Deathmatch Quaked : Source is a tribute to the work of Valve and id for their work on Deathmatch Classic and QuakeWorld. We will bring the game into this decade by adding more game modes and gameplay options while retaining the fast paced feel of the originals. It is very important to us that we retain the physics of QW while adding great eye candy and competitive game modes.

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4 - 5 Month Progression. DMQ: Source really starting to come alive.

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Oh hay!

Sure, why not do one of these progress report things. We've had a good 4 - 5 months to get our work together and see what happens. I am really pleased with the way things are progressing, even though the three of us have a lot of IRL things going on, we've managed to put a lot of material together and have it work well as a mod. Here are some highlights:

  • All Weapon models - g_wep and v_wep are now done. They're integrated and all that's left to do with these is get proper orientation, spin code, and a few hud fixes to FOV and origin.
  • Most item models also done (the powerups too!) and getting put in.
  • Game code feels impressive. The player movement, bunny hopping, wall jumps are awesome, allowing advanced players the gameplay they're going to enjoy.
  • Maps are moving along slowly (we may have lost a mapper) but there will be a good selection by the first beta. I really want these to look and play right by then.
  • Sounds are in the remix phase - studio. Really trying to capture / bring out the style of the weapons with these. Hope to have these done and into the game soon.

I guess that's a good enough explanation without trying to be too vague. We've made definite progress over the past few months, and this brings us one very important step closer to a Beta release. Keep watching!

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rabworc
rabworc - - 312 comments

Very nice news! But you don't need to hurry, a mod like this needs time. How are the weapon sprites going?

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