Gloom is a Quake II modification that blends fast paced action and strategy to create a unique gameplay expierience that will take many years to master. Featuring 16 classes, each with their own unique abilities and tactics, over 300 custom-made Gloom maps and rock solid servers, it's no wonder Gloom is one of the most popular Quake II mods still played today.
The goal of each game is to exterminate the other team. To do this, you must eliminate all the opposing players and all of their spawn spots, so they cannot respawn. When a side is totally eliminated, the other team wins. For humans, they spawn from teleporters. Aliens spawn from eggs, which regrow after an alien emerges. Each side has one class which can build new spawns, create defenses and possibly repair friendly units. This class is the engineer for the humans and the Breeder for the aliens. There is a limit on how many structures you can build in a single game - the number on the top right side of the screen is how many build points your team has left to build. Some maps have different objectives that need to be fulfilled in order to win, these will usually be explained when you first enter the level at the introduction area.
When you start the game, you will only be able to pick two classes - the 'builder class' and the 'base class' (engineer, grunt or breeder, hatchling). Choosing the better classes costs frags. Them more frags you have, the better classes you will be able to choose. You will not earn any frags as the Stalker or Mech except for killing an enemy Stalker/Mech, Stinger/Commando, Guardian/Exterminator or enemy spawn. Every enemy player you kill otherwise will earn you one frag, regardless of which class either of you are.
Some 'new' better looking models and other some minor tweaks.
Changes:
New installer for new players. Only thing you need is copy of Quake II + Quake II 3.20 patch or Quake II Demo.
Over 6 years later and still nothing in here so I took over the moddb/gloom site and updated info, screens, videos and added standalone installer.
2009 has been a fantastic year for modding and indie gaming. With the highest amount of recorded featured releases ever on ModDB it can still go over...
August is done and dusted with many big named mods for both Unreal Tournament 3, Half-Life 2 and Fallout 3 coming out, it's easy to say that last month...
Title: SWars Gloom +++ Version: Beta 2 +++ Release date: 2009-05-31 +++ Filename: swg_beta2.bsp +++ Author: DeeKae +++ It's a remake of the map Gloom(.bsp...
Containing almost every custom made gloom map in existence. Once downloaded, extract the .pak files to your gloom directory. This pack contains all maps...
Quake II is required with 3.20 patch or Quake II Demo. With demo most textures will be missing. Extract in Quake II directory.
Quake II is required with 3.20 patch or Quake II Demo. With demo most textures will be missing.
Hey Gloomers,
We are still kicking semi-regular Gloom matches - jump on our Discord
Discord.gg
Hi!
does anyone managed to grab the sources of gloom? The ftp planetgloom does not work anymore(
bunch of new server online now.. havent been lucky enough to meet players online :( .. I usually have 30min - 1 hour on week days around 22h (eastern time) .. finger crossed hehe {SD}BaDaBoUm
The game was more fun than NS2, its sad to see it die.
Trying to make a similar mod for the Source engine called Darkness: Source. Here's a link to the moddb page: Moddb.com
Gloom forever! Ive been playing gloom since 2003 when the final came out and been in clans more or less ever since! We still play it and hangout on mirc! yes, its better then Trem. Ive played trem 3 years ago, and it seems to be taking alot from GloomQ2, and putting it in a new engine. And I kept running into mentions of Natural Selection and Empires Source, which I tried later also. Turns out, Empires source is my fave top mod for source engines, and Gloom for Quake2 is the best in the "modded quake2 engine" category. But we surely played a heck a lot of ActionQuake2 in the late90s-early 2000's too!
Kinda hard to say if it's "better" than another mod, since tastes vary.
Comparing Gloom to NS (since I haven't played Tremulous alot), Gloom is simply alot faster and more furious.
Your average Gloom game last about 10-20 minutes and due to the much smaller maps, the time it takes before you're back in the thick of the action after you respawn is rarely more than 10-15 seconds, even when your team is on the offensive.
Bases tends to be run over and rebuilt alot quicker as well, making for quicker turns in the balance of the single game. Of course, since bases have nothing to do with the availability of resources (you gain access to better classes solely from killing enemies), losing a single base position doesn't have nearly the same impact in Gloom as it has in NS, as long as the builders are on the ball to rebuild someplace else.
Simply put, the focus in Gloom is less on the resource management, strategy and RTS part of the game and more on the purely tactical and FPS part. If faster and more action is your cup of tea, then yeah, Gloom is better. On the other hand, if you prefer a bit slower, strategic gameplay, then NS is the way to go.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
this better than NS and tremolous?
are you F******* kidding me?