Painkeep v3 - Blast your opponents with 3 times the Pain. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Number Six - welcome to the village.

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PainKeep dreams and future (Games : Quake : Mods : Painkeep v3.0 : Forum : discuss() : PainKeep dreams and future) Locked
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Dec 17 2016 Anchor

No, not sleeping at night dreams. Though dreaming about quake DM has happened.

This is how 3.0 came to be and what I think would up the ass kicking in this classic DM mod.


A few years back I was doing some code for Chaos Mod mk II.
I had been playing some HL2 or TF2 and got to thinking, that the PK auto sentries
(really the first turrets I remember seeing - unless a doom mod had some)
needed an upgrade.

So I coded in pulse nails, lasers, rockets, and lightning.
With a plan to add a railgun mode. Owie.

Next I put in cvar admin values to control the throwable item timings.
How long they all last, control over turret types, and a couple other stats.

Then came the "Super Gravity Well" a more powerful version of the spinning suck bomb.
Which added a red carry frame and black lazers. I mean "BLACK LAZERS"! That is how cool they are.

Painkeep cube, (which could have been inspired by portal but wasnt as I hadn't played it yet)
was already done - activating it releases various items and / or traps.

I'm sure there are a couple of other details not noted here.

It would have been possible to mask off most of the chaos mod Archon code and release a PK 3.0.
The main reason I didnt was my dislike of the clunky admin system started with 1.2.x.
That was fine for back in the day, but it tends to be a pain when you can now use rcon
to run a cfg or change some cvars with an alias. I'm building that admin system now.

Instead of rooting through menus, and figuring out bit maps and other crude qc config, you can just:
~ (open console)
// set the rcon password to match the server so you can send server commands
rcon_password "m|xlp1/\"
// get rid of nailguns
rcon no_nailgun
// change invis rings into quad damages
rcon tr_invisibility __item_artifact_super_damage
// bear traps last 90 secs
rcon pk_bt_time 90
// give turrets more health and live time
rcon pk_tur_health 450
rcon pk_tur_time 45

You can also put those commands in server.cfg with no "rcon" and they will run on every map load.

The pre-existing 3.0 elements are nearly complete in the mark III code base.
A few minor details and some admin side items need completed.


What does the future hold?

A series of random build Quake-Hack style DM maps and a hub each matching a major PainKeep style. Along with
the best in existing PainKeep maps. Then you can play your favorite maps and mix it up with the random.

Some pre-configured play modes - standard (regular old ops), enhanced (longer throwable life times)
super (even longer live times, expanded ammo counts), extreme (terrible server threatening live times,
infinite ammo on some items, utter crazyness!)

More select-able enhancements for the existing throwable items and more weapon sets.
I always liked the per-quake weapons. I intend to recreate those in a future release.
Also dreaming of:
- 2 head sentries - twice the fun (and even more fire modes - particle beam, plasma, daggers)
- chained down beartraps - catch 'em all and then nuke 'em
- perhaps a nuke type device to do the "nuking" with
- more types of Tomb zombies
- a "Super-ego" with some crazy enhancement - maybe eye lasers or something
- some type of chain thunderbolt enhancement - I'm thinking "Arc of the Covenant" bad-ass here
- finally implement the "Quad asset initiative" I detailed somewhere in my many posts
- add helper monsters back in

There is more on the way for PainKeep.
Having wrote this, however, I believe this will be my last major revision.

Next I want to put up a demonstration of the random mapping system.

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