The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Add file Report enhanced quake shit 3.1

This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.

Location
Games : Doom : Mods : Brutal Doom : Files
Filename
ENHANCED_QUAKE_SHIT_v3.2.zip
Category
Demo
Uploader
Alchee66
Added
Updated
Size
132.4mb (138,830,506 bytes)
Downloads
2,076 (2 today)
MD5 Hash
224e723ce84e124b47042b029d92416e
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Description

I went like SHOOP and then a little WHOOPIDOO and this came out. I do not own the original Quake Stuff mod.MOVED TO MAIN DOOM MOD PAGE!!!GO THERE FOR LATEST VERSIONS!!!

Preview
enhanced quake shit 3.1
Comments  (0 - 50 of 55)
L3d
L3d

can you remake spoonfight ?

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dacato6432
dacato6432

whats spoon fight?

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Alchee66 Author
Alchee66

Yeah dafuq is that?

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L3d
L3d

Moddb.com Giant spoons !!

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RubberTunes
RubberTunes

I don't like the alternate sounds in this mod. the problem with the original "quake stuff" mod is I hate the spawning hordes of zombies around water areas. so if you could bring back the original vanilla quake sounds and keep the zombies away we can be friends forever!

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xanrer
xanrer

im getting an:
Script error, "enhanced quake ****.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists
can anyone help me?

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Alchee66 Author
Alchee66

dont use it with brutal doom use it by itself

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xanrer
xanrer

it works wonderfully without bd (only if real quake was this good, i love it)but isn't this supposed to work with brutal doom?

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Alchee66 Author
Alchee66

nah, to be honest I posted it here for publicity and also because
another good name for it would be "Brutal Quake".

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xanrer
xanrer

oh.. i see. Well either way this actualy became one of my favorite mods, so thank you for this, also thank you for making spectres feel as horrifying as the first time i played doom. i really cant praise it enough, the perfect balance is like what quake was should have been in the first place.

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mageburger069
mageburger069

Why are the enemies invisible?

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Alchee66 Author
Alchee66

Are you using Gzdoom?

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mageburger069
mageburger069

Yep.

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Alchee66 Author
Alchee66

then I dont know wtf is wrong. I aint that good.

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sirleviatan
sirleviatan

awesome! thank you very much dude, but i have a little problem with the Multi Grenade Launcher when I shoot, the grenades never stop multiplying!
my ver of Gzdoom it's 3.4.1, could you fix it, please?

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Alchee66 Author
Alchee66

Yessir

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sirleviatan
sirleviatan

****** AWESOME!!!!!!! Thank you very, very much, you are the best sir! a AAA mod!

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MachoMan89
MachoMan89

are there the Quake1 level mapwads to play with this?

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Alchee66 Author
Alchee66

there is this: Doomworld.com Also I might make a campaign to go along with this mod.

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Linus.Hyper
Linus.Hyper

At least you were honest when you named it.

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SergeantDiggs
SergeantDiggs

Script error, "enhanced quake ****.pk3:actors/tokens.txt" line 1154:
Script error, "enhanced quake ****.pk3:actors/tokens.txt" line 1154:
Tried to define class 'Timer' more than twice in the same file.

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Alchee66 Author
Alchee66

you're probably loading the same file twice somehow.

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thedeathrunner
thedeathrunner

what do the runes do? i know they replace the mega sphere but some dont even do anything noticeable for me. (also, new fav doom quake mod out their, i love this so much! quake stuff was good but it missed the blood and gibs from some of my fav quake mods. this fixes that!)

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Alchee66 Author
Alchee66

since I am enhancing this mod, hence the name, I did not create this from scratch. You should ask the original creator about this, where ever the hell he is.

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thedeathrunner
thedeathrunner

is their possibly a way you could make it so you could blow up a zombie before it gets back up again? like how you could down a zombie with an axe or gun and then shoot a grenade or rocket to blow up its corpse like in quake 1?

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Alchee66 Author
Alchee66

I have been thinking of doing something like that, since it slows down gameplay when just sitting there waiting for the zombie to get up so you can gib it.

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thedeathrunner
thedeathrunner

Change log for version 3.0?

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Alchee66 Author
Alchee66

dont have one, probably should make one like ASAP. sorry, i am a little amateur.

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thedeathrunner
thedeathrunner

also does this work with bolognese?

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Alchee66 Author
Alchee66

sorry, do not know what that is. maybe send a link?

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thedeathrunner
thedeathrunner

sure! Moddb.com
Here you go!
Also did you read my other message? my "complaint"?

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thedeathrunner
thedeathrunner

Also did you read my other message? my "complaint"?

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Alchee66 Author
Alchee66

sure did, I just fixed the weak kicks but I still have to do some more stuff before I release the update. Also, thanks for the link

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Alchee66 Author
Alchee66

Aaaaaand, nope it does not work with the other gore mod, since they have the same Cvars, if that makes any sense

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thedeathrunner
thedeathrunner

Ok, Yeah it does. Thanks for testing! And no prob dude.
(make sense)

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thedeathrunner
thedeathrunner

Ok, so i just played this version and i have one complaint

The kick feels way to weak and its redundant with the axe just killing small enemies, flinching mediums, and hurting bigs more. the rune that makes the axe fire a projectile (or many with alt) makes it completely useless.

Either give it a rune that increases damage and knockback permanently or just make it do more damage (overall stat change, not with rune)

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thedeathrunner
thedeathrunner

new update soon?

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Alchee66 Author
Alchee66

yeah, I've been working on enhanced quake 2 **** recently, so a little off track. will update soon though.

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thedeathrunner
thedeathrunner

Ok. Quake 2 sounds awesome. Strogg were always my favorite.

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Alchee66 Author
Alchee66

probably going to not post it in brutal doom this time around.

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thedeathrunner
thedeathrunner

ok, 3.1 is good But.... The kick is still completely overshadowed by the quick axe and its upgraded counterpart. The Damage needs to be tweaked a little more to make it usable, or make one of the runes upgrade its damage, and (or not) make it shoot a (maybe stronger than the axe?) projectile.

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thedeathrunner
thedeathrunner

also the kick can sometimes break other weapons like the quick axe or quick grenade if you try it activate to before the animation is complete, and vice versa for the other 2.

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Alchee66 Author
Alchee66

yeah, I tried fixing that but I cant seem to find the problem. I didnt know it was if you did it before the animation finishes though, so thanks for the info I might be able to think something up. also, get ready for destroyable corpses.

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Alchee66 Author
Alchee66

HA FIXED IT!

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thedeathrunner
thedeathrunner

good! it annoyed me alot :\

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ruskerdax
ruskerdax

This is cool, but it really has nothing to do with Brutal Doom, as it's not an addon for it and doesn't have anything to do with it. Neat work in any case.

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Alchee66 Author
Alchee66

thanks

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dragonball1957
dragonball1957

awesome ive been following since 2.5 only issue with this is now the blood doesn't work. Even when U set the levels to Edgey as *** or Comical. no blood flies out to the wall unless u gib them then the settings for the explosion show but thats all. I removed the Gzdoom ini file and started over same issue. the older versions including ur 2.5 blood works fine

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Alchee66 Author
Alchee66

That is a mistake on my part, since I have made numerous modifications to the blood effects throughout the development of this certain mod. I believe at some point I did something to screw up the Cvars.

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dragonball1957
dragonball1957

ok cool. I tried making a patch to wipe out the cvars, but then I cant add catchup or Bangales on top. I realize it could only be set once. lol or it will say Blood already = 1 or something like that.

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dragonball1957
dragonball1957

Got a patch working just copied over the Decorate.BLOOD.txt from catchup since I could tell u were using that
vs v21 style . Drive.google.com

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