-Almost all characters from Quake III Arena and it's Expansion, Team Arena
-All Weapons from Quake III Arena plus Chaingun, Nailgun from Team Arena, Dark Matter Gun from Quake 4 and Cynetik Shotgun and Dark Railgun as special weapons.
-A much improved version of the original gore from Quake 3
-Nice OpenGL effects
-Portable Vehicles
-Doom 3 Enemies
-The option of play as monster to make a normal multiplayer cooperative game harder (Versus Coop Mode)
Millennia ago the Vadrigars has constructed a Temple to connect their Arenas, other planetary Systems, Galaxies and Universes.
Being the unique proof of the existence of multiverse, after Vadrigars has disappeared, the Temple is the most powerfull thing to conquest anything in the path of who uses it.
In the past, after Vadrigars discovered that their technology isn't completely controllable, the Temple has builded a Gate to connect Hell, and there they got a war against the Demons, the Vadrigars almost didn't had chance to stop them, but a Demon that have envy of Lucifer, told to Vadrigars how to stop it, then they sealed magically the Hellgate, and maked this demon the guardian of the gate, preventing The First Demon uses it, but that wasn't sufficient.
That Guardian was banned from the Temple after Lucifer has found a way to send his armies to Temple's dimension using another portal that connects indirectly in Hell, only his army can pass, he itself and his generals can only pass to our plan by crossing the Hellgate, that is actually sealed.
Considering the fact of Vadrigars always choose some kind life to keep the order in the Temple, there is someone in some universe that knows the words to break the seal of Hellgate, and going universe after universe, Hell armies invade and conquest anything that the portals of the temple connects, searching for this words, hunting down every kind of life in all universes.
A Interstelar Crusader of The Alliance that was passing over Oner-7, the origin planet where's the Temple was constructed, saw the event happening and alerted all other ships in the Galaxy.
Now all kinds of aliens that makes part of The Alliance are going to travel to Onerium System and fight for the balance of the multiverse, they are going to Oner-7 to kill every demon that they can see, they are going to clear each universe that Hell invaded, they are going to seal the Hellgate forever, they, are going, to The Temple of The Portals.
But there's one thing that they didn't knew, The Temple doesn't need workers to keep the connection between universes, it have a auto-construct system that builds automatically a section with hundreds of portals to connect new universes that have been created and also destroy sections for universes that died.
Major Changes:
+Added Anarki, Slash and Tyzen to the characters list
+Added 3D trees variants from Quake III Team Arena
+Added 3D Dead Marines (Variants from Doom's Death Animations)
+Added rubbles (replaces Stalagmites)
+Added some 3D Decorations from Sitters Models
+Added Short Torches variants
+Added bobbing to Cyclops Cannons in first person view
+Added Custom Color Characters to the list, if the player wants play with a custom color
+Added Sound to the bullet impact when hits a flesh actor
+Added new sound sequences for Doors, Elevators, Ceiling and Floor
+Added Bounce Count to Bullet Casing and Gore Pieces
+Added Secondary Weapons to the Vehicles
+Added random floor decals to the gore as it does to walls
+Added Hazard Protection Powerup
+Added Grass-specific terrain
+Added Metal-specific terrain
+Added custom keys
+Added custom backpack
+Added static taunt
+Added Directional Gore for Railgun and Shotgun
+Added Unreal Tournament 3 Announcer Voice as alternative announcer
+Added the proper Difficulty Levels for the mod
+Added custom crosshairs for weapons (from Medicris '90+ Crosshairs' mod)
+Restored Subtractive Dynamic Light in Dark Matter Ball
+Cyclops animations redone
+Cyclops now leaves cracks on floor when walks
+GEV Tank can generate a sphere shield to prevent distant attacks, have a duration of 20 seconds (other cannot be summoned within this time)
+Improved jump detection method, recognition of forward and backward directions
+Improved player movement detection to make animation cycles, recognition of forward and backward directions
+Increased shadows visibility
+Tyzen and Nakiel now have the ability of kick enemies
+Blood on Ceil and Floor stays for 2 seconds instead of 1 now
+Improved HUD to show more status, about map's name, time spent on it, player's nickname, player's character name and weapon's name
+Cyclops now can crouch to reach smaller places than it's original height
+Player Movement Animations is now controlled completely via ACS
+Changed All hitscans weapons to projectiles (Now Tracers is who do the damage and is not just visual effect anymore)
+Moved all announcer customization to CVARS, now it will not bug the announcement when using Give All cheat:
Client - hm_announcertype: 0 (Quake III) or 1 (Unreal Tournament 3), this changes the announcer type.
Client - hm_useannouncer: true or false, this enables/disables the announcer.
Server - hm_enablestatictaunts: true or false, this enables/disables the static taunts on characters.
Bugfixes and Minor Changes (see changelog)
Add-ons:
A Music pack (V1.0) for Doom 2, TNT or Plutonia
Oldskool Resizer V1
-Have a cost to resize monsters, monsters that actually is too large, will have have reduced Mass, don't do body smash while stepping in one and Cyberdemon don't stomp players but Health and Damage done by them is still the same.
-The monsters will be strictly resized to the sizes of vanilla monsters, so some of them might look funny (Ex: Hellknight, Baron of Hell)
-Nakiel will be the biggest thing in the mod using this
-This add-on do not affect Versus Coop Mode, so player-monsters still have the original size of the mod.
Classic Gore
-If the original gore of the mod drops much the fps while exploding many monsters at once, this reduce the effect to the original of Quake 3
Footnotes:
Before play, be sure of the specified things below:
1 - The OpenGL Renderer must be on, otherwise the mod will not work, and will appear very very buggy.
2 - In Open GL settings, be sure of "Adjust Sprite Clipping" on "Always" option.
3 - Still in Open GL settings, be sure of the "Light Mode" is set to "Dark" and "Ambient Light Level" in 1, the mod have flashlight in weapons.
4 - In Sound Settings, be sure of the channel limit is set to 256, higher values than this is better. (being overridden using snd_channels in console)
5 - Try play with the "Autoaim" option in "Player Settings" on "Never", this prevents weapons from hit a dead body instead of a monster that you are looking at.
6 - First time playing? so, go to Controls Menu and configure the new controls.
7 - Load add-ons after the mod otherwise it will not work properly