A randomizer mod for GZDoom that unites elements of the Doom, Quake and Wolfenstein series into a mod that never plays the same twice and is always a blast to play. Featuring one hundred weapons, an expanded bestiary, and awesome powerups. Requires GZDoom v4.2 or newer or LZDoom 3.8.x (BARRING GZDOOM 4.9.x). WILL NOT WORK WITH ANYTHING OLDER OR PORTS LIKE ZANDRONUM OR SKULLTAG.

Description

QuakeStyle v9.1, full release, featuring fixes aplenty.

Preview
QuakeStyle ZX v9.1 "Hot Single Fixes In Your Area"
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Nightmarekiller
Nightmarekiller - - 250 comments

Thank you very much for your hard works as always mate, I have been waiting for this.
I am curious to ask, the revolver never appears in front of me unless I use the qszx-cb.wad Is the revolver a special weapon just for the qszx-cb.wad ? Other than that cool job as always

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Xterra Author
Xterra - - 38 comments

That's by design.

It's a class-specific weapon for the Gunslinger-- the class-specific weapons will only appear in gameplay if you use the Classy Bastards addon (qszx-cb.wad); they *do not* show up in gameplay otherwise, they can't be acquired or dropped, and I'm fairly sure you can't even pick 'em up if you summon 'em via the console. Same goes for other weapons like the Heavy AR, the Gatling, the AMR, the Crossbow, etc.

The code and assets are all in the base mod file, by necessity; the addon simply enables them in gameplay. Leave off the addon, and the game will always start you with the "standard" shotgun/pistol/50 green armor loadout for quicker startup.

(EDIT: I named the wrong class. The Cowboy gets a *lever-action rifle*, not the revolver.)

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Nightmarekiller
Nightmarekiller - - 250 comments

thanks for the explanation ;)

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BossGalaga
BossGalaga - - 5 comments

I'm playing Quake mods in Doom and I'm playing Doom mods in Quake. Is this real life?

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Xterra Author
Xterra - - 38 comments

Is this just fantasy?

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