Quague Legacy v1.3
Full Version 1 commentFixed bug where health would not be saved between levels when having at least one scavenge level. Fixed bug where powerups above level 20 would not activate...
Single player quake with a Rogue Legacy progression system. You play the regular quake single player levels. You start out very weak. You get money by killing monsters, finishing level with many kills, and finding secrets. When you die, you spawn back at start and can buy upgrades with your money. When you start playing again you lose your remaining money (so spend it all). Save-loading remembers your progress. Save-loading to avoid death is discouraged. If you want to play other levels use "changelevel mylevel" ("map mylevel" deletes your progress). I play by selecting difficulty, then pressing 8 to run through all quake levels in randomized order, die, buy upgrades, and press 8 again. Repeating until I become powerful enough to finish all 32 levels without dying.
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Fixed bug where health would not be saved between levels when having at least one scavenge level. Fixed bug where powerups above level 20 would not activate...
------------- Changelog 1.2 ------------- Change armor to be percentage of total armor based on level. Change start armor to green. Change ammo multipliers...
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This mod contains Realtime Lights for all the maps of the Episode 3 of Quake (1997). It can be used with the Darkplaces engine.
This game is based on modified adquake engine. Supported platforms: PSP/PC/ANDROID
My journey into Quake 1 RTLIGHTS continues with the DoE Realtime Lights.
Инферно 1.0.5 для оригинального первого Quake и Инферно 1.0.1 для пятого эпизода. В комплекте...
This is a Quake game on DarkPlaces engine with many general changes, includes best HD Textures, HD Models, upgraded gameplay and weapons and many other...
Fractured Realities is an Arcane Dimensions based episode that intends to push the Quake aesthetic in new and interesting directions, while preserving...
pretty cool
As much as I am not being a particular fan of roguelike games, it does look very interesting; the method behind it, the clockwork of Quake with roguelike mechanics to it. Even though it does seem a bit of unfair, if I understood correctly, that the earned money disappear if unspent entirely before entering a level.
Gameplay-wise, the method certainly does encourage innovative approach to otherwise routine pathways; to maximize the earn.