Improved Quake (IQ) is a progs.dat mod designed especially for the classic Quaker who is getting bored of the all-too-easy monsters, or the very limited deathmatch selection. It's interesting that the abbreviation for this mod is IQ, because one of the main changes will be to the AI.

This mod does not feature strange extra features, or new guns, or weird add-ons, just some basic improvements that every Quaker will like.

This mod will include new features like slightly smarter AI, locational damage, and a few other surprises you'll have to discover for yourself!

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Thanks for help (so far) to:

DrLabman
Spike

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All screenshots taken in my engine, Vengeance: Freewebs.com
Moddb.com
Recommended engine to play with: Vengeance r2 - Entar.quakedev.com

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Blog RSS Feed Report abuse Latest News: Version 1.5 Release!

0 comments by Entar on Jan 3rd, 2006 digg this super bookmark


Happy New Year, all you Quakers! Version 1.5 of Improved Quake has been released, with all new features including:

- Gave Shalrath a melee attack
- Added leading to ogre grenade shots
- Added 50% chance to use pain animation on hit
- Proportional fall damage
- Removed grenade evasion from zombies (they're stupid) and shamblers (don't care much about grenades)
- Adjusted monsters' healths and damages
- Much, much more!

Get on over to the IQ moddb profile or the IQ webpage and pick up a copy today!

Comments
Entar
Entar Nov 30 2005, 1:30pm says:

Version 1.4 released, and there are a lot of new features:

Removed blood effect on secret doors
Added a little more blood on grunt death
Increased explosive box damage
Increased lava damage
Added some .alpha effects to the quad damage and ring of shadows to make them more 'epic.'

Also, the website is now at Freewebs.com (/iq).

+1 vote     reply to comment
Entar
Entar Nov 29 2004, 10:18pm says:

Improved Quake - IQ v1.2 is completed!

I've been getting several comments about the footsteps, asking how you could turn them off, and saying they should be more quiet, whatever.
As of v1.1, you couldn't turn them off.

Now, in v1.2, Impulse 90 will toggle footstep sounds. Also, the used sounds are more quiet, so as not to be as distracting, and so that people will actually use this feature. The utilized files are foot3.wav and foot4.wav, and if you want to get the louder sounds back, rename #1 and #2 to 3 and 4 and save #3 and #4 elsewhere.

Furthermore, after complaints about FilePlanet hosting, I got some different hosting that anybody should be able to download from, and will not be updating the file at FilePlanet as regularly. If, at some point, I remember/feel like it/have time, I'll send the latest version in.

You can get the links to the files at my website: Free.hostultra.com
or the IQ page:
Free.hostultra.com

Download the newest version and have fun! :D

+1 vote     reply to comment
Entar
Entar Nov 23 2004, 7:23pm says:

I recently realized I didn't include a readme... lol...

So, I've decided to release a complete feature list (v1.1)...

Z-Aware Ogres
Footstep sounds
Thunderbolt does less damage, but consumes cells slower
Rockets move slower at first then speed up
Z-Aware Zombies
Shotgun does more damage, but more for the Grunts as well.
Several monsters do a bit more damage and have a bit more health.
Locational Damage

I think that's about it :)

-FilePlanet did update the file to v1.1 btw...

+1 vote     reply to comment
joeljkp
joeljkp Nov 18 2004, 5:06pm says:

Is there a list of improvements anywhere?

+1 vote     reply to comment
Entar
Entar Nov 18 2004, 10:41am says:

If you were going to download it, I recommend waiting a day or two, until v1.1 is there. I'll post the new link when it's up on fileplanet.

+1 vote     reply to comment
Entar
Entar Nov 18 2004, 10:40am says:

I just updated the file on fileplanet (though it probably won't be actually updated until a few days from now) to v1.1!

Now, not only are ogres Z-Aware with their grenades, Zombies are too :)

+1 vote     reply to comment
Entar
Entar Nov 18 2004, 9:15am says:

Hmm, that's possible. It'd be difficult to code that way, but I could make it so if there's a monster between the grunt and his target he doesn't shoot...

Thanks for the input guys :)

+1 vote     reply to comment
MaChI
MaChI Nov 17 2004, 9:12pm says:

hey nice idea!

looking forward to see better ai in quake
i wonder if you could make the monsters work in group, at least the soldiers, like not geeting on the others line of fire, etc etc?

+1 vote     reply to comment
Baart
Baart Nov 17 2004, 5:36pm says:

:O awesome idea

+1 vote     reply to comment
Entar
Entar Nov 17 2004, 2:50pm says:

It's finally complete! You can get it at:

Fileplanet.com

+1 vote     reply to comment
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Quake
Developed By
Entar
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Freewebs.com
Release Date
Released Jan 3, 2006
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First Person Shooter
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