!!!THE MOD REQUIRES 16bit 44khz STEREO-FX SUPPORTED PORT!!!

Confirmed to work with: Quake 3.24 unofficial patch, Ultimate Quake II patch and KM Quake II. WILL NOT WORK with Quake2MAX, Retail Quake II (including 3.20 patch), UQE, Arq2Lite Q2XP and other engines that cannot render 16bit 44Khz stereo sound effects.

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This mod is a work of love and admiration of the Quake II universe. A tribute to the Strogg. And to shooting them in the head with the big guns :-) I went to great lengths in modding some really lush sound effects for the Marines - and the Strogg, - even though the engine does not present these as good as it does for the player weapons. But i think you'll love it. Nothing has ever made this game sound so powerful.

The mod also provides two alternate music sets - both for Quake II original campaign and Reckoning / Ground Zero mission packs. Quake II sets include traditional heavy metal set and an electronic-ambient set. Mission packs alternate sets are removed from Q2HM 2.0 - but they will return in the next version! You can' use v1.4 tracks (hard rock with some atmospheric touches), if you feel like it.

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After a few years break, the project picks up right where version 1.4 left off. With that, i am proud to announce the mod's next iteration: Q2HM 2.0: Technosphere. For all the merits that the previous build had, it also had a few issues. For starters, the use of placeholder FX: specifically, - for the Strogg machineguns. Back then, when i was thrilled with my success in creating the Strogg laser SFX, (and there are 6 of them), i didn't realize that remaking the machine guns was actually going to be three times tougher than the lasers. So, i failed to make those in time, thus resorting to placeholders. That part is addressed in the version 2.0. All Strogg machineguns have been rebuilt from scratch and now sound as good as they should. I've made a cute little trailer to showcase that, and some more assorted new FX (in the end):


The other noticeable letdown was a mixed decision on the basic shotgun FX. For some reason, i believed that it had to be more of a low-res sound, "to bridge between Quake II and Q2HM". That was a mistake, it resulted in a mediocre effect, which marred the mod's impression. By the time i realized that, it was too late, as i was already working full speed on Doom-3-Bravo, where having learned my lesson -i didn't let things like that happen. Despite Q2HM 1.4 having many excellent FX, a lot of them encounter somewhat later in the game, while the questionable single shotgun and the placeholders - are popping up right at the start. This was another element that did not play in the mod's favor. And it was the first thing on my list to amend, and now - it has been fixed as well.

Also, quite a few of the previous version's FX were either remade from scratch, or improved in Q2HM 2.0. Such as the Single Shotgun (full sequence), Medium Health, Large Health, Health Bonus, Item Pick-up, Player Jump, Player Land, Player Damage (that's right: no more whimpering!) and more. Beyond the improvements of the previous build - there are now dozens of new SFX. These relate mostly to the Strogg. I have remade all the Strogg enemy voices, attack/pain/death screams and everything in between. More on that in the mod's upcoming launch article. I have a little preview demonstration of the mid-development build. It does not show everything (that'll be in the launch trailer), but it gives a pretty solid idea of the overall soundscape:


The mod also delivers a new music set, this time going for the electronic-atmospheric downtempo kind, as i have found through experimentation, that it compliments the game far better than any other. And it brings the sound FX closer to the player. The metal set from version 1.4 is retained, but the mission pack alternative tracks are temporarily removed. This release focuses on the original campaign, though you still get the mission pack gun FX from the previous build. In the next version of the mod, i will address the mission pack enemy FX, revise some of the guns there and will add the alternative soundtracks as well. Launch the version 2.0 is planned to be within the next 10 days.

KMQ2 Big Gun1


This is it. The ultimate polish. No shortcuts, no placeholders, no skip-steps or questionable decisions. No effort was spared to match the top-notch sound quality of Doom-3-Bravo. The thunder of Quake II is near. Current compatibility status is: KM Quake2 II, The Ultimate Quake II patch, or vanilla with the 3.24 patch.

Quake II is revving up with guns, Strogg and Heavy Metal!

Quake II is revving up with guns, Strogg and Heavy Metal!

News 5 comments

Quake II was not made in seven days...but in seven days it will be reborn! Rediscover your oldschool passion for this masterpiece shooter - with a complete...

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Quake II: Heavy Metal (Q2HM) v1.4 - full version

Quake II: Heavy Metal (Q2HM) v1.4 - full version

Full Version 7 comments

This is the full version of the mod: a complete heavy metal experience. Rock on with melodic shred-guitar and powerful riffs as you blast Strogg legions...

Q2HM v1.4 lite

Q2HM v1.4 lite

Full Version

This is like the complete version's little brother: everything is the same, but - without the alternate soundtracks.

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Guest
Guest - - 690,389 comments

Seems to have some problems with the Re-Release of the game. Most sounds are fine but player weapons are mute somehow

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hexenstar Creator
hexenstar - - 205 comments

Ah, the "scam version" ;-) hehe. No idea if that even runs on ID-Tech2.
Either way, it is likely to be incompatible for the same old reason: sound engine does not support 44khz stereo. Because a lot of the weapon SFX in the mod - were designed in stereo. That, or some other glitch. It's totally fine by me. I am all for the original Q2 via sourceports + mods. The "remaster" has never happened. Not for me.

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DarkKnightGareth
DarkKnightGareth - - 259 comments

Curiosity question: Why do you consider the Remaster a "scam version"?

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hexenstar Creator
hexenstar - - 205 comments

Very simple: because it does not improve anything that indeed needs improving, and yet dares asking money for such laziness. Take a look at Quake 1.5. That's the way to go. In comparison, this "Q2 remaster" is nothing but a scam.
With a capital "S".

P.S.Q2HM upgrades in the near future.

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Guest
Guest - - 690,389 comments

I can confirm this works great with Yamagi Quake 2 on Linux. The only extra thing I had to do is rename the ogg music files to remove 'track' from the filenames so they would play in that port. As a bonus the mission packs also used the improved sounds without having to do anything. Nice! If you want to use the included soundtrack with the mission packs too, create a symbolic link of the baseq2 music folder in the xatrix and rogue directories. Hope this helps.

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bonkmaykr
bonkmaykr - - 9 comments

Definitely worth the bandwidth.

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anzelayne
anzelayne - - 35 comments

Will this work on Quake2XP Port? Honestly, its the best port for Quake 2 visually and I have no desire to install KMQuake now.

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hexenstar Creator
hexenstar - - 205 comments

I haven't tested all the existing ports - cause they tend to crash
each other. I can attest for a fact that it will work with KM Quake.
(and the patches 3.24 / Ultimate QII patch) What looks best - depends
on what you're looking for, what matters most for you - when you look
at the game like Quake II. If you like, give it a try - it's just a plain copy-paste, no disruption to other files and/or mods. But from
what i've heard - Q2XP doesn't recognize 44khz stereo fx.

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DoomRulz
DoomRulz - - 6 comments

I followed the mod's installation instructions, but the sound FXs aren't coming through. The music is playing perfectly though.

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hexenstar Creator
hexenstar - - 205 comments

Unsupported port, most likely. Far not all Quake II ports
provide 44khz stereo sound support, - which is a requirement for Q2HM.

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