Mods button. Select "Murphys_Marines"
from the list and load.
4. Once the mod has been launched, click "New Game" and select a difficulty.
5. Have Fun!
Note: By using this method, you will have to start a new game for mod to work.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5263440 ;e246389fc0731b60;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
SPAZIO RISERVATO A GLI AGGIORNAMENTI
Quake 4 Downloads > Mods > Mini-Mods:
Rail Only Mod
Description:
In this mod you will only be able to use the railgun with unlimited ammo. The reload was also modifed to be 1 second instead of 1.5 seconds.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rail_On ly_Mod;49117
Q4Gib Instagib Mod (v1.21)
Description:
This is a railgun only mod. So if your a fan of those one shot kills this is your game type.
Changed from v1.20
- Edited the main menu background a little
- Removed SP items from the items.def file
- Added a Q4GIB logo to the MP loading screen
- Added colours to the mod name in description.txt
- Added custom Q4GIB text to english_guis.lang
- Fixed the graphics go out the border in the CTF accuracy menu
- Fixed the MP main menu > Players status menu with Team modes
- Removed the "Combo kill and Humiliation" award from the accuracy menus
- Removed unused weapons at the "Settings > Controls > Weapons" menu
- Removed unused things from the player.def file
* The server runs now with a mapcycle script
* Added CTF maps to the DM gametype in the mapcycle file
* Fixed the team games map switcht chrash at the dedicated server
* Changed si_maxPlayers to 12 (12 players maximum in the server)
* Removed unused configs and added new configs
* Added default Q4GIB colours to the server name
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/InstaGi b;49949
Q4Gib Instagib Mod (win32 install) (v1.20)
Description:
Q4GIB is a simple Quake IV Instagib mod that's Railgun based, All weapon, items, ammo and power up spawns are disabled only the Haste power up spawn isn't disabled, This mod should work with all maps and game types availabl
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4Gib_I nstagib_Mod_win32_install;49608
Q4Gib Instagib Mod
Description:
Q4GIB is a simple Quake IV Instagib mod that's Railgun based, All weapon, items, ammo and power up spawns are disabled only the Haste power up spawn isn't disabled, This mod should work with all maps and game types available.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4Gib_I nstagib_Mod;50101
AGGIORNAMENTO
Q4Gib(v1.30)
Description:
Q4GIB is a simple Quake IV multiplayer instagib mod.
The only weapon you can equip is the railgun all other weapons and the most spawns are disabled. Only the Haste power up spawn isn't disabled, This mod should work with all maps and game types available.
v1.30 (First version thats compatible with v1.1)
- Updated all files to work with Q4 v1.1 BETA
- Updated guis to support voice chat
- Re-added all loading icons
- Removed main.script
* Added server download (Needs to be configured)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4GIB;5 7690
AGGIORNAMENTO
Q4GIB v1.32
Description:
Q4GIB is a very simple Quake IV Multiplayer Instagib Mod, The only weapon you can equip is a Railgun that deals 9999 damage all other weapons and the most spawns are disabled, Only the Haste and Invisibility powerup spawn isn't disabled, This mod should work with all maps and game types available.
Installation:
Client side.
Unzip or Install this mod into your Quake IV root folder and run
'Start_Q4GIB.bat' to play.
If you have used the installer you can also use the shortcut created on your desktop to play.
If you have already installed Q4GIB before please delete the older version first before installing the new Q4GIB!
Server side Windows:
Unzip or Install this mod into your Quake IV root folder and open 'Start_DED_Server_Q4GIB.bat' with a text editor and change the ip/port.
When you have done this go to the 'q4gib\cfg' folder and open
'q4gib-server.cfg' with a text editor
Now change the server settings to how you want it, save and close it. Go back to your root folder and launch 'Start_DED_Server_Q4GIB.bat' now the server should start.
Notes:
This mod is only tested in Windows so there may appear errors in Linux!
When you start the game using a game browser (for example. The all seeing eye)
you can't type or click on a button ingame to fix it simply push on the console button 'TILDE' and it will be fixed.
Download:
http://quake4.filefront.com/file/Q4GIB_v 132;61153
Self Shadow and Corps Stay
Description:
This file is basically exactly what the title implies, it adds a shadow to your character making it more realistic. It's not that much of an improvement but it does add a certain touch to the 'experience'. For some reason Raven/id never added it so this mod just does that. Additionally, this stop making the bodies disappear after being killed. Check it out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Self_Sh adow_and_Corps_Stay;49194
Mad Butchers Q4 Optimization Mod
Description:
This file increases a few FPS's without any quality reduction!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Mad_But chers_Q4_Optimization_Mod;49181
Railgun Colors
Description:
This mod changes your railfun skin to the one on the screenshot below. Nice little change. This only works on unpure servers.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Railgun _Colors;49198
Cmmod2 (Alpha 5)
Description:
This is a mod designed to bring in some of the cool stuff that
quake4 is currently lacking, I'll be converting all the maps I
think make a worthy addition to the game and making gameplay
tweaks where needed.
This is currently an alpha meaning lots of issues to fix but
good enough to have some fun with.
This mod is currently split in two, one for quake3 type play
and one for rocket arena type play.
In this release the RA half has been removed but should be back
in the next version.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/cmmod2; 50011
Quake 4 Ungibbable Mod
Description:
This mod features several things:
-Day light with flashlight.
-ALL corpse stay 3 minutes (not only 2 type)
-Shadow like in Ultra-Extreme-Quality-MOD
-machinegun & blaster MOD
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Ungibbable_Mod;49321
Faiakes-4-Quake (1.1)
Description:
Basically a weapon and gameplay mod.
CHANGES SINCE 1.0
- Focused all Flashlights correctly.
- All weapons that can, Gib.
- Machinegun ClipSize (upgrade 1) up to 100 (+25%)
- Machine gun Damage (zoom) up to 30 (+33%)
- Hyperblaster clipasize up to 100 (+20%)
- Hyperblaster projectile speed up to 2200 (+19%)
- Nailgun Spread down to 1 (-66%)
- Nailgun Gib changed to 1 (yes)
- Nailgun Speed projectile up to 1600 (+33%)
- Nailgun Firerate (original) faster to 0.1 (-37.5%)
- Nailgun Firerate (upgrade) faster to 0.08 (-33%)
- Nailgun DrumSpeed (upgrade) faster to 0.8 (-36%)
- Nailgun LockAquireTime faster to 0.02(-80%)
- Nailgun LockHoldTime up to 20 (+100%)
- Railgun ClipSize up to 10 (+80%)
- Rocketlauncher ClipSize up to 0 (no clip)
- Rocketlauncher FireRate faster to 0.2 (-33%)
- Rocketlauncher LockSlowdown faster to .125 (-50%)
- Rocketlauncher LockAccelTime faster to .1 (-80%)
- Rocketlauncher Speed faster to 1350 (+50%)
- Lightning Gun Range up to 8000 (+80%)
- Dark Matter Gun projectile faster to 700 (+100%)
- Dark Matter Gun FireRate faster to 0.3 (-75%)
- Dark Matter ClipSize max to 0 (no clip)
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Faiakes 4Quake;49516
Militia 1.1 (1.1)
Tech: 10
Balance: 8
Quality: 9
FunFactor: 9
Stability: 8
Creativity: 8
Item Placement: 10
Size vs. Usefulness: 9
Installation Instructions: 7
Overall Rating: 8.7
Description:
Adds projectile lights. new grendade/rocketlauncher explosioins. single player teleporter. flashlight. and tracers.
Reviewed By: Death_Dream
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Militia _11;49675
No Bob or 3 Key Console Combo
Description:
This very simple file allows you to remove the bobbing effects of quake that make it a tad harder to move and aim. At the same time is also allows you to access the console without having to hold down the Tilde + Alt+ Control keys. You can bring up the console with the Tilde key only just like the good ol' days.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/No_Bob_ or_3_Key_Console_Combo;49646
Parallax Mapping Engine 2.0
Description:
Parallax Mapping Engine 2.0 is a mod that implements parallax mapping technology into Quake 4. Also known as virtual displacement mapping or offset mapping, it is an advanced graphical technology that simulates physical displacements on textures, resulting in a fuller 3D experience. This is the sequel to the popular Doom3 Parallax Mapping 1.0. It incorporates an improved central shader and includes over 1000 custom heightmaps. All other textures benefit from the author's proprietary Simulated Parallax Mapping algorithm. The result is a significant improvement over standard bump mapping.
NOTE: This mod requires at least a Radeon 9500 or GeForce FX
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Paralla x_Mapping_Engine_20;49663
DC Guns (2.0)
Description:
This mod comes with 5 moded weapons
-Machinegun w/grenade launcher
-Machinegun w/grenade launcher2
-Shotgun slug gun w/grenade launcher
-Shotgun slug gun w/grenade launcher2
-Alt Fire Grenade Launcher
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DC_Guns ;49875
Shadows Excessive
Description:
Excessive v1.0 for Quake 4! This mod brings back the fun and pleasure of high damage and fast weapons into quake 4!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Shadows _Excessive;49716
X-Battle (v0.10)
Description:
After fusing with Quake4 pro arena and failed co-operation with Q4MAX became it few weeks around X1^CHAMPi^ and CO a x-Battle is quiet nevertheless back and puts the measuring pole for all Quake4-Competition-Mods clearly upward. Over 30 new CVars and COMMANDS as well as new Brightskins, which one can define now freely after body region, are selectable. Also user with slower computers according to standard into the benefit of liquid Gameplay will finally come. After fusing with Quake4 pro arena and failed co-operation with Q4MAX became it few weeks around X1^CHAMPi^ and CO a x-Battle is quiet nevertheless back and puts the measuring pole for all Quake4-Competition-Mods clearly upward. Over 30 new CVars and COMMANDS as well as new Brightskins, which one can define now freely after body region, are selectable. Also user with slower computers according to standard into the benefit of liquid Gameplay will finally come.
One makes possible by the instruction "r_AmbientlightOnly", which provides for excluding static light. Meaningful functions such as team LOCK, team overlay and Teamhealth complete the positive picture. All Quake2-Veteranen relieved to draw a deep breath, because immediately at crates and stairs none is more expenditure-braked! A fast weapon change and a new Spawncode are now selectable by Voting. A small view in the future, first pictures and the Download as follows:
"can in the near future you on a smaller update of the Timeouts, Coaching and all possible things, which one wishes oneself in such a way to the reasonable league enterprise, count. Something special, that we work straight, is an option to change the server Cfg over by only a Vote to other rule sets. The rule sets will develop on those numerous leagues, then it will change itself over more simply to something.
Which it after of us expect can, be MvD's and Multipov, which we already run have however still some to work and testing time need, a heap FPS Tweaks like the remove the Ragdolls, extend Lightingoptionen and a Lower Bracket for Tourneys as well as support for Multiplayer map. We have already a few maps in make, which reached the alpha/beta stage. If you watch out, then should you soon or other publication IC beta find. As soon as our web page stands, we also increases the GUI to turn."
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4dow nload.php?view.91
AGGIORNAMENTO
X-Battle (v0.12a)
Description:
As the battle between Q4max and X-battle keeps on raging, the x-battle team has released version 0.12 as their newest addition. First of all it has some fixes of bugs in the older versions, like for instance the scores not showing up ingame or not having all weapons in warmupmode.
Also a lot of options have been added, with for instance:
-Simple Items
-Referee Support
-Votable hard-configs for different league rules
-Map Locations
-Autoaction
-Enhanced Stat Logging
Also to make it more userfriendly, they have located a configmaker at http://cfg.xbattle.de/createConfig.php
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://levi.teamspeak.org/dl/redirect.ph p?fileid=1710
EKM(2.0)
Description:
This mod adds and removes some stuff from Quake 4.
-Brightskins
-No Smoketrails on Rockets
-Lower MGun Sounds
-Bright Grenades
-LGun FX
-XBattle Style Hud
-OSP Style hit hitsounds
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/EKM;499 07
30 Seconds Body Fix
Description:
Littler fix that lets the dead body lie on the ground between 30 and 9999 seconds without them vanishing immediately in air.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/30_Seco nds_Body_Fix;49955
BoostedQ4
Description:
Boosted_Q4 is a small mod for quake 4. This mod allows you to use rocketjump, grenadejump etc. Increased gamespeed, health, armour etc.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Boosted Q4;49994
quake4_reliefmapping
Description:
This modifcation will not damage your Quake4 installation. It will just extract some textures from the game data pack and modify them to include depth information. All original files are mantained and you can quickly get back to your original Quake4 installation by deleting the extracted files.
The modified Quake4 shader was created to test relief mapping technique with high-quality game art. Note, however, that some geometry will not look correct with relief mapping as the art for the game was not created for this effect. For correct use of the technique the edges of scene polygons should have no displacement (depth=0). But since the depth maps were created from the game normal maps this is not guaranteed.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/quake4r eliefmapping;50008
Dark Bloody Strogg Kane
Description:
I wasn't very impressed with Stroggified-Kane orange colour theme so I darkened it with a blue tint and added a few blood splatters over him, especially on the face. I've included the mask images I cut up, so if you want to make your own custom colourisations then hopefully that will help. As a result of doing this, the tactical Strogg are all dark blue with blood marks. I wasn't going to do it but there are certain parts where Raven had used those textures for the player so in order to get everything right, I also had to change those guys too. If I've missed any orange that should be in this pack then please let me know and I'll make an update.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Dark_Bl oody_Strogg_Kane;50158
moraels_q4_tweaks_howto
Description:
I've been fiddling with minor game modifications for a little while now, but never released anything to the public. When Doom3 came out, I spent ages pulling the paks apart and figuring out how it worked - a fairly long-winded process which could have been made so much easier if someone would havereleased a mod or file explaining how certain things could be done. Because there are many similarities to modding Q4 and Doom3, I was able to sort this out quite quickly (by my standards).
As there are not many mods like this one out yet for Quake 4, and certainly none that actually explain how the mod was made, I thought I'd actually do something constructive in releasing this file and seeing how it was received. This isn't meant to be Earth-shatteringly exciting - it's just meant to be a little fun and explain to someone who's never done this kind of thing before how it was done.
- Outline of changes -
*Blaster
Time for full charge reduced
Shot spread reduced
*Railgun
Clipsize increased from 3 to 10
Rate of fire doubled
Damage of railgun slug increased slightly
*Hyperblaster
clipsize from 60 to 90
*Rocketlauncher
Clipsize of modded launcher increased from 3 to 5 rockets
*Shotgun
flashlight added, then removed - the lack of special anims made the transfer between weapons look rubbish
Pellet spread reduced slightly
Clipsize of modded shotgun increased from 10 to 12
*Machinegun
Standard clipsize increased from 40 to 60
Modded clipsize increased from 80 to 120
*Nailgun
Standard clipsize increased from 50 to 100
Modded clipsize increased from 100 to 200
Low ammo warning increased from 1 to 10 nails
Shot spread reduced by two thirds
Time to lock enemies in zoom mode decreased
Time this lock holds for increased
Standard firerate increased
Modded firerate increased - makes it MUCH more useful IMO
Modded drumSpeed increased
*Ammo pickups
Machinegun ammo from 50 to 120 - two standard clips, full extended clip
Nailgun ammo from 40 to 100 - full standard clip, half extended clip
Shotgun ammo from 12 to 18
Hyperblaster ammo from 40 to 90 - full clip
Rocketlauncher ammo from 6 to 10
Railgun ammo pickup from 5 to 10 - full clip
*Max ammo player able to carry
Machinegun from 300 to 840 - 6 spare clips plus 1 in the gun
Nailgun from 300 to 800 - 3 spare clips, plus 1 in the gun
Shotgun from 50 to 84 - 6 reloads, plus full load in gun (modded size)
Hyperblaster from 400 to 540 - 5 spare clips, plus 1 in the gun
DMG from 25 to 50
Rocketlauncher from 40 to 80
Grenadelauncher from 50 to 80
Lightninggun from 400 to 600
Railgun from 50 to 60 - 5 spare clips, plus 1 in the gun
*Max armor for Strogged Kane increased from 125 to 150
Enemy 'burnaway' time vastly increased for all enemies, including bosses - gives you enough time to see the amazing creatures upclose and move on from an area, before removing them to stop the place getting clogged up with bodies and killing your framerate.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/moraels q4tweakshowto;50208
militia Ai
Description:
Want to play Quake 4 single player again but want it to be more challenging? This mod makes it 3 times harder!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/militia _Ai;50279
the_lone_gunman (v1)
Description:
Coded By Stanley de Wekker (SiNTeX7). With additional help from
Sjoerd Postma (GaMeR) & Cyril Ohr (FLyeR).
VERSION HISTORY:
V1.0: replaced the blaster with "The Lone Gun" features:
- Extreme Jumping Action
- Laser Sights
- Sniping deadly Proximity Grenades
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/thelone gunman;50339
SP weapons MP mod
Description:
This mod changes weapons behaviour in MP to SP like and spawns player with blaster pistols as well..Also including small mod for both SP and MP, heat haze for Railguns
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/SP_weap ons_MP_mod;50364
Expressive Overkill Mod (2.0)
Description:
The mod was inspired by Mr. Pants Q3 Excessive.The mod have same things with it.
When you load Q4Expressive mod,
-First you can see one new menu,
-Second Weapons have cool damage settings,
-Third you can see brightskins models (red and white),
-Quarter you see 300 of Health and 50 of Armor,
-Fifth new sounds for weapons,
-Sixth you can see we changed some weapons same Shotgun
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Express ive_Overkill_Mod;50483
VioletMod (by Violet sky)
Description:
Suoni:
*Fuoco della machine gun
*Ricarica dello shotgun
*Fuoco dell'hyperblaster
*Fuoco del grenade launcher
*Fuoco,ricarica e rimosso il rumore di sottofondo della railgun
Gameplay:
*Rosata del fucile (spread) ridotta da 7 a 4
*Caricatore della railgun aumentato da 3 a 5
*Velocità del proiettile del lanciagranate aumentata da 700 a 1200
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.error691.com/meltdown/4/vs_q4 soundmod.zip
Unbalanced (1.0)
Description:
This mod changes some minor things about the single player. Giving more ammo, faster fire rates, running speed, and much more.
Foreward
1. This is a mod for single player only.( should not effect MP games< That mod is in works
and WILL BE balanced> ).
2. This mod gives you faster fire rates, bigger ammo stores, more health-armor,faster run speed,
MORE POWERFULL WEAPONS, Better zoom, better vehicles( weapons and speed), Hence UNBALANCING the
odds in the players favor.BIGTIME!!!
3. This mod is in a pk4 file, so all you have to do is drop-(pak024)-into your q4base folder,usually in,
( C: /program files/id software/Quake4/q4base) and you are done. Easy to install and remove .
<<< WARNING >>>> I recomend you start a new game!! Cuz if you load an old one, it may take a couple
auto saves or load screens before this mod gets loaded in with your current game. If you start a new
game,the mod is active imediately.
4. You can use anything from my mod freely, give me a little cred though
Playtesting
Works fine on my machine ,having played through the game twice now with the mod.
I have not updated my Q4 yet so I can not say how it will play on updated versions of this game,
allthough I believe it should work fine. If you could take a moment to email me (your version of
update- and or how you like the mod ) it would be nice Email address is ^ there.
The list of goodies
WEAPONS
*0. All max ammo stats have been raised, as well as clips. Distance has been increased on all.
*1. BLASTER- Faster firerate(as fast as you can click)5x the damage per shot,and a quick charge.
*2. HYPER BLASTER- really fast(from barrel to target), fast fire rate, 3x damage per shot.
*3.lIGHTNING GUN- massive damage at any distance, A gib ing good time
*4. MACHINE GUN- 3x firerate,3x damage,2x zoom on scope(a little better) + you can shoot as fast
as you can mash the trigger while zoomed and it does massive damage.
*5.NAILGUN- All i can say is " remember people,short controlled bursts." 3x damage + a
massive firerate. So much blowback on squibs, you watch them fly across rooms
and stick to the walls for a moment.
*6. RAILGUN- fires much faster, better zoom for a weapon of this kind and 1 shot deadly. Quickly
hits targets shortly after you pull the trigger(the way it should be).
*7. ROCKET L.- faster rockets, nothing else on this one.
*8. SHOTGUN- Automatic fire, very deadly damage, reloads with one shell, so much blowback
watch the squibs fly backwards when you blast them(not as much as the nailgun).
I have also added a flashlight to the shotgun, and this is how you have to use it.\
You CAN NOT turn it ON or OFF if the shotgun is you current weapon selected,(there is no
animation for this action). The priority (if you hit <f> to turn it on) of selection is
now, 1-shotgun, if you have ammo , if not, it will default to>>> 2-machine gun if you have
ammo, if not it will default to>>> 3- pistol, you always have ammo for this. If you want
to turn the light off then switch to MG or pistol and hit <F> to turn it off. Hopefully
I will find a way to correct this in later versions.
VEHICLES
*1. FLATBED(truck)- That guy takes his time to disarm those mines, Now you can give him much better
cover.(faster,more damage).
*2. HOVER TANK- cannon for main gun is now an auto with better damage, machine guns are faster and
do way better damage( I might of gone a little overboard).
*3. WALKER(mech)- 15 missles are more fun than 6, so is a rapid firing missle launcher.
Guns on mech are way to powerfull, walk speed has increased.
*4. TRAM GUN- Made this way to powerfull... he he he
Nota Bene
This mod (as I said) gives you a really fun single player experience. I hope you enjoy
playing with it as much as I have, and don't forget.
You can always bring down the console-hit( Ctrl+Alt+ ~ ) at the same time-, then
type ( give all) hit enter and you now have full health,armor,weapons,and max ammo.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Unbalan ced;53121
AGGIORNAMENTO
Description:
A single player mod. All the changes are listed in the readme so be sure to check that out!
Sorry it took so long as I have been very busy.
I have been researching md5 animation and tinkering with them . Maybe if I can gleam enough info I can get my cg models into q4...but we will see.Animation is a tricky thing. I have scraped the multiplayer project as I am more geared to getting my custom models into the game and it is consuming most of my project time.I'd love to see the pulse rifle from Aliens in this game. Besides multiplayer mods are a plenty out there. So this mod remains a single player only. Any way, the revision list is...
1) Persistant bodies.(railgun,lightning gun and rocket still gib)
2)new menu music.
3) New weapons skins( chrome and black) for...
1. Blaster.
2. Hyperblaster.
3. Shotgun.
4. machine gun.
5.New skin for Rail gun (CHROME ,and hints of green and blue).
6.New skin for Lightning gun (all CHROME).
4) New gui color for shotgun, (Amber).
5) New gui color for machine gun, (Yellow).
6) New effect for pistol impact, electric discharge and a smoking hole, plus new spark effects on the charged impact.
7) New machine gun impact (same as it was but...) now you leave smoking bulletholes,on walls, on metal, on strog!
9) New railgun impact effect, added a small flame to impact zone for a short duration.
10) New shotgun effects , smoking bulletholes , (the way a boomstick should be).
11) New rocket explosion effect (It is REALLY big) it gives an awsome starburst pyro show (dont worry it is all show and no damage) However I have doubled the O.G. rocket splash damage area so be carefull! The damage effect area is 1/18th the size of the explosion effect, so all the smoke and fire are for show. This is the way a rocket should act and look. Hope you like big booms! Now this is a REAL Weapon Of Mass Destruction!
WEAPONS
All max ammo stats have been raised, as well as clips. Distance has been increased on all.
1. BLASTER- Faster firerate(as fast as you can click)5x the damage per shot,and a quick charge.
2. HYPER BLASTER- really fast (from barrel to target), fast fire rate, 3x damage per shot.
3. LIGHTNING GUN- massive damage at any distance, A gib ing good time
4. MACHINE GUN- 3x firerate,3x damage,2x zoom on scope(a little better) + you can shoot as fast as you can mash the trigger while zoomed and it does massive damage.
5. NAILGUN- All i can say is " remember people,short controlled bursts." 3x damage + a massive firerate. So much blowback on squibs, you watch them fly across rooms and stick to the walls for a moment.
6. RAILGUN- fires much faster, better zoom for a weapon of this kind and 1 shot deadly. Quickly hits targets shortly after you pull the trigger(the way it should be).
7. ROCKET L.- faster rockets.
8. Shotgun- Automatic fire, reloads with one shell, lots of blowback.
VEHICLES
1. FLATBED(truck)- That guy takes his time to disarm those mines, Now you can give him much bettercover. (faster,more damage).
2. HOVER TANK- cannon for main gun is now an auto with better damage, machine guns are faster and
do way better damage (I might of gone a little overboard).
3. WALKER(mech)- 15 missles are more fun than 6, so is a rapid firing missle launcher. Guns on mech are way to powerfull, walk speed has increased.
4. TRAM GUN- Made this way to powerfull...
INSTALL:
This mod is in a pk4 file, so all you have to do is drop- (pak024) -into your q4base folder,usually in, C: /program files/id software/Quake4/q4base) and you are done. Easy to install and remove .
WARNING: I recomend you start a new game! Cuz if you load an old one, it may take a couple
auto saves or load screens before this mod gets loaded in with your current game. If you start a new
game,the mod is active imediately.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Unbalan ced;62527
AGGIORNAMENTO
Unbalanced (v1.4)
Description:
Just feeling this developers enthusiasm is enough to make me want to download this mod!
However, this may be the last Unbalanced mini-mod that will grace our site, as Bladerunnercutter has health issues and may not be able to continue; Because he included the information in the ReadMe, you can read it for yourself in his words. This singleplayer mod continues on with the excellent gameplay that you would expect, however, this version has some added treats!
Included in this release is:
- A new, black and chrome nailgun skin has been added.
- The nailgun also has a new sound.
- New shotgun sound, much better than stock. Cleaner and louder.
- New plasma thrower. (Think flame thrower)
...Just to name a few of the many!
Refer to the README for the complete list, and other information.
"Life is short, so game on, live strong, and never let the fact that everybody will tell you that it can not be done" ~Bladerunnercutter
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://files.filefront.com/unbalanced14/ ;5186541;;/fileinfo.html
Spamfest (1.2)
Description:
Sick of running out of ammo all the time? Well this mod now gives you 999 ammo along with a few other modifications.
Spamfest is a simple mod for multiplayer. It plays much like normal Q4 except that weapons are given 999 ammo, plus a few other things are tweaked.
Installation:
Unzip q4_spamfest_v1.2.zip to your Quake 4 folder. Make sure that a spamfest folder was created inside of the Quake 4 folder.
Release notes for v1.2:
Shotgun pellet damage is reduced to 10 from 14.
Release notes for v1.1:
- Every weapon is given 999 ammo (except DMG which gets 1)
- Rail damage is reduced to 70 from 100.
- Rocket launcher direct damage is reduced to 85 from 100.
- Rocket launcher splash damage is reduced to 90 from 100 and radius reduced to 100 from 120.
- Rocker launcher self damage is reduced by half and rocket jumping power is slightly enhanced.
- DMG splash damage radius is reduced to 500 from 768.
- New sounds for the machinegun and nailgun are included. Small maps should cause less aural bleeding.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Spamfes t;54074
Brilliant Highlights
Description:
This is a mod that changes the shaders to improve highlights and the overall look of the game.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Brillia nt_Highlights;54844
Brilliant Highlights (0.40B)
Description:
This is a mod that changes the shaders to improve highlights and the overall look of the game.
What's changed:
- Redesigned lighting processes the specular highlights separately from
the diffuse lighting. This allows the highlight to position differently
from the diffuse which can lead to more realism.
- Added a new splash screen.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Brillia nt_Highlights;55174
Q4Gib (v1.26)
Description:
Q4GIB is a simple Quake IV multiplayer instagib mod, the only weapon you can equip is the railgun all other weapons and the most spawns are disabled only the Haste power up spawn isn't disabled, This mod should work with all maps and game types available.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4Gib;5 5279
Ambient Light Mod
Description:
With the mod becomes from the flashlight a ambientlight by which the immediate area is illuminated around the play figure. The flashlight sits on every weapon, but can be switched on and off only with the blaster or the machinegun.
Installation:
Extract the files to "...\q4base\". (include subfolders)
Who should have now performance problems, can try out the order "seta r_usefrustumfardistance 1".
With it all object and enemy shades are switched off, what raises the framerate ("seta com_showFPS 1") by 5 to 10 fps.
The building shades and the own ("seta g_showplayershadow 1") are shown furthermore.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Ambient _Light_Mod;55439
CXGib
Description:
This is a mod that is like Instagib but its not. This mod is a mod that lets your use all your weapons and also items.
Author: CyroniX (Laurent G.)
Features:
- Spawn with all weapons (except DMG) and full armor
- No Items/Weapons/Ammos/Powerups spawn on the map
- Weapons do normal damage, except gauntlet (gauntlet kills instant)
Instructions:
copy files to your quake4 folder,
then run cxgib.bat, or type 'quake4 +set fs_game cxgib' in the command line.
Info: Played around a bit with def. files, then this came out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/CXGib;5 6505
AGGIORNAMENTO
CXGib (v1.5)
Description:
This mod lets you have all weapons and full armor but with out any pick ups in the map.
Instructions:
copy files to your quake4 folder,
then run cxgib.bat, or type 'quake4 +set fs_game cxgib' in the command line.
Info:
Played around a bit with def. files, then this came out
- Spawn with all weapons and full armor
- No Items/Weapons/Ammos/Powerups spawn on the map.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/cxgib;5 6660
Dark Matter Mayhem (v1.0)
Description:
If you like it fast or just want a change, check it out. He added a railgun zoom to the DMG. He also sped it up to travel 3X as fast. The reload is also overclocked to 2X as fast. This version includes the DMG and Gauntlet with all other ammo boxes changed to DMG ammo. All other weapons were replaced by the DMG. This mod only supports multiplayer. It should work with any map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Dark_Ma tter_Mayhem;57395
ACD MPstyleSP Mod
Description:
The mod does the following...
- Move Speeds increased to MP speeds (run-320 walk+croutch-180)
- Weapons have no magazines (like MP no reloading!)
- Weapon capacitly has been increaced
- Shotgun is Supershotgun (q3 style)
- DMG firerate improved*
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/ACD_MPs tyleSP_Mod;58512
Tech Marines Speech Capability Spawn Fix
Description:
Repairs Quake 4 "Tech Marines" speech capability after he's been spawned. When spawning in a "Tech Marine", through the drop down console, he'd lose his speech capability. This simple mod corrects that problem.
I noticed when spawning in a "Tech Marine", through the drop down console, he'd lose
his speech capability. I corrected the problem within the game files with a small 3kb pak./patch file. Now the marine lipsyncs/speaks as he should when administering
aid. Yes, this only a minor repair, but why not have your spawned "Tech Marine" speak as he was meant to!
Installation: There's 2 options for install.
Option A: Add as a pak. file
1. Open the zip.
2. Open "Speak_Spawned_Tech_Marine" folder.
3. Cut or Copy pak019.pk4 to your "q4base" folder.
example: Quake 4 directory (default c:\Program Files\Quake 4\q4base).
4. Start-up game and play!
Note: By using this method, you won't have to re-start level or a new game. Game
picks up right where you left off and you can play from whatever "Save" you
were at. (Also, re-name "pak019.pk4" to higher pak.# if needed.)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Tech_Ma rines_Speech_Capability_Spawn_Fix;62698
AGGIORNAMENTO
Ambientlightmod for Quake 4 v1.3
Description:
With the mod becomes from the flashlight a ambientlight by which the immediate area is illuminated around the play figure.
The flashlight sits on every weapon, but can be switched on and off only with the blaster or the machinegun.
Installation:
Extract the files to "...\q4base\". (include subfolders)
*Who should have now performance problems, can try out the order "seta r_usefrustumfardistance 1".
With it all object and enemy shades are switched off, what raises the framerate ("seta com_showFPS 1") by 5 to 10 fps.
The building shades and the own ("seta g_showplayershadow 1") are shown furthermore.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5396457 ;b29233e6d180308b;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
Quake 4 Downloads > Mods > Multiplayer:
Q4MAX v0.71
Description:
He time has come for our first proper, real, post-SDK beta release. Before I talk about what features we’ve got, what features we are working on and what we plan to do in the future, I’d first like to offer out some thanks. First thanks go to the Q4Max programming team for the insane amount of effort they put in to get the mod into a fit state for use in the Winter CPL. That there were no reported problems with Q4Max was a major achievement. Our hearts were racing on the second day when we heard that no-one could connect to the servers but with some support from cha0ticz that turned out to be an installation problem and everything after that ran smoothly.
I’d like to extend those thanks to the new members of the team, without whose efforts we’d never had made it:
* AnthonyJ, author of the Domination mod, working on GUI and Game Modes
* custom3, contributor to sabot, working on bots
* ech, working on tools and GUI
* Mogul, working on sounds
* qrealka, author of spiterbot, also working on bots
* shaun, tools and support
By now you’ve probably seen the CPL release – albeit without a changelog that shows all the included features. Since that time, we’ve carried on working hard for the first public release. Getting a version ready for the CPL, with their tightly controlled and enclosed environment playing a single game type, is a lot different to getting something ready for general usage. This is an ongoing development project, there are bound to be some rough edges in there, but we think we are ready to let you get your hands on Q4Max.
Our development approach is very much based on experience from past projects. With that in mind, we’ve put in some basic building blocks that evolved in OSP and CPMA that will make further development simpler. One of those things is game modes. The mod ships with a set of standard modes for TDM, CTF, 1v1 etc. If you vote for one of those modes, you get a standard configuration – standard timelimit, fraglimit, weapon respawn etc. This makes things a lot easier for competitions using internet servers, as they just have one vote to call to know everything is set up correctly. These modes cannot be changed, but of course we allow for server admins to set up their own custom modes too. On top of that, we have a flexible voting system with support for referees (by password, election or automatically by GUID) and with an extensive list of votes already added to the system. Enter “callvote ?” to get started. Each of these votes can be easily regulated by the server admin. With these fundamental elements in place, we can start adding more options to the game.
So let’s look at some of the key features we’ve got in the 0.71 beta of Q4Max:
* Competition support: standard modes, referees, warmup and overtime modes, automatic demo recording and screenshot (server forced or client option), competitive settings GUI, high vis weapon skins.
* Team mode support: fullbright team and enemy skins, custom enemy model, text chat tokens, team overlay with locations (go ech!), lockable teams.
* Performance options: ‘vertex light’, r_lightscale unlocked, rocket and grenade smoke toggle, gib toggle, ambient sound filter.
* New Mode: Clan Arena - callvote mode CA (address worship to AJ)
* New Mode: Instagib - callvote mode iffa/ictf/itdm
What next? There are still a few key features that need addressing, some of the harder things that we’ve not had time to address yet like pauses and a complete overhaul of the team code to enable better and more flexible team handling. I’m sure there must be some bugs lurking in there that’ll need fixing, and some more performance optimisations. Bot intelligence is something that will take a lot of work. We’ve got additional game modes like CTFS and Domination. And of course, we’ve got a bunch of nice-to-have features that we’d like to include, like more hud options, graphic tweaks and such.
What about gameplay changes? This mod is a competition mod. It has long been the basic premise of this class of mod that it should make no changes to the stock game rules. We’ve had a bit of an issue with the shotgun, where an exploited bug became quite popular in certain circles, but (with guidance from CPL/CAL/GGL and Raven) we’ve fixed that. Beyond that, with our custom modes, we do have the option to build on variations to gameplay without affecting the base game. Included in the distribution is something to prompt some thought and discussion: a custom mode called ATDM (Advanced TDM) which uses a strong tiered armor system, 90 second quad respawn, no powerup drop and with droppable weapons enabled. However, gameplay changes to the ‘vanilla’ base are not in the plan.
You can read the full changelog.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4max;5 3457
AGGIORNAMENTO
Q4Max (v0.73)
Description:
It’s been a while since our last public release, but we are now ready and proud to present Q4Max v0.72. Since our last release, the team have been working hard on a number of key features and of course bugfixes.
This release is for Quake 4 1.0.x, and is not compatible with Quake 4 version 1.1. We will release a version compatible with this release as soon as it is ready. As there are substantial changes in 1.1 we do not wish to rush the release and introduce problems, nor do we wish to delay this release any further.
The first main feature is the addition of pause. When we released version 0.71, we said that pauses were too hard to include in the first release because of the time required to add them. One of the base assumptions that the original developers made in all their code is that “time won’t stop”, so going back and adding in the option to freeze time has a very wide ranging effect on the code. It’s not been easy, but pauses are in.
One of the areas where pauses really weren’t compatible is the original Tourney mode. With multiple games running concurrently, having pauses causes both technical and gameplay issues: if one arena takes longer to complete, the rest of the server is left waiting; likewise getting those independent arenas to pause separately would require delving very deep into the spider-web of code that is the current tourney system. We came to the conclusion that this simply wasn’t viable, so we’ve added a classic “Duel” mode – a single 1v1 match with winner-stays-on player rotation. The Raven Tourney mode still exists, but pauses are not an option here. Duel is certainly our recommended option for any serious tournament using Q4Max, though we’ll be interested to see whether the public duel community stays with the bracketed tourney mode or shifts to the old-school duel style.
Another addition to the mod is CTFS – Capture the Flag Strike – a hybrid of Clan Arena and CTF that places one team on offence trying to steal and return the flag from the defending team, who must eliminate the attackers. CTFS can be a lot of fun, and we hope you enjoy it.
The final main addition is the dumping of the end of game statistics as XML files. These can be used by third party tools to produce summary statistics of how you play over time. The statistics can be generated either by clients, or on the servers. We have produced a PHP script which can be installed by server administrators to provide a summary of all games played on the server. This is just the beginning though - hopefully third party tools will also be produced to summarise the data in different ways, both for clients and servers.
There are many more minor features included in the release, which you can read about in the changelog.
Modification:
* ADD: Compatibility with q4 1.1, including all additional functionality from this release.
* ADD: startfreeze callvote/mode option which freezes player movement during countdown for CA/CTFS
* ADD: startrespawn callvote/mode option which forces players to respawn after countdown for CA/CTFS
* ADD: countdown callvote/mode option which changes si_countdown
* ADD: cg_ambientEffects 0/1 allows players to disable world effects
* ADD: cg_deadBody 0/1 allows players to disable showing of dead player bodies before they respawn
* ADD: XSL Templates which display match stats in a "pretty" format.
* ADD: fs_xslTemplate cvar specifies the XSL template referenced in XML stats
* ADD: 1.1 cvars pm_zoomedslow and g_simpleitems added to the competition menu
* ADD: "follow" command. can supply either a playerId, or a powerup ("quad", "regen", "haste", "invis", "marineflag" or "stroggflag"), and you will spec this player.
* ADD: enemyspec callvote/mode option which enables/disables the ability to spec enemies when you're dead in CTFS / CA.
* ADD: "timeout" command which is not restricted to refs. Limited number of timeouts (sv_maxTimeouts), and limited duration (sv_timeoutMaxLength).
* ADD: When server uses si_allowhitscantint 3, the railtrails are tinted using cg_enemycolor / cg_teamcolor and not the default strogg / default marine colours.
* CHG: q4maxXML renamed to MAXStats, and now can display data on both clients and servers, and provides detailed match breakdowns in addition to summary data on servers. See separate documentation.
* CHG: Numerous icons made nomip
* CHG: Made spectator text less obtrusive
* CHG: g_simpleitems 1 now disables the "hologram" effect of item spawn markers
* CHG: g_muzzleflash now also removes the actual firing flare
* CHG: removed ui_model_backup, ui_model_strogg and ui_model_marine cvars
* CHG: Spectator text tweaked to improve visuals during video broadcasts
* FIX: (netcode) Reduced the amount of serverinfo data transmitted, thus reducing "SendReliableMessage overflow without allow overflow set" errors.
* FIX: Spectators should now be able to rejoin the game in FFA
* FIX: Duel no longer allows 3 players in the game if a player joins once the game has started
* FIX: Player names/clantags with < > & ' or " are now correctly escaped in XML output
* FIX: Tourney mode now correctly creates multiple arenas again
* FIX: Tourney mode now respects the overtime callvote correctly again
* FIX: Tourney mode now populates scoreboard/hud correctly at start of the tourney.
* FIX: force model will force the heads of models in all cases correctly now.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4Max;5 9428
AGGIORNAMENTO
Quake4MAX (v0.74)
Q4Max 0.74 is now available for download. Along with this update for the latest version of Q4, we've added several new features including:
- Coach mode, including a coach voicechat button
- Spectator locking
- Two layer custom crosshairs (including large sizes)
- Client-side hitscan tint selection
- Pause/timeout countin, and countdown clock
There are another 30 items in the changelog, so be sure to check out theWIKI
Download Q4Max 0.74 (Requires Quake 4 Point Release 1.2)
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://q4files.escapedturkey.net/quake4/ pk4s/q4max/q4max074.zip
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://download.levitation-gaming.com/?a ction=download&fileid=2353
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.planetquake4.net/download.php ?op=fileid&lid=2295
AGGIORNAMENTO
Q4Max 0.74b Patch
Description:
As expected, the last release - 0.74a - has helped with the framerate issues seen in q4max 0.74. Unfortunately, one of the performance improvements had an unexpected side effect, which caused servers to shutdown.
This is the tweaked version, that fixed that so it no longer happens.
Updates:
* chg: autoaction now stores screenshots in the screenshots/ directory.
* chg: Show a message in the chat window when someone disconnects.
* chg: g_clientprojectilecolision marked as archive, so now stored in configs automatically
* fix: bug relating to animations not loaded on the server, causing warnings and then state errors.
* fix: health/armor no longer decreases at all during a timeout / pause.
* fix: respawn minimum / maximum time no longer affected by timeout / pause.
* fix: (Performance) a little more HUD tweaking.
This release replaces q4max 0.74a, but is still an incremental change on top of q4max 0.74. Therefore, servers and clients need all 3 pk4's from 0.74, and the new 0.74b pk4. Servers should remove the 0.74a pk4.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4Max_7 4b_Patch;63006
AGGIORNAMENTO
Q4Max 0.75
Description:
This release adds many new features and fixes to all gameplay aspects of Quake4. For teamplay games in general, they've added distinct Strogg model sounds, allowing players to tell teammates and enemies apart by sound.
Team games also got their fair share of attention though, and Freeze Tag makes its Q4 debut in this release. Freeze Tag is a team mode that has your opponents turn to popsicles when health reaches 0. Stand next to a frozen teammate to thaw them, returning them to the game. Win the round by freezing every member of the opposing team.
Amongst the items in the changelog, you'll see alot of lines marked Performance. This has been another key focus for the team, and we are very proud of the results. We are confident that the majority of players will find a noticable boost in FPS, especially if they take advantage of the new performance options. What's new:
# New 1v1 scoreboard, now showing detailed individual player stats at a glance
# New Player Profiles system, a controlled-config manager that allows players to save and load only those options configurable through the GUI
# New Demo Browser, to make watching demos even easier
# Additional support for server demos add: Freezetag gametype added.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4Max_0 75;64704
AGGIORNAMENTO
Q4Max (v0.76)
Description:
Q4Max 0.76 incorporates all of the changes found in Quake4 1.3. They have taken the opportunity to fix a few issues, and to introduce some functionality changes of their own. This includes tweaks to the Freezetag rules, the introduction of a handicap system, and support for the "xgo sounds". These sounds have been extended to support the Napalm Gun and the Strogg modelsounds, and are believed to provide much better positional information than the standard q4 sounds.
On top of this, they have taken the 1.3 changes and extended them to fit within the Q4Max mod. Buymode may be controlled through modes, and more importantly has been extended to work within the CA, CTFS, and Freezetag gametypes, with cash bonuses awarded for various events in these gametypes.
Donwnload:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5376118 ;4a516f1748bd2442;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
AGGIORNAMENTO FIX LINUX
Q4Max - Server and Linux Hotfix(0.76a)
Donwload:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5376120 ;b3c700cc62847e7f;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
QUAKE4 GANKMOD (Old Style Competition Mod)
Description:
Glad to see some talk is going on.
I'd like to say thanks to everyone for posting. It's good to see the community trying to sort out this issue. Everyones opinion here is probably useful so long as its not pointless & destructive like the post above me. So having said that, I would like to clear up a few things if I may.
for full & proper results-
*make sure you are using the final build *
*posted on friday nov 4 @ 6pm est*
1) My only intention here was to approximate the feel of good ol q3 osp & to give the community what it was lacking. Namely a good working OSP type mod with a few bells and whistles, even if only in apperance.
2) I think collaboration is a good thing. Realistically though I am only 1 person and I know no other moders and this is in fact, the first one Ive ever tried to make. So I openly welcome the prospect of developing a mod with someone else. Just as a side point though the only reason I made this was because I got tired of waiting around for people to organize & since as I said Im only 1 person I thought maybe things would get done faster.
3) Yes there is a some hud + health code but If you look again Im sure youll realize there is much more to it that an ammo counter and health bar. Things like the osp sounds the bright skins the faster rail fx , the instant zoom, the lgun fx, the bright grenades etc...
5)There is no q4max code present that I am aware of.
6) It seems to me the whole reason we, as gamers, tweak, is to gain speed.. right? Well these mods provide faster fps and faster game play by ridding the game of clutter and delay. The plan was to make twitch factor a priority and remove anything in its way by using OSP as areference. For example, By not having the roket draw 200 smoke sprites a sec you reduce cpu usage and can see better. Or try the rail out .. its still 1.5 refire rate in mp 1.6 in sp, but peeps say it feels faster even though its identical to regular rail except for the disipation effects... etc
I think that even though some of these changes seem arbitrary and maybe even downright stupid to some, if you try them out for about 1hr on a ctf server or a tdm server you will see its not random at all, its just geared for speed.
ANYWAY,it needs some work but i think Its a good start and I also think its got alot of what we need "right now".
Eitherway, I'm sure it will find its own level but without an sdk were kind of limited. Maybe in the meantime we can all collaborate and make something great for everyone. So GGZ and GLHF..
Gankmod Features
-BRIGHTSKINS (good ones)
-NO SMOKETRAILS ON ROCKETS NADES OR NAILS COZ I RULE
-LOWER MGUN SOUND
-BRIGHT GRENADES
-LGUN FX (WEWT?)
-XBATTLE STYLE HUD
-OSP STYLE HITSOUNDS COZ THEY RULE
This mod is best when used with
R_SKIPSPECULAR "1"
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.spectra-digital-media.com/EKM .htm
AGGIORNAMENTO
Gankmod 2.0a U-comp
Description:
This newly updated version of Gankmod 2.0a U-comp (ultra competition) mod for quake4 has got some great new changes:
-Nice fps boost as well as
-Enhanced Flag color/visibility.
-ALL marks from walls have been removed (use g_decals 0)
-Works with low picmip settings (no longer forced hi-quality)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gankmod _20a_Ucomp;50221
AGGIORNAMENTO
Gank Mod (2.0b)
Description:
Thank you for downloading Gankmod v2.0b
As some of you already know I am now working with the q4max team,
so this will be the last installment for a few .
But rest assured there will be more to come.
This latest version has a big fps boost due specifically to the removal of certain effects
like the glows around healths and other items. After spending some time with r_showtris 3 as my friend, I can say that the fps increase is mesurable and justifiable without comprimising any gameplay or visibility. Other changes include lgun impact removal, shard colors are now same as helath shards like in q3. There is also a new corpse skin + fix for people who like to try and be unseen and use a thin model making this mod TDM compliant.
As if thats not enough; Have some maps!
Gankmod Now ALSO comes with 2 redone classic ctf maps (originaly by scancode) optimized for this release.Note these versions are new and are not to be confused with the my older releases of these maps
I hope you like them;
q4wxs1 has all weapons instead of instagib and it roks! 2v2 or 4v4
q4wcp5 is an old favorite and It finnaly runs smoothly (visportal nightmare)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gank_Mo d;51538
AGGIORNAMENTO
Gankmod (2.0c)
Description:
Changes in 2.0c -
New brightskin colors thats stand out more on all surfaces without having one overpower the other.
The number one complaint about orange brightskins is that on many ctf maps they blend in.
This takes care of that by lowering the overall intensity while increasing saturation.
q4wcp5 is an old favorite and It finally runs smoothly (visportal nightmare)
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gankmod ;52335
Quake 4 Battleground (v0.1a Beta)
Description:
A remake of the Quake 2 Battleground mod is in the works for Quake 4. There's already a beta version available which includes optimized gameplay and some other minor tweaks. Currently, mod voting is limited to Battleground DM, Battleground TDM and Battleground Tourney. The future goal is to integrate the necessary voting abilities, ex. lockteams and kickplayers.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.aim-con.com/q4/downloads.html
Quake 4 Domination (0.2)
Description:
It appears that the Domination team has released another version of their mod. This time it comes with a few more changes that look pretty cool. Here's the list of these changes:
#Sound on capturing a point changed. Now different depending upon which team captured.
# Additional replace lists included so custom support for more maps
# Hud names improved on the CTF maps
# Domination limit can now be set through Create Server, Admin and Vote GUIs. Also via the console using si_dominationlimit.
# Linux build included in the main release.
You can head here to download the file. You'll have to register to download it at the moment but we'll have it for download very soon!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Dominat ion;52082
Quake4World (Beta 4)
Description:
The whole idea is to have a game really fast, where movements can make the decision in a fight, and not only aiming. Where controlling a specific zone is really important, with precious items. A game where base weapons are not almost equals to the bigger ones. A game offering best of both world weapons, without making one too much powerful in a defensive situation.
We offer anticipation weapons and hitscan weapons, and they hurt a lot. They'll hurt you bad. It's about domination, it's not really newbie friendly, because spawnfrags are back.
Controlling the game is really important, a situation can turnover very quickly. No minimum time for respawn and a maximum of 2", respawn at 110/0 with only a MG with not much ammunitions... you'll learn how to win the hard way.
- Better air control
- Increased player's speed
- Bunny-hop
- Instant weapon switch (after reload)
- Brightskins
- New armor system (that is not yet in its final state)
- Lots of weapons tweaking
- Some new sounds
- New menus (GUI)
- New HUD and weapon bar control (with ammunitions left)
- The q3 type timer
- G_fov unlocked (no limit)
- RJ through teleporters
- And some other gameplay tweaks (quad makes 4 times the damage, faster (and more powerful) rockets, hitboxes are smaller...)
- TDM can be played with more than 2 teams (Team A vs. Team B vs. Team C vs. Team D)
There is also already a first playable version, which does not work however within some ranges yet very matured. Like that the air control is exaggerated for the moment still easily and leads to inadvertent effects. A few first impressions and the Download as follows:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _World_Beta_3;55894
Sabota8
Description:
Stupid Angry Bot - A Multiplayer Bot for Quake 4. There's a lot more info in the readme so be sure to read it.
NOTE:
This is an Alpha version.
While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury.
= Known bugs and Limitations =
Well, most of it, I could write a novel.
Tourney game type isn't playable, because players are spilt off into their own "instances" so multi 1vs1 matches can take place and the fact that I just haven't looked into it all that much.
Q4DM2 - Sandstorm - Is largely unplayable due to the fact I haven't tweaked the aas file re: terrain.
Q4CTF5 - Xaero gravity - Also somewhat unplayable since bots can't drop down to the lower level with the jumpad that leads directly to the other base.
= Performance =
As a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit.
i.e. High special effects and shadows off, dropping down resolution. Have a look for Quake 4 tweak guides on the net.
As well as experimenting with how many bots your system can comfortably handle.
= Using the Mod =
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.0.4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, is should say gamename is "SABot a8".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
Note: addbot command works like the spawn command, eg accepts key/value pairs.
Tip: Typing addbot bot_<TAB> will give you a list of bot defs.
4. Removing a bot
Use the console command:
removebot n
Where n is the id of the bot.
= Bot difficulty =
Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate.
Range [0-4]
You can slow down bots aim a bit with key/value "aim_rate" default is 0.5 with less being slower. Range [0.1-1]
Example:
addbot bot_sabot aim_accuracy 3 aim_rate 0.4
= Teams =
The team of the bot can be specified with the team key/value. 0 = Marine, 1 = strogg Note: autobalance may override this.
You can force bot's to change team via the normal admin menu.
= Customising =
Bots can be customised as they are added (as seen above) or via def file.
The bots read all ui_* key/value like a player.
These include:
ui_name - For the name of the bot
ui_clan
ui_model
ui_hitscanTint
Examples:
addbot bot_sabot ui_name "Fluffy Bunny" ui_model "model_player_marine_tech"
Some of the above setting are in their own character def files, the can be added with:
addbot bot_sabot_tinman
addbot bot_sabot_blackstar
addbot bot_sabot_fluffy
Have a look at the file sabot/def/bot_sabot_characters.def for the examples.
= Playing custom maps =
Compiling AAS Files: The AI navigation system in Quake 4 relies on its own map of the level you are playing on. Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them. They'll be rough, but will work for the most part.
You'll only have to do this once for each map that doesn't have them.
The console command is:
runaas mapname
Where mapname is the name of the custom map.
The quality of the aas file (i.e. incomplete areas for bot) will depend on how the map author has handled patches and models. See below.
= Making your own map bot ready =
The aas compiler takes into account brush geometry but not patches or models (func_statics etc). You must block these out with a brush textured with common/monsterclip.
See the quake4 single player maps for examples.
Things will be a lot better if you follow the standard quake 3 "playerclip everything you can" approach.
Also make sure the file aas.def in the sabot pak000.pk4 is loaded with your editor, this means either putting the file in base/def (which will cause problems for single player maps) or loading the editor with the sabot folder set as fs_game, i.e. quake4 +editor +set fs_game sabot
When running bsp/dmap runaas will automatically be run. You'll notice the only aas compiled is the aas32, the rest will be 630bytes empty and you can delete them.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Sabota8 ;52204
AGGIORNAMENTO
Sabota8 Linux
Description:
Stupid Angry Bot Linux - A Multiplayer Bot for Quake 4. There's a lot more info in the readme so be sure to read it.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Sabota8 _Linux;53524
AGGIORNAMENTO
Sabot a10
Description:
It rises again from the grave to forever taunt me. Just a quick update to 1.3, but SABot had been previously shifted to the new fake-client framework which was a lot cleaner and stable. The ai code it still the horrible stuff that hasn't had any major overhaul since a7/doom3. But whatever, it works.
Version Sabot a10:
Just an update to Q4 1.3, quick hack, 80% broken, support for deadzone gametype.
Minor bug fixes.
Now based off new fake-client framework worked by custom, John, gauss.
Bot's persist over map change.
Using the Mod:
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.2.
Will not work on earlier versions of q4 and not guaranteed to work on later versions of q4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, it should say "SABot a10".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
NOTE: addbot command works like the spawn command, eg accepts key/value pairs.
NOTE: Typing addbot bot_<TAB> will give you a list of bot defs.
4. Removing a bot
Use the console command:
-removebot n
Where n is the clientnum of the bot. Bot clientnums start from 32 down.
or
-removebot botname
Where botname is the name of the bot
or
-removeallbots
To clear all bots.
Readme File
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5396398 ;b29233e6d180308b;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
BadaUnlagged (v0.2)
Description:
Bada-Unlagged is a funmod, the main feature is homing rockets. When the crosshair
is over the enemy´s body and you shoot (in InstaUnlagged you can see the frag directly because you have a "instahit" wepaon)
the rock will follow the enemy.
It is really funny because after some training you can do nice stuff. (for example you can destroy the rocket who is following you)
And by the way it´s not only a rocket launcher game you can play with all weapons.
Jumps with the most weapons are possible, also the reloadcycle and the damage is full configurable.
For the gameplay badabum added also some variable. So its possible to give certain points, or in teamgames different weapons per team.
The levelsections becames automated.
With that new option its possible to say, what level, with how many players you will play.
So we will prevent, that the player play too big or too little maps.
Features:
* Railjump
* Fastrail
* Returnflag
* Instagib
* Currently the mod is NOT unlagged. Working on it
Server:
62.75.221.31:28004 (Badabumserver GER)
207.210.241.23:28004 (USA)
212.227.62.175:28004 (GER)
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.badabum.net/index.php?option= com_remository&Itemid=131&func=f ileinfo&filecatid=120&parent=fol der
Omni-bot (Alpha)
Description:
The Omni-bot only so far works for the listed maps below:
*q4ctf3
*q4ctf5
*q4dm1
*q4dm8
*q4dm11v1
The Omni bot doesn't do any motivated path planning, they just explore the map and shoot at enemies. They don't yet specifically go for health/ammo/armor/weapons. Fortunately due to the layout of pickups they are able to get the weapons as they explore. They also don't currently have any deathmatch behavior, they are in an explore state. Pursuit, DM, hunt behaviors will come soon.
They can use all weapons, jump pads, and teleporters.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Omnibot ;53719
SPStyle
Description:
SPstyle is a mod for Quake 4 that tries to add the feel and style of Quake 4's singleplayer mode to multiplayer. If you liked how singleplayer played, you'll probably like this mod.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/SPStyle ;55281
AGGIORNAMENTO
SPstyle (3.0)
Description:
SPstyle is a mod for Quake 4 that tries to add the feel and style of Quake 4's singleplayer mode to multiplayer. If you liked how singleplayer played, you'll probably like this mod.
Installation:
Extract the folder SPstyle into your Quake 4 directory.
Then select the mod through the mod menu on the
main menu.
Alternatively, you can run SPstyleV3.bat included in the
zip to start up the mod. Again, just place it into your
Quake 4 directory.
IMPORTANT: Make sure you're not extracting the folder or
its contents into your q4base directory!
History SPStyle V3:
-Disabled "New Game" and "Load Game" on main menu
-Tweaked gameplay (falling damage, most notably)
-Fixed weapon clips not resetting on respawn
-Added helmeted Medic and Tech marines
-Changed default marine to use the SP marine skin
-Added net_giveHyperBlasterBounce CVar for admins
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5269812 ;b3c700cc62847e7f;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
SkillFFA Multiplayer
Description:
This mod takes the Blaster out of the multiplayer replacing it with the machine gun. But this mod also gives the machine gun unlimited ammo.
Features:
- MG gets replaced by Blaster in Multiplayer, making the mp more like Q2 or QW.
- Also the ammo for MG gets disabled on maps, because the blaster has unlimited ammo.
Installation:
Extract files in your quake4 directory, then run skillffa.bat or type in the commandline "quake4 +set fs_game skillffa".
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/SkillFF A;56657
Railonly
Description:
This mod makes it so players can only use the Rail gun and all pick ups are no longer in maps.
Features:
- Player spawn with Rail and unlimited ammo.
- All items on map disabled
Installation:
Extract files in your quake4 directory, then run railonly.bat or type in the commandline "quake4 +set fs_game railonly".
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Railonl y;56662
Quake 4 Rocket Arena (beta)
Description:
The beta includes two custom maps and support for Rocket and Clan Arena gameplay.
Here's what you get:
* Classic Rocket Arena and Clan Arena gameplay
* Support for multi-arena maps
* Enhanced menus with arena selection, team selection, arena voting and new settings menu.
* Force your enemies and teammates models to make them easier to spot.
* Set highly visible custom colors for both team and enemy models.
* Make custom scoreboards and HUDs to completely customize your gaming experience.
* Modified script interpreter for server settings scripts, and map settings.
* Performance tweaks, including the ability to turn off rocket and grenade trails and a new lighting mode.
* 2 Custom beta maps, plus support for all standard Q4 DM and CTF maps
This release is NOT compatible with the Quake 4 1.1 beta patch.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Rocket_Arena;57462
AGGORNAMENTO
Quake 4 Rocket Arena (beta 2)
Description:
Rocket Arena 4 currently has two different modes: Rocket arena and Clan Arena. In Rocket Arena, two players face off in a battle to the death, being given full health, armor, and loadout of weapons (except the DMG). The victor stays, and the loser goes to the end of the line. Then, the next-in-line faces off against the current victor. In Clan Arena, two teams face off in a similar manner within a full-size map. When a player dies, he waits until every player on either team dies, declaring a team victory for that round. Whichever team whins the majority of rounds (game votable), wins the match.
Installation
To install, simply extract ra405b2.zip to your Quake 4 directory. A directory called 'arena' will be created. Then copy your Quake 4 link, get properties and add: +set fs_game arena to the 'target' field. It should look something like this: "D:\quake4\Quake4.exe" +set fs_game arena
Game Overview
Rocket Arena matches are played in "arenas." Each map may have one or more arenas
in it. When you connect to a server, you need select an arena and then
either create or join a team within it.
Crash Reports
Rocket Arena 4 is in a beta state, and may therefore sometimes crash. If this happens, two files will be saved to your arena directory. These files are named <date>.dmp, and <date>.dbg.
Please send us both of these files by either posting them on our forum at the development webpage (see above), or mailing them to [email protected]. Please remember to describe what you were doing at the time of the crash.
Voting
Within each arena, settings can be voted on to tailor the game to the players' liking. The server admin may grant or rescind the options as well to tailor the game to the general tastes of his community. Different arenas may also have differing default settings.
For Rocket Arena mode, they are:
'Rounds' per match. How many rounds are played to determine the victor
'Players per Team.' How many players per team
'Armor Damage' Whether self-inflicted wounds 'damage' armor and/or the armor of your team.
'Health Damage' Whether self-inflicted wounds 'damage' health and/or the health of your team.
'Falling Damage' Whether players take damage from falling or not.
In Clan Arena, Players per Team is a server-admin selectable value. It cannot be voted on by players. Otherwise, the voting options remain the same.
Global Server Voting
The "clientcallvote" console command is still present and can be used for server-wide voting
(the menu voting is just for individual arenas).
The callvote commands available are:
"clientcallvote kick <name>" to vote to kick a player. Note that you can also just type
"clientcallvote nextmap" will skip to the next map
"clientcallvote map <map>" will load the map named <map>
"clientcallvote timelimit <limit>" sets global time limit for current map.
A vote will only pass if a certain percentage of the players on a server vote yes.
Client cvars
ra4_teamcolor
Sets color of team skins as "r;g;b" (use quotes)
"1;0;0" would be red
"0;1;0" would be green
"0;0;1" would be blue
these values are normalized between 0 and 1 floating point.
ra4_enemycolor
Same as teamColor but sets enemycolors
ra4_forcemodels
Forces player models to those specified in ra4_enemyModel and ra4_teamModel
Values are 0 or 1. If 0, then individual players' selections are honored.
g_forceEnemyModel
Sets teammodel. For instance, "model_player_marine_morris"
This can also be set via the in-game Settings menu.
g_forceTeamModel
Same as teamModel but for enemy team.
ra4_scoreboardstyle
Loads an alternate scoreboard. For instance, a value of "myboard" will attempt to load guis/scoreboard_myboard.gui
These scoreboard GUI files must exist first. No extras ship with RA4 at this time.
r_ambientOnly
Forces the renderer to use a single pointlight to light the whole world
ra4_hudstyle
Same syntax as ra4_scoreboardstyle but loads an alternate HUD. No HUD GUIs ship with RA4.
ra4_serverscript
Sets the server's config script.
ra4_projectiletrails
Toggles projectile trails. 0 = none, 1 = rockets only, 2 = grenade only, 3 = both (default)
ra4_forcehitscantint
Forces railcolor to the values used for ra4_teamcolor and ra4_enemycolor
Client Commands:
listLocations
Lists known map locations
deleteLocation
Deletes a map location
addLocation
Adds a new map location
clientMessageMode [0,1,2] ( Default 0 )
Enter message mode. Optional parameters: 0 = say, 1 = sayTeam, 2 = sayWorld.
sayWorld
Send chat messages that are visible in all arenas.
specInvite <client>
Invites client to spectate your team in competition mode.
specRevoke <client>
Revoke spectator privileges from client
Server Commands
setArena <client> <arena>
Moves player to specified arena
setTeam <client> <team>
Moves player to specified ACTIVE team
arenaSetTeam <client> <team>
changes the arena specific team of a player
arenaCreateTeam
Creates a team in specified arena
arenaRemoveTeam <arena> <team>
Removes a team from specified arena
arenaSetPPT <arena> <player>
Sets players per team in the specified arena
setSpec <client> <1/0>
Set the spectator status of a player
arenaSetMode <arena> <mode>
Sets the arena mode:
Lobby = 0
Clan Arena = 1
Rocket Arena = 2
arenaSetRounds <arena> <rounds>
Sets the number of rounds in the specified arena
addGuidBan <guid>
Adds a GUID ban
Other Commands
These Commands are valid for client or server console
arenaListTeams
Lists teams in specified arena
arenaListPlayers
Lists players in specified arena
arenaVote
Vote on the currently proposed settings
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rocket_ Arena_4;59902
AGGIORNAMENTO
Rocket Arena 4 BETA 3 Released
Rocket Arena 4 Beta 3 for Quake 1.2 is now available!
Changes include:
Quake 4 1.2 compatibility
New award
End of round stats
Updated maps
Fixed crashes
Bug reports should be filed on the RA4 development forums.
Note: This release is only compatible with Quake 4 1.2. Please upgrade if you haven't already.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://rocketarena.planetquake.gamespy.c om/downloads.shtm
XBM (0.21)
Description:
Why beta? Normally we're not big fans of releasing betas, but this time we have several reasons to do so. First off, all of our development is based on the 1.1 beta patch, so we can't be too sure that everything will work with final the 1.1 patch. We had this problem last time with the si_teamDamage cvar in 1.0 in which when it came to the 1.0.5 beta or so it became a boolean cvar implemented engine-side, so we had to adapt the team damage / armor-only damage behaviour of XBM. More importantly, we expect the final 1.1 patch to be released soon so we wish to present you with the opportunity of playing the latest XBM with the latest Q4. Last but not least, as you may have noticed we received the SDK 1.1 beta about three weeks ago, which also means the time for beta-testing was pretty short. In our opinion the phase was actually too short to call it a 'non-beta' release.
What have we actually changed? One of our biggest tasks was to rewrite nearly all of our code for quality assurance. We had already discussed this goal before the XBM 0.20 release, but we did not have enough time for a rework. So what does this rewrite mean to you? This results in a much safer, better and maybe faster code. We chose not to just merge the update like many others did. We had the chance to review all of our code and in turn were able to eliminate bugs that didn't yet occur in beta-testing.
Furthermore we implemented a few new features, such as the new vote control based on cvars prefixed with 'vote_allow_'. This makes it far easier for server admins to deal with what votes are allowed and not allowed. There is now support for custom huds. We currently provide two huds you're able to select with the new client cvar 'cl_hud': quake4 (for the default q4base hud) and xbm (for the enhanced xbm hud). We spent a lot of time accustomed to this task in particular. For those interested, we will be proving information on building your own hud, at our wiki ( http://wiki.xbattle.de ) soon.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/XBM;594 29
DeltaCTF - BETA 4
After 4 months of hard work and dedication we are finally releasing a public beta of our mod. Some people asked us why we waited so long to release a public version and the short answer would be so more was done for people to enjoy and not get sidetracked with so much being wrong but able to enjoy the game we have made. Granted there are still problems, which is why this is a beta and not final. So please give us your feedback. We still have features to show off for final, but your opinions will help make this mod the best ctf mod for quake 4.
have made a wiki collaboration to give information about the mod here: http://forumtgmonline.futuregamer.it...icon_arrow.gif http://deltactf.com/wiki-index.php Let us know if you have anything that we need to add.
The first public beta for Delta CTF has been released. Delta CTF brings back the classic style of Capture the Flag back to Quake 4. The Delta CTF team thought that Quake 4 was missing key elements which the CTF community depends on. Bringing back the old style back for the Q2CTF the Delta CTF mod hopes to save CTF as we know it.
Foundation:
* Red vs Blue Teams
* Realistic Flag Models
* Traditional Rune Powerups
* Grappling hook Utility (On-Hand Weapon Select)
* Three Tiered Armor System
* Powershield Powerup
* Improved Respawn Locations
* Team Overlay Information
* Drop Weapons
* Drop Ammo
* Ambient Lighting
* Brightskins
* Upward Counting Clock
* Increased Player Acceleration
Improvements:
* Newly Balanced Weapons (Reduced Rail Damage)
* Restructure Timelimit into 3 Game Periods
* Shoutcasting Features
* Spectator Improvements
* Player Profiles
* Sponsor Advertising
* Player Jerseys / Clanskins (Name, Clan, Country)
* Improved GUI (Ammo/Weap Info)
I would like to publicly thank the team that has made this possible:
-Donnie "SyncError" Domino :: Lead Project Designer
-Anthony "AnthonyJ" Jacques :: Programmer
-Santo "TTK-Bandit" Pentecostés :: Programmer
-Marco "kaffeedoktor" Genise :: Programmer
-Justin "crozzbreed" Marshall :: Programmer
-Yan "Method" Ostretsov :: Level Designer
-Martin "drach" Vigneron :: Level Designer
-Shawn "xfoo" Janssen :: Level Designer
-Tom "phantazm" Perryman :: Level Designer
-Steve "Spectra" Barkochva :: 3D Modeller
-Ryan "SuperiorMassacre" Hitcho :: 2D Artist
-Carlos "warriorone" Gottberath :: Sound Engineer
-Tom "Vidmaster" McEvoy :: Map Contribution
-PummelMeister :: Map Contribution
Servers:
66.36.243.128:28004 Virginia
71.125.51.238:28004 New York City
209.160.66.71:28004 Virginia
69.64.48.171:28004 St. Louis
72.5.249.105:28004 Dallas
team-infinity.ath.cx:28005 Germany
194.116.123.131:28008 Italy
80.86.187.109:28005 Germany
For more information you can head over to the HOMEPAGE
DOWNLOAD DeltaCTF (Beta4) @ Quake4Maps (199.89 MB)
AGGIORNAMENTO
DeltaCTF Beta 5.44 Upgrade
Description:
Additions in 5.44:
ADD: Added team colored weaponspawn identifiers to deltactf1, deltactf2, deltactf4, deltactf5, deltactf7, deltactf9 and deltactf10.
Changes in 5.44:
CHG: Removed a lot of old code from Q4 singleplayer and unused gametypes.
CHG: Reverted NOSTALGICA's toxic water from being instakill to 25dmg/sec.
CHG: Altered some visuals in OLD BRICKS
CHG: Altered the mainmenu slideshow to include the loadscreens of deltactf1-10
CHG: Lowered the resolution of some textures to decrease project file size and texture memory usage.
CHG: Added additional clipping around the columns in RAMPRAGE in center
CHG: Altered the doors on EQUINOX to remain open, the doors were reported as causing hitching and not opening in a timely manner online.
CHG: Added some additional lighting to ARACHNOPHOBIA.
CHG: Lowered the megahealths on ARACHNOPHOBIA.
Fixes in 5.44:
FIX: Projectiles through teleporters will no longer crash linux servers.
FIX: Fixed 4 visportals and 2 lights on NEUROTICA RETURNS.
FIX: Fixed crashes occuring NOSTALGICA's toxic water caused by dropped items.
FIX: Fixed 4 walls (holes) in COURTYARD that were allowing weapons to pass through the wall and on occassion crash the server.
FIX: Fixed the water in COURTYARD's blue RA room so that it is now visible.
FIX: Fixed a clipping issue in The CITADEL that allowed players to climb above the ceiling clip.
FIX: Fixed a clipping issue in EQUINOX that allowed players to climb behind a wall clip in base.
FIX: Raised the Quad Damage item and set it nodrop to prevent players from grabbing it from below the bridge.
FIX: Fixed 2 walls (holes) in SECURITY BREECH in curved surfaces.
FIX: Corrected the default configs with the correct mapcycle.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5412479 ;b29233e6d180308b;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
AGGIORNAMENTO
DeltaCTF Beta 5
Description:
The Quake4 1.3 compatible version of the DeltaCTF mod. Meeting the needs of competitive players and bringing hope to three generations of Threewave fans, Delta CTF builds its foundation on 10 years of Quake CTF experience, history and pride.
The DeltaCTF team has found the default Capture the Flag gametype present in Quake 4 to be devoid of many key game features and design elements which the CTF community has come to love and depend on for over a decade. This foundation created over the years by community created a well-recognized gametype where in Quake reached its peak during the era of Q2CTF. Over the years the degradation of this gametype has lead to the current crisis where the Quake CTF Community no longer has a playground to play in. Delta CTF hopes to resolve this by implementing those features in which CTF fans desire to see once again in Capture the Flag.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://files.filefront.com/deltactf+beta +529+full/;5433265;;/fileinfo.html
AGGIORNAMENTO
DeltaCTF 1.0 FINAL
Rather too late than not at all: In order to be honest, also we must admit that to us the final releases of the Mod DeltaCTF so far through the rags gone actual is it nevertheless already for three days, to a large extent from the public unconsidered, at the disposal…
Nothing the defiance since the first announcement up to the finished version 1.0 straight times five months passed, in which well-known names portiert such as ID Softwares “Community Liaison” Donnie “SyncError” domino, map professional Yan “Method” Ostretsov, Drach or Tom “phantazm” Perryman with united forces the CTF Feeling from Quake2 in the newest quake.
Users of old test versions should delete these before the installation of the version 1.0, then stands to you the old School CTF benefit with all his features finally nothing more in the way:
DeltaCTF Guide (PDF)
DeltaCTF Homepage
DOWNLOAD DeltaCTF 1.0 @ Quake4Maps (213.9 MB)
GameType Revolution 0.15
Description:
The mod adds many cool new features to Quake4 including new weaponskins, enhanced brightskins, and new hitboxes. This Mod is ment to be completely for fun. The Creative Commons Quake4 Pak01 is needed for brightskin and weapon skin support. What's new:
# Improved Gameplay
# Midair
# FreeStyle (defrag like)
# Quake4World
# BaseQ4 gameplay support readded
# Midair Mappack
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/GameTyp e_Revolution_015;62134
AGGIORNAMENTO
GameType Revolution 0.16
Version 0.16 the Quake4 in things Gameplay, weapons and hit boxes modifying Fun Mod “Game type revolution”, which comes along with some nose-fixed, changes of weapon balance and a new pro mode named GTX, which is ajar by CPMA against the Movement.
DOWNLOAD Game Type Revolution 0.16 @ Quake4Maps (8.24 MB)
AGGIORNAMENTO
Amoq4 mod (v1.2)
Description:
This is multiplayer mod for Quake 4 that balances weapons to make combat more fast'n'furious, brings some single player game features into multiplayer (like reloading, blaster, flashlights, guided nails and rockets), and adds new weapons: Flamethrower, Poison grenades, ESG and Shredder.
New in version 1.2:
-Seeking nails' damage tuned down to 10 from 12. Was too lame.
-Setting enemies and ground on fire added to flamethrower, direct
damage tuned down from 15 to 4, but it is recompensated by burning
and residual damage. Also, changed fx for better visibility.
-Poison grenades added. Direct and splash damage of a grenade
returned to Q4 default from 125 direct and 125/150 splash in V.1.0
-Shredder added to replace Nailgun.
-ESG weapon added to replace Railgun.
-Mod's files were divided into several separate .pk4's for user
convenience.
-New main menu background screenshots and logo.
Readme File
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5396569 ;db29ef709bc94d90;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
AGGIORNAMENTO
Amoq4 mod (v1.3)
Description:
This is multiplayer mod for Quake 4 that balances weapons to make combat more fast'n'furious, brings some single player game features into multiplayer (like reloading, flashlight, guided nails and rockets), and adds new weapons: flamethrower, poison grenades, ESG and Shredder.
New in version 1.3:
-Copatibile with Quake 4 v.1.3
-Blaster in multiplayer has to be removed, as 1.3 code limits weapon slots to 11 and the last one was already taken by napalm gun.
-New bugs thanks to ID
-Weapon replacements' names fixed.
Compatibility:
This version is compatibile with Quake 4 v.1.3 final. Also, being pure scriptwork (no .dll's present), this mod should be compatibile with most of other mods supporting Q4 v.1.3 (those, that does not interfere with Amoq4 features, like for example Sabot bot).
Installation:
Make a folder in your x:\Quake4\ directory named amoq4, unzip amoq4_v13.zip there, and then run it as ordinary mod.
For dummies: to run a mod click 'mods' in main menu (near the left-bottom of the screen), select nice, red inscription 'ULFR's Amoq4 mod v.1.3' and click 'load'.
Basic Quake 4 armament:
(1) Gauntlet
Gauntlet is now much deadlier. I say: if you manage to sneak so close to the enemy, you deserve to get a frag.
-Damage: 100 (increased from: 50)
-Range: 64 (increased from: 48)
(2) Machinegun
Mg is now more decent weapon, so you're ready to kill as soon you're spawned. However, you start with less ammo. Also, flashlight is now available. Useful feature in that tunnel beneath 'over the edge' map.
-Damage: 9 (increased from: 7), zoomed: 12 (increased from: 10)
-Damage in team game: 7 (increased from: 5), zoomed: 12 (increased from: 7)
-Firerate: 0.1 (Q4 default)
-Clip capacity: 30
-Start ammo: 60, box: 30, max: 90
(3) Shotgun
Damage remains intact, but it shoots a little faster. Also, spread was reduced. This baby is ready to score some frags.
-Damage: 10x10 (Q4 default)
-Spread: 600 (decreased from: 700)
-Firerate: 0.8 (increased from: 1)
-Clip capacity: 6
-Start ammo: 12, box: 6, max: 18
(4) Hyperblaster
Damage reamains intact. Projectile speed has been incerased, minimal spread added.
-Damage: 14 direct (Q4 default), 10/35 splash (Q4 default)
-Firerate: 0.08 (Q4 default)
-Projectile speed: 2000 (increased from: 1800)
-Spread: 2 (increased from: 0)
-Clip capacity: 30
-Start ammo: 60, box: 30, max: 90
(5) Grenade launcher
Since it's usage is more difficult than rocket launcher, I considered it fair to make GL stronger.
-Damage 125 (increased from: 100), 125/150 splash (increased from: 100/150)
-Firerate: 0.8 (Q4 default)
-Clip capacity: 5
-Start ammo: 10, box: 5, max: 15
(6) Nailgun
Seeking nails are now available in zoom mode, but they are significantly weaker, as this feature is somewhat lame. Also, clip size is is rather low, so don't forget to reload often, and try not to get stuck on dryfire during combat.
-Damage: 30 direct, 30/75 splash (Q4 default)
-Seeking nails in zoomed mode added, with 10 direct damage and 10/50 splash.
-Firerate: 0.15 (increased from: 0.16)
-Zoom added
-Lock range: 1500
-Clip capacity: 20
-Start ammo: 40, box: 20, max : 60
(7) Rocket launcher
Damage remains intact, only it has less ammo. Also, laser guided missiles are available in zoomed mode. This is lame feature, but guided rockets are so slow that it is more for fun than to gain an actual edge over enemies. This weapon does not need reloading.
-Damage: 100 direct, 100/120 splash (Q4 default)
-Firerate: 0.8 (Q4 default)
-Laser guided rockets in zoomed mode added, with default rocket damage.
-Start ammo: 6, box: 6, max: 20
( 8 ) Railgun
Using rail is now a bit tricky. It shoots faster, but you have to reload after every 2 shots. Favors accuracy and wits.
-Damage: 100 (Q4 default)
-Firerate: 0.9 (increased from: 1.5)
-Clip capacity: 2
-Start ammo: 8, box: 8, max: 24
(9) Lightning gun
Damage remains intact, but beam range is greater. This weapon does not need reloading.
-Damage: 8 (Q4 default)
-Firerate: 0.05 (Q4 default)
-Range: 850 (increased from: 768)
-Start ammo: 60, box: 60, max: 180
(10) Dark matter gun
No changes other than start and max amount of ammo. This weapon does not need reloading.
-Damage: 200 direct, 100/768 splash (Q4 default)
-Firerate: 2 (Q4 default)
-Start ammo: 5, box: 5, max: 10
(11) Napalm Gun
Reloading added. Max amount of ammo changed.
-Damage: 80/180 (Q4 default)
-Firerate: 0.8 (Q4 default)
-Clip capacity: 10
-Start ammo: 10, box: 10, max: 30
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5412483 ;b3c700cc62847e7f;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
Quake 4 Downloads > Mods > Singleplayer:
bloodred (v1.0)
Description:
Removes the green fizzle away effect after a monster has been killed. Replacing it with a red, electric fizzle away effect.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/bloodre d;49402
Rotoscope
Description:
Rotoscope/Adult Cartoon like shading for Quake4 v1.3. See screenshots below.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5396423 ;b29233e6d180308b;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
Quake 4 Downloads > Mods > Sound and Music:
Monster Sound Replacement pack
Description:
This pack changes monster sounds for the following enemies.
-Gunner
-Berserker
-Tank
-Galdiator
-Strogg Marine
-Iron Madien
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Monster _Sound_Replacement_pack;49582
Weapon sound replacements
Description:
This pack changes the sounds of 2 weapons to sounds that where from quake 2.
The weapon sounds that where changed are.
-Hyperblaster
-Railgun
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Weapon_ sound_replacements;49583
Marine Sound Replacements
Description:
This pack changes the pain sounds of the marine to the quake 2 sounds.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Marine_ Sound_Replacements;49584
Quake 2 Music Replacement
Description:
This pack changes the music in the game to some music from Quake II.
It changes the Intro Cenimatic(When you start the game)
The Main Menu Them
And a Few Actions Scenes and Battles.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_2 _Music_Replacement;49587
Q3 Downgrade for Q4 (v2.2)
Description:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4mod.free.fr/dl/downgrade2.2 /Q3Downgrade2.2.exe
Q3 Downgrade Pack for Q4
Description:
This add-on is a pack of sounds from Quake 3 Arena and allows you to play Quake 4 with sounds of previous the game.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q3_Down grade_Pack_for_Q4;50299
Female Voice-Over Pack
Description:
This voice-over pack is an adaptation of the HellChick pack for Quake 3
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Female_ VoiceOver_Pack;51749
SPAZIO RISERVATO A GLI AGGIORNAMENTI
Bene,apro il Database per raccogliere le MAPPE Singleplayer in generale visto che non tarderanno ad arrivare numerose,l'unica cosa vi prego di non postare commenti in questo Topic (cosa che potrete fare man mano che si aprono i Topic per segnalare le Mappe),poi io successivamente li aggiornero e li elenchero qui...grazie per la collaborazione!!!
Mappe SP e MP travasate nel megalistone http://forumtgmonline.futuregamer.it.../icon_cool.gif
Quake 4 Downloads > Maps > Single Player:
AI Warzone
Description:
This is a single player level demonstrating Quake 4's tactical AI system. Enemies take cover, do coordinated flank attacks, ect. This is using Quake 4's default AI, and the AI paths were automatically generated. There was no custom tweaking or scripting done.
Installation:
Copy ai_warzone.pk4 into "*your Quake 4 path*\q4base". To run the level open Quake 4, press Ctr + Alt + ~ and type "map ai_warzone" into the console and hit enter.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/AI_Warz one;50192
Weapons of Destruction (v2.01b)
Description:
Weapons of Destruction was an original Q2 Mod also known as "Wod" & "Weapons"
To me, WOD is where the excessive mods got their start... but WOD isn't about crazy weapons. Well kinda. Our goal is the make the weapons balance and fun. Currently, we've incorporated the single-player weapons mods and have given alternate fires to all the weapons.
A short summary of the new weapons are the sniper rifle, bazooka, and the jump blaster. We've also made changes to max ammo, weapon switch time, and many other things. We've also included the Q4 MAX bright skins into our mod.
In the Q2 version, there was a grapple hook that would allow you to swing - known as the tarzan. We're working on including both the tarzan and lithium style hooks in to a future release. In fact it is a priority.
Right now, information on the mod is spread out over different sites. The one linked is a primary one, but is being worked on.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4dow nload.php?view.73
Cold Steel by eLuSiVe
Description:
There are things, for which one must look as for the famous needle in heap of hay! One of these needles is that so far as well as at all did not consider FR Mapping range for Quake4. But now 'all-clear' signal can be given, because eLuSiVe - his indication Lead designer of Recall ton of bright - completed and presents now its trip in quake Gefilde us the first correctly playable FR map for Quake4 at all!
In Cold Steel makes you for it in a Nebenstrang the Quake4-Storyline on the way to infiltrate one deeply in the Stroggos mountain lying manufacturing plant for chemicals of all kinds. In ausgefuchsten, in some places release you bent level Design for getting ahead so some switch mystery and various intermediate sequences, which continue telling rank and turn up to the final Bosskampf ever more at the tension screw.
The weapon and Itemplacement is well counterbalanced and does not let you helplessly that not completely ever more largely and more strongly becoming opponent hordes/hurdles face, which however it does not mean that it is everything else as a fastidious task, as a last man stand to remain - in the opposite: Do not let you from the leisurely beginning the map be deceptive...
Between pre and remove offense for more or less experienced players approx. 30-40 minutes at whose end you will first times breathe deeply, the Actionbrett welfare through-lived up to then to have projected!
According to own statements however eLuSiVe briefcases for Quake4 first times ad acta will put, in order to be able to dedicate itself again fully and completely Recall ton of bright - a sample of its Koennens can take you equivalent here in inspection:
Please the enclosed Readme considers for installation! And now: Back to Stroggos!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.72
Q4 - Frontline (Beta)
Description:
Frontline will eventually be part of a three level singleplayer storyline, involving large scale battles.
How long can you hold out against the strogg? Find out.
You WILL die, you have been warned!
You will be able to fall back, but only so far, HOLD THE LINE AS LONG AS POSSIBLE.
Save Marines, they will keep you alive.
Installation:
1: Copy the pk3 into your q4base folder
2: run the game
3: bring up the console with ctrl, alt, ~
4: Type in: map frontline
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Fron tline;61839
Ubilitus
Description:
After we are discovered hard, cold steel with our last way in the Quake4-SP-Universum, we dare now a renewed journey and are pleased equal over two trips in the uncertain.
Finally us map by “efx” with his small map luggage Ubilitus equal two new Singleplayer maps for Beben4 spendiert, which supplies us team-based fights with AI colleagues. Together with the substantial optical organization a real benefit and always a reason, its Quake4 again:
http://forumtgmonline.futuregamer.it...icon_arrow.gif DOWNLOAD Ubilitus @ Quake4Maps (43.37 MB)
SPAZIO RISERVATO A GLI AGGIORNAMENTI
Bene,apro il Database per raccogliere le MAPPE Multiplayer in generale visto che non tarderanno ad arrivare numerose,l'unica cosa vi prego di non postare commenti in questo Topic (cosa che potrete fare man mano che si aprono i Topic per segnlare Mappa),poi io successivamente gli aggiornero e gli elenchero qui...prossimanente arriva anche il Database per le Mappe SinglePlayer...grazie per la collaborazione!!!
Quake 4 Downloads > Maps > Deathmatch:
MiniDM_JR
Description:
This is a quick map just to see how the editor works, even so it is our very first map and does deserve some special recognition. Basically a created by playing around with the effects and to see how the engine works. It's not much, but it's not meant to be much. A few jumppads are included along with a lot of weapons for you to make some carnage. Check this out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/MiniDMJ R;49149
DM DeathRow (v2)
Description:
This is my first Quake 4 map, but I put alot of effort into it. It's only DeathMatch, but it works for MP and SP, I extensively tested it.
This v2 now works for dedicated servers.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Deat hRow;49205
DM ToDxzin
Description:
A quick map, yet o so sweet. started Thursday October 20th finished Saturday October 22nd. A small centralized spam map. Meant for 2-6 players. Can really see attention was spent to details.Not much more for me to say really until I install Quake 4 and try the map for myself.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_ToDx zin;49182
Q4DM1v2 Tourney Map
Description:
Description:
Quick edit of q4dm1 to make it more 1v1 friendly. Replaced quad with MH, removed some armor shards. This is q4dm1 version 2, which has the Quad damage replaced with MEGA instead and is made for Tourney mode. Since the 1vs1 version is a tad to small and was to much about getting the rail, this version seems much more suitable for tourney where you have both red and yellow armor and two rail spawns..and of course the mean nailgun which wasn't in the 1vs1 version.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4DM1v2 _Tourney_Map;49287
Bliptourney1
Description:
We have our first duel map released by the public! Bliptourney1 is a map by two individuals who go by the online names Seo and Jabb0r. They have been hard at work since the game was released in Europe and have produced a map that is quite refined considering the time available to them from launch.
As well as the link provided in the forum thread, we have also mirrored the map.
We understand that 2 of the Jolt 1v1 servers have the map installed already although it was not clear to us exactly which these were. If someone finds out, please post in the comments with the IPs.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.q4euro.com/files/maps/bliptou rney1.pk4
Reflex Remix (Beta1)
Description:
There is not a whole lot for me to say except for the fact that the map is small, very small. A few objects have been placed for you to hide behind as well as sort of a little bunker. There's a jumppad on either side which will shoot you right into the enemy stronghold. The wall in the middle of the map is rather strange, not quite sure what the whole purpose is but it does not crush you when you stand on it and it moves up. Also not a lot of weapons have been included but for a map of this size that's understandable.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Reflex_ Remix;49329
Dead Simple Redux
Description:
First Quake4-Map of our Community member reflex. The Multiplayer map, which reminds strongly of a Quake3-Alpha-Map, is meant for 1vs1-Geplaenkel. But according to Adan0s the map makes fun also with several players.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.3
DA-Prison Abuse
Description:
Decided to try my hand at some mapping for Quake 4. Went with making a small deathmatch map that could hold 4-5 players, as some people have described it; it has a very clockwise flow to the map, very smooth and fast, great 1 on 1 action.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://zombie.planetdoom.gamespy.com/dap a.htm
DM Fleischhaus
Description:
Deathmatch map suitable for 3 - 6 players. The map looks really cool and it does deserve a download. Check it out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Flei schhaus;49655
DM Terminal Velocity
Description:
Space DM map with many jump pads. Open space Deathmatch map, best suited for 8-10 players.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Term inal_Velocity;49720
Short Circuit
Description:
Although 'Short Circuit' appears to be a mod, in reality it is simply custom maps and nothing else. No game code has been touched in any way. This entire project is all done using existing Quake4 source. I highly reccomend running 'Short Circuit' at a minimum of 1024x768 as the player's scoreboard is pretty hard to read at anything less. There's no AI and the levels aren't overly complex so you should be able to crank up the settings and have a solid high framerate.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Short_C ircuit;49723
Huepfburg
Description:
Small map for like 2 players. The entire map is basically a giant trampoline and each players gets 3 weapons. Not a bad map if you play it with a couple of others, it was just no fun on my own . There were a lot of errors in the console, but not noticeable for those who don't look at it.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Huepfbu rg;49809
Q4 - Daedm1 - small and fast 1on1 map
Description:
Here's a small 1on1 map for fast RA style action.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://smashball.xeria.net/daedm1.rar
The Edge - Classic
Description:
My friends and I all feel that The Edge (q2dm1) in Quake2 was the best multiplayer map ever. When Doom3 came out, I recreated it from scratch. All of the geometry was done and all of the weapons/ammo were placed, but I hadn't yet started on the texturing or lighting (except one giant ambient light). It played great during testing, the scale was perfect compared to the original; except it just wasn't the same without the railgun. I knew Quake4 would be coming out soon, so I put it aside and figured I would finish it when Quake4 came out.
When I bought Quake4 and browsed through the list of multiplayer maps, I was excited to see a remake of The Edge. However, after playing it, some of the changes they made to the map bordered on blastphemy Razz . So, I decided to restore it to its original glory. I also tweaked some of the item placements, to either match the original, or to something that seemed to fit better than the Q4 version.
I originally created this for personal use, for myself and my friends, but I thought that maybe others may feel the same way I do and would like to play it. So before anyone says "Lame! You didn't create a map, you just edited one of Raven's", just keep that in mind.
Here are some screenshots of the changes. The images on the left are from the version shipped with Quake4, and the images on the right are my changes.
I also want to point out, that not everything has been changed back to the way it was originally. There is no water in Quake4, so I couldn't add that part back in. Plus, the change made to the placement of the railgun keeps the gameplay flowing faster, so I decided to keep that part in. I did change it a bit though. Instead of being trapped up there when going for the railgun, I opened it up on either side to drop down to the ledge below:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.alliancecomp.com/q4/serrated_ edge.pk4
apa_01strafe (Final)
Description:
There seemed to be a leak in the last version so Badfish decided to update it right away.
Remember those tricky strafe jumping maps from Quake 3? Well they made there way over to Quake 4.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/apa01st rafe;49931
Daedm1
Description:
Here is my little map for some fast 1on1 action. It's very small, like some of the arenas in RA. It's also my first map ever for an ID game and I'm still learning how to use the editor. I'm sure there are many beginners mistakes in the map, please tell me if there's anything I can improve in future maps. In case people will like daedm1, I might put some more work into it and make it a full-blown 1on1 map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Daedm1; 49956
Floating Death (Final)
Description:
The map is touted as a DM map for 2 to 7 players and looks like it may provide an interesting addition to the small but growing number of duel maps being created by the talented mappers out there.
http://forumtgmonline.futuregamer.it...icon_arrow.gif ftp://ftp.mhgaming.com/quake4/pk4s/q4bas e/q4hexdm1.pk4
Cajun Hell
Description:
This is a remake of the authors q3 map storm3tourney5: cajun hell this map was ported to q4 and touched up for q4 graphics and gameplay.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Cajun_H ell;50093
Shadow Fall Beta 2
Description:
Multiplayer map for Quake 4. Looks quite good, lots of stuff lying around to make for a good match.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Shadow_ Fall_Beta_2;50730
VIA Pinball Arena
Description:
The design of VIA Pinball Arena has been inspired my 2 greatest loves of gaming - First Person Shooters and Pinball. The layout is a symetrical design, which makes it fairly easy to learn and navigate. There are quite a few bounce pads that have been incorporated to push players around the map - this is where part of the pinball inspiration comes in. They have been used to semi-simulate pop bumpers (although are not at all random in the way they push players around, unlike pop bumers in pinball) and vertical upright kicker scoops. These are all located fairly obviously and it doesn't take long to figure out where they are intended to send you. Be careful though - they can make railslug bait out of you.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _VIA_Pinball_Arena_Map;50200
Hipdm1
Description:
Hipdm1 was a custom map made for Quake 2. So now this map has been ported over to Quake 4 for your enjoyment. Some parts of the map are re-textured but the layout is pretty much the same. The lighting is also updated and the weapons are still in the same positions.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Hipdm1; 50220
The Camping Grounds
Description:
Probably one of the most overplayed Quake 3 maps, Q3dm6 'The Camping Grounds', has been converted to Quake 4 in this current beta version. The conversion is graphically good. FPS seems a bit low.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/The_Cam ping_Grounds;50246
TDM Map Pack (Beta)
Description:
This is a beta release. There will be a post along with this release on http://www.esreality.com where you can leave comments and/or get in touch with us about bugs/suggestions.
Maps included are:
Fragyard - Q4TDM1_BETA_A and Q4TDM1_BETA_B
Sandstrom - Q4TDM2_BETA_A
Bloodwork - Q4TDM4_BETA_A and Q4TDM4_BETA_B
Rose - Q4TDM5_BETA_A
Edge - Q4TDM7_BETA_A
All maps should have the FPS changes.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/TDM_Map _Pack;50269
DM Chill
Description:
This is his first map using the Quake 4 engine. The map is based off of the halo map Chillout and this map is made for 6-8 players.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Chil l;50271
DM Newb
Description:
Kl4NK's first map which is really not that bad. Sure there are a lot better maps around but if you take into consideration that this is his first map then it's not bad at all.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Newb ;50760
NoRegret
Description:
This map is one of Shamino's previous maps made for Doom 3 ported to Quake 4. With intense fast pace action its hard not to be on your toes so check it out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/NoRegre t;50811
Boneyards
Description:
Small map for 2-4 players max. The readme explains which weapons and powerups are included. This actually makes for a pretty decent deathmatch map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Boneyar ds;51391
Aerowalk
Description:
A map made for Quake that has been ported twice, once on Quake II and now its made its way to Quake 4.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Aerowal k;51651
ShaZe Arena 2
Description:
Medium sized map with several jumppads included. Rocket Launcher, Railgun, Shotgun, Grenade Launcher, Lighting Gun are also added. The FPS is not too bad either. Check the screenshots for a sneakpeek.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/ShaZe_A rena_2;51757
An Even Longer Day
Description:
clzmic first map for quake 4 that is a small map that can fit as many players as you want in it.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/An_Even _Longer_Day;51922
Roladm (Beta3)
Description:
New item layout plus the RG has been added for the sharpshooters among us. Perhaps you'll like it so try it out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Roladm; 50696
Roladm
Description:
New item layout plus the RG has been added for the sharpshooters among us. Perhaps you'll like it so try it out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Roladm; 51960
Old school
Description:
Old school Q3 ctf map, Built from scratch no conversions, and its to scale.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Old_sch ool;52201
Heat
Description:
A remake of "heat" from the old Kilnet LAN Quake 2 days... "HEAT" is a bad place, in which I encourage bad things to happen. I tried to make it feel "hot" in places, like the original, and it definately has a gritty and unpleasant atmostphere.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Heat;52 209
DM Outskirt
Description:
3rd map created by Kl4Nk and they keep getting better each time. The texture quality may not be that great but they're not essential to having a great time. Screenshot below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Outs kirt;52260
Shining Forces
Description:
Another great map ported over to Quake 4. I'm sure most of you will recognize this map. There's a little screenshot below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Shining _Forces;52334
EL1DM2
Description:
ELuSiVe has published his first Quake4-MP-Map. This DM and TDM-Map is suited for 4-6 players. The weapons are strategically placed.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/EL1DM2; 52589
Monsoon (Beta 1)
Description:
Ok, it's beta so I'm open for all suggestions. Especially about gameplay.
Aas for bots included, although the map is not well optimized for botplay.
Known issues: -sparkles (not particle effects but those white spaces between some faces)
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Monsoon ;52590
DM Nemesis
Description:
Simple map taking place in space. The layout is fairly simple but does indeed provide good and fast gameplay. There are several levels which can be reached by means of jumppads which are randomly placed throughout the map. The map itsself looks a bit blocky which is not a real eye catcher but the gameplay makes up for that so it's not all bad. Perhaps a different floor texture would have made it seem less blocky. Check it out!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Neme sis;52629
Headfirst For Heroes
Description:
This isn't supposed to be huge. Your gonna have your bases, your central place, and thats all. I'm very much going for the simple style used in maps like Vortex portal. You know, those VERY quick flag runs.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Headfir st_For_Heroes;52874
Penetration
Description:
Small map suitable for 1v1 or 2v2, any more than that just makes it too crowdy. Check the readme for a list of weapons and powerups that have been included. The colors seem a bit weird.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Penetra tion;52873
Q4wxs1 (2.0)
Description:
Fast paced deathmatch made recreated for Quake 4. Check out the screenshot below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4wxs1; 53118
Quake 4 Quakemas Multiplayer Map Pack
Description:
The maps—Railed, Tremors, and Campground Redux—offer all-new gameplay environments for more fast-paced, intense multiplayer combat.
Railed – Set in an abandoned, rusting Strogg facility, the environment in Railed produces fast paced frenetic tournament action. This new map is all about close-quarters combat and hair-trigger reflexes as players hustle through the winding, multi-tiered corridors. Designed particularly for tournament play, Railed also supports Deathmatch and Team Deathmatch game modes, and is guaranteed to provide some thrilling fast-action gameplay.
Tremors – Built within a twisting underground cavern and peppered throughout with pipes, bridges, and catwalks, Tremors demands tactical expertise. Enemies attack from above and below in the enormous, multi-tiered environment, making team-play invaluable. Tremors is perfect for huge Capture-The-Flag games, and also supports the Arena Capture-The-Flag gameplay mode.
Campgrounds Redux – With QUAKE 4’s updated technology, Campgrounds Redux now has a fresh look and feel, revitalizing this QUAKE III classic. Excellent for any number of players, this updated version supports Deathmatch, Team Deathmatch and Tournament modes, where hard-core QUAKE fans can get crazy with this throw-back to one of their old favorites.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Quake_4 _Quakemas_Multiplayer_Map_Pack;53140
CXARENAS: New map Packs
Description:
After the Quakemas map luggage of ID software and Raven software, we would like to put you still another further small map luggage to the heart.
Laurent "CyroniX" Graebner provided and to a handy packs altogether eight new maps summarized, which hears on the names CXARENAS. Although these are its first works for Quake4, they already make a good impression and provide for much Fun:
These are my first maps, I learned a lot creating these maps, and I think they are quite good for training aim and combat tactics (instant gib, rocketarena). Instant gib recommended, but also DM is possible. CXArena7 could be a nice DM Map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.59
Spider Crossings ][
Description:
Here is another one of 3Wave Quake 3 remakes for Quake4.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Spider_ Crossings_;53417
Face of Space
Description:
This is a DM-Map for up to 8 Players. Also it is playable in Tourney-Mode.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Face_of _Space;53455
Better than Nothing (beta)
Description:
This map isn't intended to be my magnum opus, the best TDM map I can do. That would take too long. It seems to me that Quake4 is in dire need of more TDM maps as soon as possible. Hence this map, which is intended to be a basic, standard team dm map.
The layout is new but hardly innovative - plenty of rooom-corridor-room to keep the performance tight. The visuals are basic and functional, again keeping performance high. If by some stroke of luck the map becomes insanely popular, I'll be prepared to revisit the visuals at a later date. Right now, this map is "better than nothing".
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Better_ than_Nothing;53459
q4gwdm1
Description:
Deathmatch level for quake 4. Bot support included. Powerups are placed throughout the map but there's not too many which is of course a good thing.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/q4gwdm1 ;53758
q4gwdm2 (Beta)
Description:
Another deathmatch map. New level built from scratch. Took a considerable long time to create. Do note that this is a beta.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/q4gwdm2 ;53762
Over the Fraggers (Beta2)
Description:
Improved version of Over the Edge. This version features a couple of changes like jumppads, playerclip around the stairs, several corridor changes.
Check it out.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Over_th e_Fraggers_Beta2;53884
Shadow Fall (final)
Description:
Map by gw gwdm2 could convince and already dared the first step to Quake4 with its Doom3-Werken gwdm1 and. In the meantime it placed its first map for the newest part of the quake series finished. Shadow case shows clearly the matured abilities of the author - however see.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.63
Bubonic Falls (beta)
Description:
But who thinks now, gw sit down to the peace, today a better one one instructs. He works already to its next Quake4-Map, which let the texture poverty of various maps particularly forget. First pictures and the Download of Bubonic of case (beta) as follows:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.64
pjw4dm1 - High and Dry
Description:
A very gory map with almost every gun on this map, its missing the Dark Matter Gun.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/pjw4dm1 _High_and_Dry;54073
Resurrection - beta 2
Description:
This is remix of the map for cpma - ts_pm3. Suitable for 2-3 players.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Resurre ction_beta_2;54095
Redm10
Description:
ReFlex's latest map. This map offers 1on1 gameplay and is designed for DM, TDM and Tourney.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Redm10; 54099
The Temple of the Elder Gods
Description:
Built by an ancient civilization long gone. Used by this civilization to worship gods that they created. This temple is now in the hands of these gods, the story goes that these gods, malevolent and pure evil destroyed this race by pitting them one on one in duels to the death within the walls of the very temple they were created in.
These gods began reaching out for new gladiators to appease their lust for death. Now you have been chosen to do battle. Only one may leave the most challenging arena ever devised. Now you must fight in...
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/The_Tem ple_of_the_Elder_Gods;54587
TimesUp
Description:
Not much is known about this map other than the fact it supports both deathmatch and tourney. It weighs about 4 mb. Screenshot below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/TimesUp ;54703
Industrial by Default
Description:
Deathmatch for 2-4 players set in a simple base level.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Industr ial_by_Default;54971
The Refinery (Beta)
Description:
It's an industrial warehouse themed map, with a simple layout that is tight and metalic, as you would expect such a place to be. I've always been a fan of the tight claustrophobic maps of the original quake and that influence is probably apparent.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/The_Ref inery;54974
Rail Trouble (Beta1)
Description:
This is remix of my map for cpma - ts_pm3.
Game type : 1v1, ffa
Single Player : No
Player load : 2-3
Weapons : 2xRL, RG, LG, GL, HB
Items : RA, YA, MH
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rail_Tr ouble;55072
Better than Nothing (Beta 4)
Description:
Entitled "Better than nothing", this is a new TDM map for 2v2 ownage...I love the pace of the map and for those of you having problems achieving decent frames, this map has simple textures and should be playable for most of you noobs...it's a bit dark but that can be fixed by tweaking r_lightdetaillevel and r_lightScale.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Better_ than_Nothing;55407
The Base
Description:
This map is inspired by the original quake level The Abandoned Base. Quite big and good for probably up to 16 or more players. Let me know what you think.
play information
tourney: no
deathmatch: yes probably about 16 ppl
team deathmatch: yes
CTF: no
Bot File (aas): no
other: no
new sounds: no
new graphics: no
new music: no
how to play: place ogdm3.pk4 in your /q4base/ folder
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/The_Bas e;55516
Rush
Description:
Deathmatch map for Quake 4. Check out the screenshot below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rush;55 671
Inferno
Description:
Team Deathmatch map for 4-8 people.
Weapons : RL, RG, LG, HB, SG, GL
Items : RA, YA, MH, quad(tdm)
Play Information
- Extract ts_q4dm1.pk4 from the zip into quake4/q4base folder.
- Start a multiplayer game through the menu or find a server
running the map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Inferno ;55895
geit4dm3b39 - Tournament Facility (Beta3)
Description:
Geit4dm3 is a small tourney map. It has a RA, YA and MH. Weapons: RL, LG, SG, GL, HB. The architecture isn't finished yet, grey concrete is unfinished architecture.
Beta 3
Geit4dm3 is a small tourney map. It has a RA, YA and MH. Weapons: RL, LG, SG, GL, HB
for comments/feedback please mail to [email protected] or [email protected]
Changes since beta 2
- Finished more architecture
- Swapped the GL and the LG
- Added a wall in the upper part of the YA/MH/RL room
- Some minor changes
Changes since beta 1
- Fixed the Doors
- Added Weapon Markers
- Improved some of the architecture
- Added the Hyperblaster
- Added some more ammo
- Changed the layout in the RA room a bit
- Added a bridge at the upper teleport exit
Geit
http://goat.gamepoint.net/
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/geit4dm 3b39_Tournament_Facility;56393
Meltdown (beta)
Description:
DM and Tourney map for Quake 4. This map is a BETA release. Visual gets tuned some more for next release.
===BETA INFORMATION===
This map is a BETA release. That means that it is not final and that
I am open to suggestions and feedback. The best feedback you can
provide is an explanation of what you like and do not like about the
map. Please don't tell me "you should move X item to Y position" -
I will ignore this. Instead tell me "I found it really easy to run
from X to Y and won some games because of it". Other than that
all constructive comments welcome.
*Note that there is currently an issue with Quake 4 and custom map
support. If you have a custom map on a server, any connecting clients
must have the map or they will fail pure checks. The fix for this
(addon.conf) is currently half-baked and unworkable. When Quake4 is
fixed, this problem will go away.
- Play Information -
: Extract drachviadm1.pk4 from the zip into quake4/q4base folder.
: Start a multiplayer game through the menu or find a server
: running the map.
- Level Information -
Game type : tourney, ffa
Single Player : No
Player load : 1v1, 2v2, 2 - 5
Weapons : SG, GL, HB, LG, NG, RG, RL.
Stuff : 1xYA, 1xRA, 1xMH ( 60 seconds respawn )
- Construction -
Editors used : Quake 4
Utilities used : Editpad
- Notes -
r_lightdetaillevel settings are supported, 9 is ambient only, 5 is a fast compromise, 3 gives most
lights and 0 is full detail.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Meltdow n;56394
storm4dm2 - Hell Hole (beta)
Description:
This map is being designed for the fragarcade 1v1 mapping competition. This looks similar to his previous maps.
'to do' list:
-Lower ambient lighting, to create more contrast/less 'washed-out' feel
-Fix some texturing issues in the main arena
-Possibly expand the RA area
-Possibly expand the YA room
-Possibly replace stairs beneath PG with jpad or tp
-Possibly expand the lava in main atrium to make it more of a hazard.
Storm4dm2 BETA - Hell Hole (temporary name?)
by: Justin 'StormShadow' Ingels - [email protected]
This map is being designed for the fragarcade 1v1 mapping competition
please do not distribute this map without an unedited version of this readme file
You can email me feedback at the above address, or post a comment on www.fragarcade.com forums.
Known issues:
Grenades go thru lower RA tp then bound BACKWARDS - this is something id/raven will have to fix
a few various lighting and texturing bugs here and there.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/storm4d m2_Hell_Hole;56395
gibbing pool xbmdm1
Description:
There is obviously room for improvement, but this map already looks very promising. Can't wait to see the next version!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/gibbing _pool_xbmdm1;56396
Salute Your Host
Description:
A Quake 4 map from Happy Friar for the recent Doom3World & ViaCGA Q4 Mapping Competition. Pick up Salute Your Host and let the duelling begin!
Be sure to Salute your host while playing... it's polite. I believe I heard that line in
an episode of the TV show "News Radio" & that's why it's the title of the level, but I
don't remember the episode name, or if it was even mentioned in the show ever. But hats off
to Jimmy James anyway!
This is a level set in a relatively (for Quake 4 MP levels) dark power core. I really
love how the Doom 3 engine handles light & wanted to design a darker level, with shadows
of course. I recommend setting r_lightdetaillevel to 0. There's only a few (6, 7?) lights
in the map that are for decoration but you will have almost no performance hit with them on.
There should be no solid black areas at all in the level, so if there is your
gamma/brightness may be fubar'ed (I set mine to the default levels & I think it looks good).
Contest Info:
The logo's for VIA & D3W are in the lower floor behind the teleporters. However, between
the drop point to the lower floor & the logos is a spinning power-thing. It's instant kill
when touched & I can get by it ~1 in 17 tried. Good luck! It's worth the reward though.
The level is also designed so that no one player can really "hog" the map. No matter where
you spawn a good weapon is within a few seconds travel time. Plus, since the spawn points
are far enough away, even if you get fragged by a RL you should have ~120 health & a good
weapon before they spot you again. This should lead to closer, slightly longer matches.
I'd also like to point out that I purposely put the pickups so they are avoidable... if
you're maxed on health & armor it's not exactly wise to announce your position by making
the pickup "ching" all the time. Just walk around them to avoid them.
Another item to point out is the railings... they're all tall enough for you to jump on to,
except the ones on the lowest level around the core. You don't really need to accidentally
jump to your death there.
There is a hidden "secret" in the level too. It deals with the core & a teleporter. If I
knew that scripts would work then it would of been even cooler, but basically you can rocket
jump THROUGH the core in a certain spot. Pretty cool & a fast getaway (projectiles don't
travel through so it's safe).
This level was tested on an AMD 64 3000, ATI AIW 9600, 1gb DDR 3200, with 20gb free on the HD
& a 3gb perminate swap file on a physically separate drive. I used SABOTa8 with 4 bots
(all that were included) & at medium settings, 1024x768, no AA, HQFX off, shadows, bump, spec
on & V-Sync enabled, NEVER dropped below 30fps. With 1 vs 1 it was almost always around 60.
Odds are you will have better performance.
Finlay... yes dear "pro" gamer, there IS a Quad damage in the level. Honestly, what's
a Quake level w/o a Quade damage? It's a level like any other game, that's what! Deal
with it! Besides, odds are the quadder will only get 1 shot though.
Play Information:
Level Name : Salute Your Host
Single Player : Yes (it has an SP start & supports SABOTa8, AAS included)
Deathmatch : Yes (I recommend 1 vs 1 only, that's how the weapon placement was laid out)
New Sounds : No
New Music : No
New Graphics : Yes (along with the require VIA & D3W logos, a few customized textures)
New C++ : No
New Script/DEF : No
Demos Replaced : None
Construction
Base : New level from scratch. Started from a few balls drawn on paper.
Editor(s) used : the built in map editor in D3, notepad, Photoshop
Known Bugs : I wouldn't say bug, but sometimes, very VERY rarely you can get hung up while falling down
next to the core. However, I believe I solved this as it hasn't happened in a few days.
Also, sometimes, & I mean very very very very rarely (more rare then ever getting hung up)
the power core lights on the top floor go in to a strobe light effects. That's not part of
the shader so I honestly don't know how to fix it or why it does it. I've only seen it do
it twice, ever.
Instructions:
Unzip the .zip file to your Quake 4 base folder (q4base). Then run it from a server!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Salute_ Your_Host;57689
The Falling
Description:
It's great fun but if you can't aim well make sure you have a time limit for this map or you'll never hit the frag limit...This map is suited for 12 players.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/The_Fal ling;58513
QuakeDust
Description:
This map may seem very familiar to Counter Strike players. It's basically an original Counter Strike map which has been Quakified. It may seem a bit dark but you can easily adjust the brightness settings yourself.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/QuakeDu st;58514
The Hannibal
Description:
This is basically the original Hannibal map from Quake 4 with the people removed and lot of doors as well, he put in some guns and made the walkers accessible. Wasn't the hardest thing to do but it makes for an interesting map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/The_Han nibal;58517
Skrogifination
Description:
A new deathmatch map designed for 2-4 people. The black/white steel look makes it look really sweet, definately worth checking out.
Installation
Extract the contents of this RAR file to x:\your_quake4_path\q4base\
Start Quake 4 and choose Multiplayer.
Choose 'SKROGIFINATION' and play!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Skrogif ination;58784
Clean and Simple
Description:
Clean and Simple is a rather large map geared towards TDM gameplay. Perfect for a 4on4 match.
Item Placement: 1 RA, 2 YA, 1 MH, 2 RL, 1 RG, 1 LG, 1 HB, 1 NG, 2 SG
Play Information:
Game : Quake 4
Gametype : Quake 4 TDM/FFA
Construction:
Base : New level from scratch
Editor(s) used : Q4 Built-in Editor
Other Tools : Adobe Photoshop CS2 9.0
*Known Bugs : none
Brushcount : 4607
Entitycount : 313
Lightcount : 87
If you liked it mail me
If you hated it tell me how to maker a better one
How to use this level:
Unzip geit4dm1.pk4 into your baseq4\ directory
If you wish to view this map type the following in your quake3 console: "spawnserver geit4dm1"
Where to get this map:
If you are reading this I presume you already have this map or are about to download
it.. But anyway.. You can get this map at the following adress:
LINK: http://forumtgmonline.futuregamer.it...icon_arrow.gif http://goat.gamepoint.net/
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Clean_a nd_Simple;59430
Sub Terra
Description:
Sub Terra is his first entry in the fragarcade (http://www.fragarcade.com/) mapping competition. It is a rather large Tourney map but can also hold up to 4on4 TDM games. TDM and Tourney have seperate item placement schemes.
Tourney:
MH+YA+YA
Total Armor: 170
Total Health (Bubbles): 200
Total Health (Shards): 40
TDM:
RA+YA+QUAD
Total Armor: 220
Total Health (Bubbles): 225
Total Health (Shards): 40
Homepage: http://forumtgmonline.futuregamer.it...icon_arrow.gif http://goat.gamepoint.net/
Sub Terra is my first entry in the Fragarcade ( http://www.fragarcade.com/ )
Mapping competition. It is a rather large Tourney map and is also suitable
for Team Deathmatch. TDM and Tourney have seperate item placement schemes.
Item Placement : Tourney - MH+YA+YA
Total Armor: 170
Total Health (Bubbles): 200
Total Health (Shards): 40
TDM - RA+YA+QUAD
Total Armor: 220
Total Health (Bubbles): 225
Total Health (Shards): 40
Play Information
Game : Quake 4
Gametype : Quake 4 Tourney/TDM/FFA
Construction:
Base : New level from scratch
Editor(s) used : Q4 Built-in Editor
Other Tools : Adobe Photoshop CS2 9.0, WinZip
Known Bugs : none
Brushcount : 2481
Entitycount : 248
Lightcount : 66
If you liked it mail me
If you hated it tell me how to maker a better one
How to use this level:
Unzip geit4dm2.pk4 into your baseq4\ directory
If you wish to view this map type the following in your quake4 console:
"spawnserver geit4dm2"
Or use the Create Server Menu
Where to get this map
If you are reading this I presume you already have this map or are about to download
it.. But anyway.. You can get this map at the following adress:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://goat.gamepoint.net/
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Sub_Ter ra;59431
Tournament Facility
Description:
Tournament Facility is his second entry in the Fragarcade ( http://www.fragarcade.com/ ) mapping contest. It's a rather small, action-packed Tourney map
Item Placement:
Armour: RA, YA and MH.
Weapons: RL, LG, SG, GL and HB.
Play Information:
Game : Quake 4
Gametype : Quake 4 Tourney/TDM/FFA
Construction:
Base : New level from scratch
Editor(s) used : Q4 Built-in Editor
Other Tools : Adobe Photoshop CS2 9.0, WinZip
*Known Bugs : none
Brushcount : 2134
Entitycount : 311
Lightcount : 79
If you liked it mail me
If you hated it tell me how to maker a better one
How to use this level:
Unzip geit4dm3.pk4 into your baseq4\ directory
If you wish to view this map type the following in your quake4 console:
"spawnserver geit4dm3"
Or use the Create Server Menu
Where to get this map
If you are reading this I presume you already have this map or are about to download
it.. But anyway.. You can get this map at the following adress:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://goat.gamepoint.net/
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Tournam ent_Facility;59432
Systematic Lockdown
Description:
This map was created for the Viacga/Doom3world.org Quake 4 duel map making contest. This map consists of 2 arenas connected to eachother by several corridors and passageways. This is an excellent 4 player map.
Play Instructions
Multiplayer (Creating a Server):
1. Extract "phantq4dm2.pk4" into your quake4\q4base directory
2. Start the game
3. Select "Multiplayer"
4. Select "Create Server"
5. Choose "SYSTEMATIC LOCKDOWN"
6. Click "Create Multiplayer Game Server"
Multiplayer (Joining a game):
1. Extract "phantq4dm2.pk4" into your quake4\q4base directory
2. Start the game
3. Select "Multiplayer"
4. Select "Find Multiplayer Game"
5. Choose a server that has "SYSTEMATIC LOCKDOWN" as a map
6. Click "Join Game"
You can manipulate the number of lights by using the r_LightDetailLevel
command to get higher framerates. You can change the value from 0 to 9.
The higher value means less light sources.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Systema tic_Lockdown;59903
Remix (Beta 1)
Description:
A small Tourney map set in an abandon spaceport. The item placement has been completely redone and hopefully is a lot more balanced than the previous versions.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Remix;5 9904
Cistercian Ruin
Description:
Small map for 2-8 players built from scratch. It's set in the ruins of some kind of old church.
Installation:
Extract the .pk4 file into the q4base folder of your Quake 4 game folder.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Cisterc ian_Ruin;59905
FlashZero (beta 2)
Description:
Entry for the FragArcade 1v1 mapping contest, also his first map. It's a fast and action paced 1v1/DM map. BETA2 version and not finished with texturing, lightning and detailing! stay tuned!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/FlashZe ro;59906
xftourney1a
Description:
Final release of fool's run. This version fixes various visual problems and adds clip brushes to stairs.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/xftourn ey1a;59907
Ruiner
Description:
Gothic themed level with a simple layout. Made for the FragArcade contest.
Installation:
Unzip the content of l4dm3.zip to your Quake4\q4base
folder.
To start a listen server go into the console
(ctrl+alt+~), type "si_map mp/l4dm3" [enter] and then
"SpawnServer" [enter]
...or just find the level on the maplist and hit
"Create Server" button
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Ruiner; 59908
Unique
Description:
It's a fast and action paced 1on1 deathmatch map..
Players: 1v1, 2 - 4
You can find more info's in the readme, have fun!
Installation:
- Extract map_souldm1.pk4 from the zip into quake4/q4base folder.
- Start a multiplayer game through the menu or find a server running the map.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Unique; 60323
Juicy Courtyard Surprise
Description:
This build fixes some weapon errors which were apparently present in the previous one.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Juicy_C ourtyard_Surprise;60767
Dragon
Description:
This is made by ]KL[Dragon..a nice smaller map which is Extremely important to the health of the game..early evenings and late nights when there's only 4..or 6 players around.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Dragon; 62358
Alternative Tentacles
Description:
The layout of the map based on the q3a map day of the tentacle (mrhdm2) by Mr.Herring. However, it`s not an exact conversion. I changed complete architecture, have added a second teleporter and a podest with railgun on it. It`s not a big map, so it will be suitable for tournament and deathmatch, tdm is also possible.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://go.download.filefront.com/5354114 ;b3c700cc62847e7f;91ec923575af0dee2409c2 ef3767621d55820bd779b74829d63b906f6e1db9 8222e1cd041b0a1c54
SPAZIO RISERVATO A GLI AGGIORNAMENTI
Quake 4 Downloads > Maps > All Categories:
The Fallen Shrine III
Description:
My new map "The Fallen Shrine III" for Quake 4 is now ready for download. Check out these latest screenshots. It's a Multiplayer CTF and Arena CTF map and supports a full loadout of 16 players. This one is designed more specifically for Arena CTF (for all you speed junkies like myself) and trick jumpers out there who like to make videos. This map boasts some intense fast paced space fraggin' action where you warp through portals to a center battleground to reach your opponents base. Coupled with a kick ass music track by Sonic Mayhem, this one should get your adrenaline pumping. I know it's the weekend, and you guys like to get some game time in right after work like we do, so fire up those servers and enjoy!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.fileplanet.com/subscribe/logi n_to_dl.aspx?f=0
FPS Map Pack (Final)
Description:
This is a mappack containing performance tweaked versions of the original Quake4 MP maps. No gameplay changes, just made accessable LOD for lights.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/FPS_Map _Pack;49868
DM Garage B1
Description:
It's his first map developed for Quake 4. This map is small yet o so sweet. Designed for 3 gametypes, DM, TDM und Tourney.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/DM_Gara ge_B1;49952
Fresh N Clean
Description:
If you are not familiar with this map, Fresh N Clean is originally for Quake III Arena. Quake 4 textures are included and he made it look more like a Quake 4 style map. The walls that hold the bottom base to the two 2nd level bases have been thickened and now have glass. 8 players is recomended but 16 supported. Gametypes: deathmatch, team deathmatch, & tourney.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Fresh_N _Clean;50159
Oblivion (Betastatus)
Description:
The map is mainly as 1on1 or Tourney planned, up to 4 players should on it place however at least have. At weapons it becomes Railgun, Nailgun, Shotgun and Rocketlauncher, as well as Lightninggun and Hyperblaster in their places give - except the Standarditems additionally still 1 Powerup is planned. Want only in such a way first ask, what it of hold and which Powerups it in a 1on1 prefer?
The map is appropriate and for 2-4 players suitably for DM, TDM and Tourney - we wish much fun with the inquiring gene.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.19
Drach FPS CTF Mappack
Description:
This is a mappack containing performance tweaked versions of the original Quake4 MP maps. Made accessable LOD for lights and this time there are some gameplay changes.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Drach_F PS_CTF_Mappack;50484
Gubctf
Description:
CTF and Arena CTF map also supports DM and Team DM. Map looks alright, nothing too fancy. Download if you like.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Gubctf; 50690
Rusty Dawn
Description:
If you're looking for a nice open map for all your one on one needs then this will be your map. With a nice dark feeling to the map and some z axis gaming is always good.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rusty_D awn;50757
AGGIORNAMENTO
Rusty Dawn 1v1 2.0 Final
Description:
1v1 map. It’s not very detailed, and the frames are not the best in the world. Nevertheless, it's still playable.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rusty_D awn_1v1_20_Final;58670
Weapons of Destruction (v2.01b)
Description:
Weapons of Destruction was an original Q2 Mod also known as "Wod" & "Weapons"
To me, WOD is where the excessive mods got their start... but WOD isn't about crazy weapons. Well kinda. Our goal is the make the weapons balance and fun. Currently, we've incorporated the single-player weapons mods and have given alternate fires to all the weapons.
A short summary of the new weapons are the sniper rifle, bazooka, and the jump blaster. We've also made changes to max ammo, weapon switch time, and many other things. We've also included the Q4 MAX bright skins into our mod.
In the Q2 version, there was a grapple hook that would allow you to swing - known as the tarzan. We're working on including both the tarzan and lithium style hooks in to a future release. In fact it is a priority.
Right now, information on the mod is spread out over different sites. The one linked is a primary one, but is being worked on.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4dow nload.php?view.73
Galang (Beta 3)
Description:
This is the third beta version of this 1v1/deathmatch map. It looks quite detailed, give it a try.
*If you have the NV20 chipset and you want more
than one light on the map.
Type in the console:
r_LightDetailLevel 0
To get into the console, press ctrl+alt+~
You can change the value of
r_LightDetailLevel from 0 to 9. A higher
value means less light sources and a better
framerate.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Galang; 50874
TMP mappack #2
Description:
This version includes 1v1 layouts for Fragging Yard 1v1, The Lost Fleet and No Doctors. No Doctors TMP has the same 1v1 item placements as Pro-Doctors (thanks Tectonic/Pha3z et all), but with the FPS pack changes and some extra health in TDM mode for 2v2. Also, the edge has various fixes including removal of the ability to get the upper RL from the ledge below it, a fix for the weird clipping issue near the rail, and a tweak of the the geometry on the roof near the mega-health. This is a replacement of the original pack.
Readme File:
This is the second installment of the TMP (Tournament Play) Map Pack for Quake 4.
Included in this release are modified versions of several of Raven's original Quake 4 maps:
*[TMP] Fragging Yard
*[TMP] Fragging Yard 1v1
*[TMP] Sandstorm
*[TMP] The Lost Fleet
*[TMP] Bloodwork
*[TMP] The Rose
*[TMP] No Doctors
*[TMP] Over The Edge
Map file names are the same as the originals but with the "tmp" suffix. Changes were intended
to improve the suitability of the maps for competitive play. There are too many changes to list
in detail, but general changes include:
1. New item locations
2. Light detail levels (for better performance when using r_lightDetail)
3. Some small geometry changes
Changes since the first pack include the addition of Fragging Yard 1v1, The Lost Fleet, and
No Doctors, as well as some bug fixes and aesthetic touch-ups on Over The Edge.
Thanks to Drach for his work with the light detail levels, team9 for the base changes to the Edge
that we worked off of, Citizen for support (and the TMP suffix), and each of those that helped
with the Pro Doctors remix of DM6, from which the item placement of [TMP] No Doctors is inherited.
Pro Doctors was edited by Tectonic and Pha3z, with special thanks to Cha0ticz, destrukt, cl0ck,
geoff, and dj.
Have fun!
-teddy/swelt
Credits:
Full credits, rights and other legals for the original maps remain with their original owners.
Quake4(tm) is property of id software, all rights reserved.
Alterations by teddy, swelt, drach, team9, Tectonic and Pha3z.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/TMP_map pack_2;51008
Phrantic (final)
Description:
Map by Rich "swelt" Jacques released now already the map well-known from the SWELTPAK for Doom3 (we reported) phrantic after beta phase of several weeks finally in a final version for Quake4. Beside additional Spawnpunkten, the finished map supports fixed nose and completely easy changes with the Itemplacement now also "r_lightdetaillevel":
"Set r_lightdetail 9 for ambient only, or a number between 0 and 8 for various light levels. 3-5 recommended for a good compromise. Performance should be fairly high regardless."
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/q4map base.php?view.36
Q4 MP - Heat (Remake of an old Q2 map)
Description:
This is kinda a remake of an old Q2 map we had on the LAN here...
Some parts of the movement feel a little bit old, given the Quake4, post-Q3 kind of arena.. but at least it doesn't look like just another DM arena...
Feedback much appreciated.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.kilnet.org/files/heatbeta2.zi p
Portal Window v1.0
Description:
This test map mimicks the portal windows as seen in Human Head's yet to be released Prey video game. It ain't perfect, but it works pretty darn well.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Portal_ Window_v10;52882
Fast Fry 1vs1
Description:
A clean small map made for one on ones, but is not limited to only that. With six spawn points and the way the game gets with four players this map could really be fun.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Fast_Fr y;54621
Mash-Up Streets (Beta 5)
Description:
Mash-Up Streets is an official promo map of Muggs Mash-Up Radio. Game Type: Tourney, Deathmatch and Team DM
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/MashUp_ Streets;54973
Orbit (Beta)
Description:
High paced tourney map for Q4.
Game type : 1v1, ffa
Single Player : No
Player load : 1v1, 2 - 4
Weapons : SG, GL, HB, SG, LG, RG, 2xRL.
Stuff : 1xRA, 1xYA, 1xMH, 5xShards, 5xBonus health
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Orbit;5 4972
Endurance (1vs1)
Description:
If you like the up close and personal style of maps then this is right up your ally.
Map's description : Endurance is the map I made for the Via and Doom 3 World Quake 4 mapping contest. The map has been built for
1 on 1 duel games which was required for the competiton. The design of the map makes for close up
in your face action. This was my first time making a map for a contest and also my first time
making a map of this style.
Logo Locations : The Via logo is in a small hidden room in the room at the very bottom.*HINT* The hidden door is marked by the
strogg symbol, and there is also a small pillar in the middle of the room directly in front of it.
The Doom 3 World logo is located behind the teleporter thats next to the grenade launcher spawn.*HINT* on the lower
floor.
I also used the S3 Graphics logo which can be found under the mega health.*HINT* You need to do a rocket jump
to get on the platform with the mega health to be able to see it, unless you are spectating.
Map's Specs : # of players supported: 1 on 1
Gametypes: deathmatch, & tourney
Important Info : Endurance is almost all wide open so there is alot of lights in view which may cause performance issues on older
computers. I have edited the least important lights so that they are able to be turned off to give increased
performance.
Unzip viad3w_steveo.pk4 into your quake 4 q4base directory.
For example: (C:\Program Files\id Software\Quake 4\q4base)
Then load up Quake 4 and create a server through the multiplayer menu. Change the gametype to either dm, or tourney, whatever is your flavor.
and choose Endurance from the map list. then configure everything else how you want it and play!
If you are getting slow performance on this map you can type the following command in the console which can be
acessed by pressing ctrl + alt + ~
r_lightdetaillevel 10
This will turn off lights that were only for detail including jump pads, teleporters, ect. This should increase
your performance.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Enduran ce;55968
Tournament Play Map Pack (TDM)
Description:
This is the second installment of the TMP (Tournament Play) Map Pack for Quake 4.
Included in this release are modified versions of several of Raven's original Quake 4 maps:
[TMP] Fragging Yard
[TMP] Fragging Yard 1v1
[TMP] Sandstorm
[TMP] The Lost Fleet
[TMP] Bloodwork
[TMP] The Rose
[TMP] No Doctors
[TMP] Over The Edge
Map file names are the same as the originals but with the "tmp" suffix. Changes were intended
to improve the suitability of the maps for competitive play. There are too many changes to list
in detail, but general changes include:
1. New item locations
2. Light detail levels (for better performance when using r_lightDetail)
3. Some small geometry changes
Changes since the first pack include the addition of Fragging Yard 1v1, The Lost Fleet, and
No Doctors, as well as some bug fixes and aesthetic touch-ups on Over The Edge.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Tournam ent_Play_Map_Pack;56114
Ghostport - 1vs1 (Beta)
Description:
It is a small duel map set in an abandoned spaceport. Very little has been done concerning performance yet, but that will be fixed.
This map was created for the FragArcade.com 1v1 map making competition.
Play Instructions
*Multiplayer (Creating a Server):
1. Extract "phantq4dm3.pk4" into your quake4\q4base directory
2. Start the game
3. Select "Multiplayer"
4. Select "Create Server"
5. Choose "Ghostport"
6. Click "Create Multiplayer Game Server"
*Multiplayer (Joining a game):
1. Extract "phantq4dm3.pk4" into your quake4\q4base directory
2. Start the game
3. Select "Multiplayer"
4. Select "Find Multiplayer Game"
5. Choose a server that has "Ghostport" as a map
6. Click "Join Game"
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Ghostpo rt_1v1;56194
fool's run beta2 (1vs1)
Description:
Early layout of a competition based 1v1 map.
I'm attempting to create a larger map, which allows for strategy - rather than the run-and-gun style of gameplay most commonly found in q4 at the moment.
Weapon ammo and health is limited at the moment on purpose, in order to prevent players from easily being able to run away and restack constantly.
At the moment i'm looking for comments on the overall layout, item placement, weapon placement and spawns.
Items included
RA x 1
YA x 1
Shards x 8
Mega (35 seconds) x 1
50hp x 1
25hp x 2
RL x 1
Rail x 1
LG x 1
SSG x 1
PG x 1
GL x 1
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/fools_r un_beta2;56195
Rusted (1vs1)
Description:
A nice little tournament style map.
Level Info:
Gametype: 1v1, small FFA, 2-4 players
Weapons: SG, HB, GL, LG, RL, RG
Items: Mega, 2 YA
Spawnpoints: 6
Editing tools:
QuakeEdit
Adobe Photoshop 7.0
Notepad, Wordpad
Credits:
Textures: standard q4 textures
VIA/D3W logo textures courtesy of VIA/D3W
Models:
standard id models
some models from id's XMAS map pack, they are included
Sounds:
None
Notes:
-This map was originally designed for VIA/D3W 1v1 Mapping contest.
-This map is designed primarilly around gameplay, and secondarilly
around aesthetics.
-The VIA and D3W textures are present as a requirement of
the contest rules.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Rusted; 56504
Territorial Dispute
Description:
Territorial Dispute comprises 3 main areas – 1 large arena and 2 split-level atriums that are connected to the arena via a network of tunnels, teleports and launchpads. The central arena is where most of the health powerups are located, which makes it a good location to try and lockdown. That’s easier said than done, however, because opponents can appear from any angle.
The split-level atriums can be accessed via tunnels that lead out from bridges spanning the shaft at the center of the arena. They can also be accessed various other ways as well and because the arena is symmetrically shaped it can seem a little confusing at first. It starts to get pretty simple when you realize that almost all entry points are color-coded. The separate atriums are subtly colored in a green texture and lighting scheme and the other is pale orange, so it should be fairly easy for players to communicate their position to team mates. The orange wing is the larger and slightly more ‘tanked’ side of the map, although the green wing offers the fastest access to the red armor. All 3 main arenas of the map hold a significant tactical value. If you pay attention to the various ways to and from the arena and separate wings you will learn various ways to get around the map very quickly, despite it’s large size.
Be warned however – treat those bloodstains in front of the teleportals as a warning about the possibility of being telefragged. Using the teleports to get from the lower decks back to the arena can be dangerous business, because they have a stop-over connection point in small tunnels in the center shaft, which will make you visible and rather vunerable for a couple of seconds from certain positions in and around the arena. So while portals can be used to get you escape or intercept enemies, they can also get you into trouble. He who lives by the sword, dies by the sword. Fortunately, there are numerous means of getting around, so it pays to mix it up.
Weapons are spread fairly evenly throughout (possible a little liberally in this beta version). All weapons are featured, except for the BFG styled dark matter gun. There is also 3 powerups: megahealth, quad and haste. I’m unsure if the latter two will remain in the final version.
Performance:
Unlike my last Q4 map (VIA Pinball Arena), Territorial Dispute isn't terribly challenging on frame rates, yet some light sources have been tweaked to take advantage of the lightdetaillevel command. I will probably experiement further with this in the final version, depending on feedback. Default is 0, which turns every light on. if you wish to improve performance, try setting r_lightdetaillevel to 4, 6, or 8. This map is best played with shadows turned on.
Gameplay specifics:
Territorial Dispute has been in sporadic development for quite some time and the very first builds were constructed with the DOOM 3 editor. It began life as a rocket arena map, but when I discovered that there was no RA support for the game and grew tired of waiting for someone to add it, I decided to heavily modify it’s design to better suit Deathmatch and above all, Team Deathmatch. Originally I was planning to call this map 'Slingshot Arena', but as it evolved over time 'Territorial Dispute' just seemed to fit better.
I’ve gone for a different look with the lighting for this map (compared with Pinball Arena), opting against using any form of ambient lighting. The result is a much sharper looking appearance, with no washed out textures, which seems to happen when ambient lighting is used. And despite the fact that each light source is casting a shadow and there are more polygons on screen, performance is notably better than Pinball Arena as well. In an effort to improve FPS performance in busy firefights I have switched off ‘cast dynamic shadows’ (players won’t cast shadows under most light sources). You won't miss them.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Territo rial_Dispute;57999
FragArcade Q41v1 All Entries Map Pack
Description:
This mappack contains all 22 maps which were submitted into the FragArcade-Q41v1-Mapping-Contest.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/FragArc ade_Q41v1_All_Entries_Map_Pack;58791
FragArcade Q41v1 Top 11 Map Pack
Description:
This file contains the 3 maps which won the contest and 8 more of the best maps.
1st place: Cobalt by wviperw
2nd place: Ruiner by Lukin
3rd place: Fool's Run by xfoo
- Rail Trouble by TymoN
- Tournament Facility by Geit
- Sub Terra by Geit
- Skystourney01 by Skystalker
- Tight by shashank
- Hell Hole by stormshadow
- Mutha Bunka by THERAILMCCOY
- Basin by z4c
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/FragArc ade_Q41v1_Top_11_Map_Pack;58790
FragArcade Q41v1 Top 3 Map Pack
Description:
This map pack is comprised of 3 maps of people who participated in the FragArcade mapping contest.
1st place: Cobalt by wviperw
2nd place: Ruiner by Lukin
3rd place: Fool's Run by xfoo
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/FragArc ade_Q41v1_Top_3_Map_Pack;58787
Q4 Lavaman Maps (v1)
Description:
Maps included:
The Lost Yard (DM) Based on a old Quake3 layout, made from scratch
Church of the Anti Quake (DM,TDM)i made this map primarily to show what could b done with the assets, im sure
the mappers out there can do a lot better
Space Ctf (CTF,DM) Tribute to a classic, made from scratch.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Q4_Lava man_Maps;59388
Oak 4
Description:
The first version of the Oak 4 Bot.
Instructions:
1. Extract the zip file to a directory below your Quake 4 directory, I use "bot".
i.e. c:\program files\id software\quake 4\bot
2. Create a shortcut to start Quake 4 as:
C:\Program Files\id Software\Quake 4\Quake4.exe +set si_pure 0 +set fs_game bot
Once you're into Quake 4 you will need to create the AAS files that the bot needs so you will need to bring down the console and type:
runBotAAS /mp/mapname
where mapname is the name of the map you wish to use. You'll only have to do this once per map.
3. To add a bot to the game type:
addbot bot_oak
or
addbot bot_sabot
depending on which bot you wish to play. Or you can have a few of each!
See http://forumtgmonline.futuregamer.it...icon_arrow.gif http://oakbots.co.uk/forums/viewforum.ph p?f=7 for details of the SABot.
Problems & Help:
Please visit the Oak 4 forum: http://forumtgmonline.futuregamer.it...icon_arrow.gif http://www.oakbots.co.uk/forums/viewforu m.php?f=2 and post questions, suggests, rants and raves there.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Oak_4;6 2528
Placebo Effect
Description:
Placebo Effect is a map that was first intended for CPMA, but by a series of unfortunate events (read: real life), got pushed off until now. The map is (hopefully) unlike any other Q4 map you've played so far and tends to inherit its fast-paced, action-packed traits more from aerowalk and cpm1a than from Lost Fleet or Galang. Not only that, but it now comes in a sexy blue color theme for your dueling pleasure!
Installation:
Extract map_wvwq4dm1.pk4 from the zip into quake4/q4base folder.
Start a multiplayer game through the menu or find a server running the map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Placebo _Effect;62786
AGGIORNAMENTO
SPStyle (v2)
Description:
SPstyle is a mod for Quake 4 that tries to add the feel and style of Quake 4's singleplayer mode to multiplayer. If you liked how singleplayer played, you'll probably like this mod.
Installation:
Extract the folder SPstyle into your Quake 4 directory.
Then select the mod through the mod menu on the
main menu.
Alternatively, you can run SPstyle.bat included in the
zip to start up the mod. Again, just place it into your
Quake 4 directory.
IMPORTANT: Make sure you're not extracting the folder or
its contents into your q4base directory!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/SP_Styl e;62864
Lukin's Map Pack
Description:
A re-release of Lukin's popular maps "Galang", "Monsoon", "Ruiner", and "A Man Called Sun". The 1.1 patch for "Quake 4" changed the way a maps should be packed. There are some issues regarding his most known works: "Galang" has problems with spawn-raping and "Monsoon" crashes servers in "Tourney" mode. That is why I focused on those maps, but "Ruiner" also needed some fixes. And there is this fourth map, "A Man Called Sun", remix of his level for CPMA, which he made only for fun, but it turned out to be a very good competitive level for Quake 4.
The maps have proper addon.conf files and are ready to work with "Quake 4" auto-dowload system. The maps (except "A Man Called Sun" which was only known as beta before) do not overwrite their previous versions. File name convention for new versions is as follows: l4dmX_1, where X is a number of map.
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Lukins_ Map_Pack;63005
Phase 2
Its first work "Phase 2" is a beautifully arranged CTF map, which is appropriate for the unrestrained flag catch and by Design and Texturierung reminds strongly of the good old UT2004-Maps. Particularly suitably it might be for 2vs2-Duelle, whereby smaller have or more largely skirmish also their attraction:
DOWNLOAD Phase 2 @ Quake4Maps (9.3 MB)
Ugly Railgun Arena
Its DM map "Ugly Railgun arena" is a correct small bitebite bites and plays trumps particularly with the simple Texturierung, which ready during the view from the distance a small Gimmick keeps. A small must for all, which on loose 1vs1-Duelle:
DOWNLOAD Ugly Railgun Arena @ Quake4Maps (109.13 kB)
Kat's Basket
Nice cave map, which stands out already alone by the Setting against most Q4-Maps and is suitable for max. 4 players.
DOWNLOAD Kat's Basket @ Quake4Maps (14.57 MB)
SPAZIO RISERVATO A GLI AGGIORNAMENTI
Quake 4 Downloads > Maps > Tourney:
Bliptourney
Description:
Yet another excellent map. This map is medium sized and is designed for tourney gameplay. Lots of space to move around and also lots of opportunity to surprise your opponent. There are quite a few powerups and weapons lying around so finding your favorite weapon should not be a problem. I do believe that some of the pilars are a little bit in the way and that they kind of slow down the fast gameplay this map can offer. Maybe it would have been a little bit better if some were left out. That being said, the overall map is awesome and I am sure we will see it on plenty of servers in due time.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Bliptou rney;49328
Pro Doctors Beta (0.5)
Description:
Tournament edition of "NO DOCTORS" original q4dm6. Added a couple spawn points. Moved a problematic spawn point that was in lower Mega Health room. Set proper values for light details. Some r_lightDetailLevel value between 1 and 5 should give optimal performance. The most significant performance gain occurs between 3 and 4 on my machine. A value of 4 gives me a constant 60fps.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Pro_Doc tors_Beta;50482
Galang (Including Remix Version)
Description:
This map is a small map based for close combat in tourney mode of the game. The focus of this map is more on the placement of the items and ammo and along with the remix version which is a slightly refined version with less ammo and items makes a good addition to your Quake 4 map collection.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Galang_ Including_Remix_Version;51087
Sturmernte
Description:
Sturmernte is a small and very fast Quake 4 Tourney map. It was build from scratch in about 3 months. The graphics turned out fairly nice, imho. Lighting a Quake 4 map is like a charm. I just wished computers were a little faster at this time.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Sturmer nte;55166
Ghostport (phantq4dm3)
Description:
Final version of Tom Perrymans of fine Q4-MP-Map "Ghostport", which could be interesting for Trickjumper among other things also. Consider the Readme for installation.
DOWNLOAD Ghostport (phantq4dm3) @ Quake4Maps (3.06 MB)
Prison Abuse
Description:
DM Tourney designed for 4 players. The textures have a bit of a rusty look which looks really good. Download this!
Installation:
1) Extract z13q4dm1.pk4 into your quake4/q4base/ directory
2) Start Quake 4
3) The map will be accessable from the MP menu or in the console type in si_map mp/z13q4dm1, then spawnserver to start a game.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://files.filefront.com/z13q4dm1/;519 7371;;/fileinfo.html
SPAZIO RISERVATO A GLI AGGIORNAMENTI
Quake 4 Downloads > Maps > Capture the Flag:
CTF Dustystyle
Description:
This is a Capture the Flag Map for 2-4 Players. (up to 8 Players). Looks quite nice, lots of open spaces to frag.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/CTF_Dus tystyle;49950
CTF Space (Beta)
Description:
Map showing off his work, this map is still in beta and I am sure the author would love feedback.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/CTF_Spa ce;50059
CTF Faceoff
Description:
This is a great map, its very fun in ctf mode and there are a number of tricks you can do on it (I'll let you figure them out).
I played this on EF myself, and I cannot fault it.
Definately give it a download.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/CTF_Fac eoff;50669
Old School
Description:
Old school Q3 ctf map, Built from scratch no conversions, and its to scale. For those people who can't just let Q3 go. It will no doubt look cannon to the original Q3 version but it's hard to say for certain since I don't play Q3.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Old_Sch ool;50711
Falke's CTF 1
Description:
The level is medium sized, so best suited for 2-8 players. You can find more information in the readme
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Falkes_ CTF_1;51005
ChaosPit
Description:
This is a new CTF map (also supports TDM). It is based around (you guessed it) a pit of doom (or chaos).
It looks like a cool map, so get it while it's hot.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/ChaosPi t;51038
Delta CTF
Description:
This a large terrain based Capture The Flag map, it also has the walker and hovertank included as a means of transport,Go download this.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Delta_C TF;51197
Pro Bliptourney 1
Description:
This map is a remake of the original 'bliptourney1'. I spent many long nights testing and reworking/wrecking the original into this version. The gameplay is fast and fluid providing plenty of exciting battles all around the map. I have included several 'trick' jumps to bring another level of gameplay and to provide useful but difficult shortcuts around the map.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Pro_Bli ptourney_1;51392
Dueling Keeps
Tech: 9
Balance: 9
Quality: 10
FunFactor: 9
Stability: 7
Creativity: 9
Item Placement: 10
Size vs. Usefulness: 9
Installation Instructions: 10
Overall Rating: 9.1
Description:
Dueling Keeps, originally for Quake 3, has now made its way over to Quake 4 in a classy new look. The map has been striped of the colors red and blue and has been replaced with green and an orange-ish color. Still providing the same fast action pace it gave all of us in Quake 3 this makes this file a must download.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Dueling _Keeps;52691
Camper crossings ][
Description:
A very well done CTF map that brings back some old school Quake 3 to Quake 4.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Camper_ crossings_;52880
No Remorse
Description:
This map combines a little bit of old mixed with the new.
Map's description : No Remorse first began when I was just messing around trying something new. To me the map has
a little bit of a old style layout and a little new style mixed in. with every new map I make
I try to make it better than the last, This map is probably my favorite map I've made so far.
Please note that you do need the official Quake 4 Quakemas Map pack installed for this map to
work because I used some textures, colorable bounce pads, and weapon spawn bases that are included
with it. Also I have included aas files with this one for bot support.
Map's Specs: # of players supported: 16 - 8 vs 8 Recommended
Gametypes: CTF, & Arena CTF
Important Info: If you are getting slow performance on this map you can type the following command in the console which can be
acessed by pressing ctrl + alt + ~
r_lightdetaillevel 10
This will turn off lights that were only for detail including jump pads, and other misc lights.
This should increase your performance.
Other info: My website: (be sure to check out my newly designed site, thanks to =Edo=)
*Construction
Base : sq4ctf1
Editor used : Quake 4 Radiant
Known Bugs : When playing with the SaBot mod the bots will get stuck on the platform with the rail
in the middle base.
Build/Animation time : little over a month.
*Requirements
Quake 4, and have the official Quakemas Map Pack Installed.
*How to use this map
Unzip sq4ctf1.pk4 into your quake 4 q4base directory.
For example: (C:\Program Files\id Software\Quake 4\q4base)
Then load up Quake 4 and create a server through the multiplayer menu. Change the gametype to either CTF, or Arena CTF, whatever is your flavor.
and choose No Remorse from the map list. then configure everything else how you want it and play!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/No_Remo rse;56174
Apportion
Description:
A fast pace gothic space map.
Map's description:
Here is my second Quake 4 ctf map called Apportion, which is a space map with a gothic/medieval feel.
I designed the map look like it used to be connected but now its broken into different parts.
AAS is included for bot support.
Map's Specs:
Of players supported: 12 (6 vs 6) Recommended
Gametypes: CTF, & Arena CTF
Important Info : If you are getting slow performance on this map you can type the following command in the console which can be
acessed by pressing ctrl + alt + ~
r_lightdetaillevel 10
This will turn off lights that were only for detail including jump pads, and other misc lights.
This should increase your performance but if it doesnt you may just need to turn your graphics
settings down.
Additional Credits to : id Software. I also used some custom textures by the following peeps.
A concrete and a dirt texture from: http://lemog.free.fr/lemog_v5/index.php? cat=4
Some textures from the Hope and Glory texture set, (by Mike "Myth" Denby) : http://www.zaphox.net
A metal texture from the Temple texture set, (by rorshach) : http://www.polycount.com/cottages/rorsha ch
And a brick texture from a wall texture pack (by Chris Zastrow) : http://www.newlogicmedia.com/subverse/
How to use this map
Unzip sq4ctf2.pk4 into your quake 4 q4base directory.
For example: (C:\Program Files\id Software\Quake 4\q4base)
Then load up Quake 4 and create a server through the multiplayer menu. Change the gametype to either CTF, or Arena CTF, whatever is your flavor.
and choose Apportion from the map list. then configure everything else how you want it and play!
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Apporti on;56655
q4wcp18final
Description:
This is a remake of the small fast paced q3wcp18. There are a few alterations to facilitate gameplay for quake4 and yes the area behind the flag room near the yellow armor is blocked off.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/q4wcp18 final;59247
AGGIORNAMENTO
q4wcp9c Clanbase Update
Description:
This map is a modified version for the Clanbase 2006 Open Cup.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/q4wcp9c _Clanbase_Update;61939
Kittens Crossings
Description:
This is another map which is converted from Quake 3. It's a wooden log of a Quake 4 player who will remain nameless
Download:
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://quake4.filefront.com/file/Kittens _Crossings;63489
SPAZIO RISERVATO A GLI AGGIORNAMENTI
volevo farvi una domanda: esiste il mod che non fa scomparire i nemici anche per resurrection of Evil e volevo sapere anche se ce'è un altro per doom 3 (sempre x nn far scomparire i nemici) perchè ho notato che scompaiono lo stesso ma dopo 1 minuto i corpi.
Hum.... non ridordo il nome ma mi sembra che ci sia , lo devo cercare :sisi:
ok, allora sappimi dire, grazie in anticipo!:ciaociao:
1 altra cosa: se uso sia il mod che aggiunge il fucule a doppia canna che il mod x nn far scomparire i nemici, non posso usare il fucilazzo; esiste 1 altra versione del mod dei morti?
in questo modo sono costretto a usare o l'uno o l'altro; tutti e 2 insieme nn vanno:nono:
P.S. come se non bastasse i morti scompaiono lo stesso ma dopo 1 minuto col mod. (meglio di niente cmq)... confronto 3 secondi è meglio...