False Dawn is set a number of years after the events of Quake 4, where you assume the role of the best of a new breed of soldier, the Stroggified Marine. You can go where no regular human can and have been called upon to save humanity from the threat of a mysterious new super weapon developed by the vicious Strogg!
Some key features include:
After years of development and wrestling with Quake 4, False Dawn is finally ready to be set loose in the wild. Just in time for Quakecon 2014, you can now attempt to save the human race from the brink of extinction from a newer, more powerful Strogg foe. This enemy seems familiar, but much has changed in the years since Cpl. Matthew Kane defeated the Makron and Destroyed the Strogg's communications Nexus. Prepare for ~90-120 minutes of gameplay that will challenge not only brawn, but brains and reflexes.
I must thank absolutely everybody involved in the development of False Dawn. It's been a long road with many bumps, but we've made it. Special mention must first go out to Sikkpin who contributed not only the amazing Sikkmod, but also a whole raft of custom effects and features specific to False Dawn. Next up is Vlad 'Titan Slayer' Zhuravlyov, who has most kindly supplied the soundtrack for False Dawn. He even produced a remix of a classic track from the Quake universe that is included somewhere in the mod. I must also thank Gaute Rasmussen and Andy Nokes on their stellar jobs in voicing two of the three characters featured in the mod. I can't speak highly enough of these fine gentlemen, without whom this project would have never been the same.
To wet your appetite prior to downloading the mod, I would like to quickly introduce the two other zones that make up the facility of False Dawn.
The Air Filtration Facility (AFF) is the oldest and least reliable part of the Facility. This is an issue due to the fact that the AFF houses Atmosphere Control which maintains the oxygen levels Facility wide. If Atmosphere Control were to fail, it could potentially flood entire areas of the Facility with Toxic gas.
Very little is known Nerve Centre other than it controls all networking, security and logic systems within the Facility. What is known however, is that unlike the rest of the Facility the Nerve Centre is kept in immaculate condition. There are no flickering lights, or exposed wires to be seen here. Surely such a vital area would not be without formidable protection.
Area unknown. No reliable intel available.
Now, go, download False Dawn and enjoy it.
Thank you.
False Dawn is almost complete. In the lead up to the release I'd like to share a few last screenshots and briefly discuss one of the three major zones...
After years of development, False Dawn is not only still alive, but will be releasing soon.
We check out the some of latest modDB and indieDB headlines plus your weekly dose of Monday Night Indie.
**ATTN: ATI USERS** CATALYST A.I. MUST BE DISABLED IN ORDER FOR SIKKMOD EFFECTS TO RENDER CORRECTLY. Initial release of False Dawn. This is the archive...
**ATTN: ATI USERS** CATALYST A.I. MUST BE DISABLED IN ORDER FOR SIKKMOD EFFECTS TO RENDER CORRECTLY. Initial release of False Dawn. This is the installer...
Highest Rated (3 agree) 9/10
This was a fantastic campaign, all the detail and challenges were amazing. I just wish we could have gone a little farther after the ending, but I understand that to make maps of this detail, requires time.
Aside from that the voice acting for the Strogg is a little weird, personally I thin it just doesn't fit them but its only an aesthetic factor, I just wonder if there's going to be more because this is a professional mod for Quake 4.
Jul 18 2014 by Stuntcrab
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Do I have to have the Sikkmod?
Hey, I'm getting a weird green "pixelized" or "artifacting" lens effect whenever HDR is turned on, help?
The mod looks promising but it is not compatible with GNU/Linux version of Quake 4 due to Sikkmod and lack of .so file. Therefore, Linux users get
file pak_bktq4sp1.pk4/scripts/events.script, line 1023: Unknown event 'modifyObjective'
file maps/bktq4sp1.script, line 203: Unknown value "completeObjective"
errors. Would you consider porting it for Linux please? Thank you. :-)
Apologies for this. But sadly my awesome programmer/partner in crime; Sikkpin disappeared of the face of the internet just before release. As such I never got the final sourcecode.
So what is your future planning after this? Announcing another project or retiring yourself to start your real life to feed your family?
Does this apply the Sikkmod to the main campaign, or do I have to apply that separately?
it's already built in. You just need to start the mod and go.
The only bad thing i have to say is that's a bit short, but the final is epic jaw-dropping and you can only want for more, gameplay in general is perfect, the healing mechanics, the armor stuff... WONDERFUL! 10/10
oh, but a small fix in the "load last checkpoint" option should be in order, as goes CTD everytime, fortunately is easy to avoid usind the normal "load game"
Hope ID and Raven takes notice of this. It really deserves
I'm glad that you enjoyed the mod! It sounds like the ending certainly had its desired effect. A lot of work was put into getting the balance of the health/armor damage ratios right, so it's great to read that you enjoyed that aspect as well.
It is a shame to hear that reloading from checkpoints caused you issues. I did have a few problems throughout development with reloading/changing maps while running Sikkmod. However given Q4 never went open source, my Sikkpin and I could only do so much.