Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride.                               (free stuff | no warranty | see disclaimer.txt | blah blah blah.)

Forum Thread
  Posts  
design spec for the Chaos mod (Games : Quake : Mods : Chaos Archon : Forum : exhortation() : design spec for the Chaos mod) Locked
Thread Options
Jan 25 2016 Anchor

Recently I've been moving my version control system to git: archon repository

I've gotten back to the code base for the original chaos mod. Archons predecessor.
Unfortunately I didnt have version control back then. I just saved individual files as they changed. Ugh.

However, I found the original specs for the mod. Things have changed a good bit since then.
Lets take a look:

full version: big chart


A class based mod. I never heard of team fortress back in the day. Also didnt know there was a quake 2 mod called chaos mod.
This spec was created from a text file that I have not been able to find on the cd-r backups I had back then.

My tech and engineer came from sluggy freelance, a web comic of the late 90s. Demo was from Dennis Hopper movies, and Specialist was likely the Stallone movie.
The rest were from an rpg focus I have always had.

I started with the focus column, labeled the rest and filled in this chart.
Many of these features exist in the Archon mod. Some did not make it.
So, why refocus as the "chaos mod: Archon"?

Really simple - I still have no idea how the first spec turns into a playable deathmatch (or singleplayer) mod!
I'm sure there is some fantasy based revision of team fortress in there.
And now that I have played TF2, I could make a stab at making that spec work. Maybe after Archon is done I will.

Let have a look at the most important part:

full version: smaller chart


These were the class descriptions.
Plus my motivation for working on the mod. I really wanted to make these happen.

What got cut?

So far the marine extras - demo, specialist, the technical and engineer, and most of the rpg elements as listed.
Also the team / class system as noted. Originally teams were marines / humans vs. medieval vs. chaos.
Will any of that come back? Most likely not. This spec just does not mix in with Archon.

What stayed in the mod but changed?

Gremlins (are supposed to) have thief ability. And booby traping skills.
Wraith and Chaos morphing ability - now anyone can morph / advance with morph cubes & Archon points.
Scourge morphs have some technical skill. They can upgrade their own weapons.
Thamaturge spell casting is now the Archon spell system as used by Archons.
Not much code exists, however, the new spec calls for the Wraith to be added as a demi-archon.
Possibly along with dragons.

New Archon dev will begin soon.
Weapon system six is being added to the mark III code base now.
I'll probably finish runes next.
The only big thing left will be morphing and Archons.

Edited by: numbersix

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.