Quake 2 is another classic from id software.
While not modded quite as much as it's predecessor or Q3A, it is still a blast to play and the mod's on offer are bundles of fun. Just step into Quake 2 Rocket Arena, armed with the new and almighty rocket and rail gun and you will be gibbing for hours on end.
If you dig fast paced action, then load up the good ole Quake 2, fire up a mod or two and have some fun!
For the last month and a half i have been investing a lot of time and efforts in the development and testing of this mod. Hexen, perhaps, is my LEGO, but Quake II is my star-crossed game. For years i have been displeased with either its OpenGL renderers or its sound design - and while pondering which one is worse - i could not enjoy the ultra-polished, top notch gameplay, that i knew Quake II had right from the start.
Many years forward, and someone told me: "hey - what you are looking for - is there, and in several iterations, to say the least!". New software renderers, which gave great detail and incredibly vivid, rich with rusted-metal-shades presentation of the game's universe (as opposed to OpenGL's plastic-bag-over-monitor-shtick) - and there was colored lighting too! In software! And way way better looking than any
of those so-called "advanced" ports with so-called"HD" textures. After testing it for 2 minutes - i was already hooked for life. For me it was a direct time-travel back to 1997 - and this time, i had the right tools in my hand, and i knew what my next step should be...
...to cure the other black plague of Quake II - its abhorrent sound design. And so i went into action, working on it daily: envisioning, designing, refining and testing all the new sounds for Quake II, using every imaginable resource i could think of. But i also had a secret ace up my sleeve: every sound i divided into sub-segments.
For example: rocket launcher sound segments - 1)ignition 2)explosion 3)missile flight 4)ammunition feed 5)booster FX - five different micro-parts for one sound, which i would then mix up in a recording software. With this approach i got to some really neat and very powerful effects. 90% of the new SFX are made EXACTLY in this manner.
The mod also provides two alternate music sets - both for Quake II original campaign and Reckoning / Ground Zero mission packs. Quake II set consists of traditional heavy metal and some ambient tracks.
Mission packs use softer sound, hard rock with some atmospheric touches and more ambient tracks. If you have always wondered how Quake II would sound in a full metal blaze of guns and proper oldschool glory - look no further: this interstellar war is already here.
The best part is not even the mod, - it's the ETA: 16.9.2020 That's right - less than a week away!
Quake 2 Retexture and Relight Progress #1. Here are some screenshots from actual levels with new textures and new lighting.
Screen place local reflections for player weapon. Early alpha test (no tuned materials, etc).
As you know, taking objects (taking damage, and other effects) was accompanied by full-screen illumination of the desired color.
Ya3dag V2.15 source code, tools and libraries. All you need to build Ya3dag.
Reworked dungeons. Spawners, spawn eggs, dispensers and tripwire have been added to populate the dungeons with mobs and traps.
This is a fully configured upgrade wherein the engine limits are removed and the support for widescreen resolutions is added. Also included are images...
W-O-R: Weapons of Rampage v1.4a for Quake II PRO client. Please consider donating. Info in the readme.
W-O-R: Weapons of Rampage v1.4a source code for Quake II PRO client. Please consider donating. Info in the readme.
Ya3dag V2.14 source code, tools and libraries. All you need to build Ya3dag.
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Highest Rated (3 agree) 9/10
An excellent Single player FPS
This is my first quake, i play it when i was ten years old.
I still remember when i blown up an enforcer's head. My onli reaction was scream IT STILL ALIVE!!! and the rest was just shoot to his dead body xD
IMPRESSIVE
Nov 18 2011 by Font4na
Is there a Mod that does something like brutal Doom? Like being able to kick enemies and dismember limbs etc.
i played it in 1997,really great game.
I wish there were Quake 2 Source Ports that focused on improving/expanding upon the modding capabilities like Quakespasm and Darkplaces for Quake 1 do instead of just trying to make the Game look more modern and pretty.
The way I see it, indeed, not only the sourceports, but games in their original state, could have been designed in a way more digestible to an unnecessarily some über-savvy modders. What way, for example? Say, instead of digging a bazillion of definition files, spread throughout several different archives, what if there was one central file - a sort of 'autoexec' - which would contain all basic stats for enemies, guns, damage, physics and so on - at least those of most common importance - simply passing them on to the engine?
Whoa! What's with the downvotes?
Modern source ports does that, its simply the lack of Good interested mappers in that since Q2 uses only Strogg Techbase, unlike Q1 that is varied, also Units.
Is there a mod where we can spawn friendly Marines to fight alongside us?
The only two I know of are gibrack and Comrades, and the latter I don't think has released yet as of the time of writing.
Probably sometime it will be done in Rampage mod.
Quake II is probably the best game in the series.