Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

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Blog RSS Feed Post news Report abuse Latest News: Chaos mod mark (II) - "the Archons"

3 comments by numbersix on Dec 10th, 2014

How has "the Archons" progressed since the beta 1.1 release last year?


Reasonably new features for this release:

Archon magic! (yes, it works)
Archon "soul vessels" - limits to Archon powers
Sphere of Annihilation super black hole mode
Many nasty bugs have been eliminated. :-)
More monster enhancements than you dare shake a stick at
PK 3.0 support is pretty much finalized
HUD update, a few new features here

What is left leading to final release?

Finalizing the Archon vs. Archon conflict
Deciding if demi-archons will make it in before the mark III recode
Avoid any more feature creep, if at all possible
Decide if the map-hack tech maps will -
a. be included
b. have some kind of limits
(these are the design spec for the "realms of Chaos" world)
Decisions regarding HD pack integration: Moddb.com

What significant part of the current plan is still missing?

The ability to pick up an Archon "soul vessel" and carry it to a flag altar and sacrifice it for the points and / or build up to the Archon total win...is not even written.
Some approximation may be put in - then again it may not.

What is the main challenge?

I got bit hard by the "new code" has to be written _now_ syndrome.
I've started the qc++ v1.07 recode already. This will be a major
resource hog on my limited free time. It will be some time before
this new code base grows into Chaos mod mark (III).
It is very necessary - some of the mark (II) code simply does not go
forward very well. The recode will fix a few corners I painted myself
into with the mark (II) code base.

What is the current status?

I have just squashed the "floating" zombie bug (I hope - the bots are testing for me right now...)

fig 1. the "floating" zombies

When I am satisfied with the result - I just need to build the release package.
Then boom - you get it. In time for the holiday week.
Gee, arent I a swell guy? Ha ha.

Showcase:


fig 2. bots give 100% testing new features


zappy, zappy! _____________________________________ sucky __

rainy days _____________________________________
new worlds

fig 3. determined foes

______ arg! gremlins _________________________ new things to stick nails in

fig 4. Archon of Chaos


fig 5. Occlument Augury

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Archon 1.2 (beta)

Archon 1.2 (beta)

Dec 20, 2014 Patch 1 comment

Beta release 1.2 < CHAOS mod (mark II) - "the ARCH0Ns" > the Magic is real. Install instructions in archon.txt, readme.txt, Archon 1.0 (alpha) _must...

Archon 1.1 (beta)

Archon 1.1 (beta)

Dec 25, 2013 Patch 3 comments

Beta release! Play Chaos mod: Archon - become an Archon, rule the Quake universe with your mystic powers. Refer to text files, site images and video for...

the Castle

the Castle

Dec 12, 2012 Multiplayer Map 5 comments

Ariochs Castle. Where the gods of Chaos live and play. A clan map project that finally sees the glorious light of release it deserves.

Archon 1.0 (alpha)

Archon 1.0 (alpha)

Oct 28, 2012 Full Version 1 comment

Alpha release = painkeep cube, morphic cube, crates, runes, regman quad-barrel dwarfcutter, quantum tunnel apparatus, super gravity well, chaos teleport...

Visage Nightclub

Visage Nightclub

May 10, 2011 Multiplayer Map 6 comments

"I'm the seed in your head...if you're good then you'll dream. If you're good...if you're bad. K...K...K...K...Killer" As always - check your guns at...

Chaos Heaven (release 2)

Chaos Heaven (release 2)

Apr 20, 2011 Multiplayer Map 1 comment

Chaos Heaven (Visit Arioch!) - A new symbol rotates serenely atop a sacred altar. Power grid flows away in all directions to deathmatch goodness. Weapons...

Post comment Comments  (0 - 10 of 117)
numbersix Creator
numbersix Aug 15 2015 says:

So, I havent got much of a summer break yet.

Moving...is so damn hard. Some days it seems like it never ends.
A seemingly unending nightmare of sorting, removal, re-sorting, packing, loading, the last 8 feet of a 26 foot truck load (which _always_ goes bonkers! -- _|_always_|_)

throw in driving 1060 miles with all your stuff in a large truck while towing your car for good measure,

then the unpacking, more f-ing sorting (honestly, why cant some of this dang stuff sort its freaking self?), putting everything you had to take apart back together, re-building book shelves, figuring out why the computer that ran 24-7 for over a year now crashes if left on over night, building new book shelves because the old ones cant be built as large, finding places for all the stuff you realize you should have tossed now that you have less space, realizing the error of already having minimized to _only_ your favorite collectibles so there is nothing you can now throw out, then finding _more_ of somethings you already put away...

But, it will end. Soon. Then...

I'm taking at least a week off. Maybe two.
And working on this mod.
And playing some video games...need inspiration.
I've got an eye for puzzle games these days.
We'll see where it goes.

+1 vote   reply to comment
numbersix Creator
numbersix Apr 5 2015 says:

Been taking a break since shortly after the release. The "real" work schedule has been relentless... But hark, I hear the soft voice of summer calling: "more spare time I say, _more_ spare time"

And yes, I will be doing stuff with the Archon code base.
Decisions will have to be make about fully proceeding to the new 3.0 code or a mix of 2.x and 3. I'd prefer to rewrite it all - but I have many things to accomplish and limited time. We'll see.

+1 vote   reply to comment
numbersix Creator
numbersix Dec 23 2014 says:

I have to double check, but it seems some override textures may have been left out of the release somehow. Dang build process has got too complicated. Automated scripts can only do so much sanity checking.

+1 vote   reply to comment
numbersix Creator
numbersix Dec 16 2014 says:

A server test with 6 bots has been running for over 142 hours. Thats 6 days.
Screen: Moddb.com
The op is stable - no unusual effects, models out of place or evidence of other bugs.

Once I get the package built I'm releasing beta 1.2.

Woo-ee...a fella could have a good weekend in Vegas with that!

+1 vote   reply to comment
numbersix Creator
numbersix Dec 19 2014 replied:

Package is build, just running a few last minute tests.

+1 vote   reply to comment
WeeGee9000
WeeGee9000 Nov 13 2014 says:

I am a bit confused, is it mostly a multiplayer mod or a SP mod?

+3 votes     reply to comment
numbersix Creator
numbersix Oct 29 2014 says:

So, after fixing the latest badwolf loop bug, I played with the bots for an hour.
They are merciless *******. And I noticed a bunch of stuff that needs fixed or tweaked. Looks like 1.2 will be a couple more weeks.

+1 vote   reply to comment
numbersix Creator
numbersix Oct 26 2014 says:

Getting closer to the beta 1.2 release. The DM server is very stable in the latest bot test. This is very encouraging.

+1 vote   reply to comment
numbersix Creator
numbersix Oct 15 2014 says:

Put up a bunch of dev videos. Right now is mostly bug fix. Nothing new will be added until beta 1.2 is out the door. I hope that can be done in November.

Then I might add in demi-Archons. I'm thinking of making an "Archon - only" option.
There would be no regular player characters, just Archons and demi-Archons.
We shall see how that goes.

+1 vote   reply to comment
numbersix Creator
numbersix Sep 17 2014 says:

Vacation was cool. And relaxing.
Had some time to ponder, and I've decided to focus on finishing at least the deathmatch portion of Archon.
As far as what was laid out in terminus design anyway.
Beyond that, who knows.

If quake hack is viable (and that is TBD) it will be the next mod.

+1 vote   reply to comment
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