Rampage mod v1.3a for Quake II PRO client
Stage 8

Producer: Nick Kehoe
Developer: MichaƂ "Woju" Steinborn

Original idea: Decino
Moddb.com

Designed to run on Q2PRO client by Skuller:
Skuller.net

Locational damage by Paril:
Moddb.com

Gameplay changes and new features:
* pick up - ('+pickup', default "f") - pick up barrels or guards by holding the pick up key and then throw them
at your enemies by releasing it!
Barrels explode into many fragments. Lethal.

* kick - ('kick2', default "g") - kick your enemies and also throw them across the room!

* secondary attack ('+attack2', default "mouse2"):
-Blaster - charged shot. Hold to charge and release to fire.
-Shotgun - grenade launcher.
-Super Shotgun - triple shot with reload.
-Machinegun - EMP burst that stuns monsters(Strogg) and eats away Cell ammo from enemies. Costs 10 Cell ammo. Limited range.
-Chaingun - toggle prespin.
-Grenades - Gravity Grenades mode.
1.Big radius/low damage mode, 2. Small radius/big damage - right after pressing/holding the right mouse button hold the first mouse button.
It can attach to metal surfaces once they activate.
This is one of the most fun weapons of the mod and the rotating of monsters affected by gravity field will be extended to players sometime in the future.
-Grenade Launcher - toggle Cluster Grenades.
-Rocket Launcher - charged up Super Rocket.
-Hyperblaster - switch between 3 modes of fire: 1. Standard, 2. Rapid-fire. 3. Slow/High Power.
-Railgun - ala Flak Cannon shot.
-BFG10K - Toggle fast fire mode.

* third attack ('+attack2', default "v") - this is currently for Hyperblaster only, used to switch the fire modes of the second weapon.

* Dual Wielding ('+dual', default "h") for Blaster, Shotgun, Machinegun, Chaingun, Hyperblaster.

* Grappling hook ('+grapple', default "c"). Shoot a grappling hook from your utility belt. Weapon independent.

* Super jump with fall dampeners. To activate the jump module hold crouch and then press the jump button. This is current speed-dependent, so you can super jump in any direction, however, sideways jumps have 1/2 penality.
Fall dampeners work on the same energy source which is rechargeable. When fully charged, you get normal quake II fall damage, when not, it's increased based on the current charge level.
Notice: players must use +duck (default "e") and +jump (default "space") commands for this feature to work.

* Dead earth soldiers spawn sometimes items on map load, such as additional Blaster.

* Dead players drop Blasters. Also can drop them from their inventory with a standard drop command.

* Added unused player head hud icon from Quake 2 Test.

* Advanced gib spawn system with a blood pool.

* Players spawn with a Power Screen power armor(which works only in front) and additional 50 Cell ammo.

* Blaster/Hyperblaster bolts do drop over time due to gravity.
Control via: rampage_blaster_drop cvar. Default: 1, reasonable values 1-10.

* AI upscaled Sky for unit 1.

* Dead Earth soldiers sometimes spawn random items on map load.

///Added in v1.1a:

* AI upgrade. Monsters better check for friendly fire when shooting. Prediction to the aim of the monsters
is added currently to Soldier. Random aggression factor on spawn that affects different behavior checks.
Soldiers fight a lot harder, they use all their available attacks.

* Four additional difficulty modes: cerberon, cerberon+, cerberon++, and cerberon+++. This affects some
monster checks and their accuracy.

* View punch on damage upgrade. This is scalable with difficulty level.

* Some tweaks and bugfixes.

* Item mod, that makes power-ups work on degrading and cell usage rather than time.
Rebreather and enviro suit makes the screen appear as viewed by a visor/goggles.
When activated, on every breath in water player spawns air bubbles. This whole item thing is controllable by
"rampage_item_mod" cvar which defaults to 1.

* All splash damage is divided to high damage in the center and additional shockwave blast.

///Added in v1.2a:

* Shotgun Guards and Machinegun Guards occasionally shoot grenades(alt fire from shotgun), Guardian can use flak canon, enemies attack faster(on cerberon difficulty), Infantry can fire a rocket, Blaster Soldiers can
use charged shots, Iron Maiden can fire super rockets, Tanks can fire all 3 weapons at once.

* Infantry’s chaingun/machinegun rotates.

* Cell generator item. When used it generates 1 cell every 10 seconds, produce a sound and alerts enemies.

* Guards don’t try to shoot you while dying when they don’t see you. When shooting they try to rotate to your location before their last shot. Sometimes they don't die immediately and try to shoot you. They provide cover fire.

* Added a score system for single player and coop. At each end of the unit, players go to intermission screen.

* Finally being able to save the game.

* Higher hp for Soldiers, scalable with skill. They also have power screen armor, scalable with skill. Cerberon difficulty.

* As always - some tweaks and bugfixes :-).

///Added in v1.3a:
* Monsters sidestep.
* Monsters jump around, they also jump away from grenades and stuff.
* Monsters randomly change facing direction, preferring open areas.
* A hidden easter egg.
* Gibs spawned from damage.
* Added berserker duck and hurt run with "hand" up animation.
* Added Soldiers animations, to make them change leg direction when running.
* Added locational damage by Paril.
* Projectiles (except hitscans for now) decelerate in water.
* Some new AI upscaled textures.
* Tweaked some bounding boxes of monsters, so they represent model size.
* As always - some tweaks and bugfixes :-).

You can help to fund the mod here by messaging to our Facebook page:
Facebook.com



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Quake II: Rampage v1.3a[CURRENT VERSION]

Quake II: Rampage v1.3a[CURRENT VERSION]

Full Version 10 comments

Here ya go. Please consider donating. Info in the readme.

Quake II: Rampage v1.3a source code

Quake II: Rampage v1.3a source code

Full Version

Here ya go. Please consider donating. Info in the readme.

Quake II: Rampage v1.2a PATCH1 to v1.2b [OLD]

Quake II: Rampage v1.2a PATCH1 to v1.2b [OLD]

Patch

This is a small patch fixing grapple sound bug. I also recommend installing openal, as this bug isn't occurring when using this sound system.

Quake II: Rampage v1.2a[OLD]

Quake II: Rampage v1.2a[OLD]

Full Version 4 comments

Here ya go. Please consider donating. Info in the readme.

Quake II: Rampage v1.2a source code

Quake II: Rampage v1.2a source code

Full Version

Here ya go. Please consider donating. Info in the readme.

Quake II: Rampage v1.1a source code [OLD]

Quake II: Rampage v1.1a source code [OLD]

Full Version

Here ya go. Please consider donating. Info in the readme.

Comments  (0 - 10 of 29)
TheOldKingCole
TheOldKingCole

How can I get Quake 2's soundtrack to work with Q2 Pro? I can't get it to work

Reply Good karma Bad karma+1 vote
VoivoD Creator
VoivoD

Q2Pro doesn't support it, just run it in a background player if you have to. There are plans to add support, but I would have to make it to compile, and I currently can't. Honestly, I heard it so many times, that I can live without it for now.

Reply Good karma+1 vote
Guest
Guest

Guys,how to install this mod?

Reply Good karma Bad karma0 votes
VoivoD Creator
VoivoD

You unpack the intact rampage folder into your quake2 dir(with q2pro client). You run q2pro, then in console type: game rampage

Reply Good karma+1 vote
PaladinKnight
PaladinKnight

It could be possible to add some optional reload animations for tactical gameplay? Or its not possible due to engine limitations or not being part of your vision for the mod?.

Reply Good karma Bad karma+2 votes
VoivoD Creator
VoivoD

I'm all for this dude! Nag to Nick about it, cause he's the boss here ;))))

Reply Good karma+1 vote
Alfredon
Alfredon

I install this mod on Quake2 RTX. Mod loads and there more enemies, AI is smarter but the grapple, second fire, flashlight doesn't work. Can and How to fix this?
It's say's unknown command melee kick or unkown command grapplem...
This mod is great, it would be great if it work on Quake 2 RTX. Please make it work.
Thanks

Reply Good karma Bad karma+1 vote
VoivoD Creator
VoivoD

RTX is based on Q2Pro AFAIK, but Rampage was not designed for RTX, only Q2Pro. I don't see any point in diverting dev resources to add RTX support right now(unless you provide some reasonable ones), cause there are many more important things to do. The feature queue is very long and interesting! We have v1.3 right now, and the feature queue would go to about v3.0-4.0 right now.

Reply Good karma+1 vote
spacekebab
spacekebab

Can anyone point me towards directions on how to compile the gamex86 for linux?

Reply Good karma Bad karma+2 votes
Flerra1993
Flerra1993

This mod is compatbible with the GoG version?

Reply Good karma Bad karma+3 votes
VoivoD Creator
VoivoD

Yes, but run it through q2pro.

Reply Good karma+2 votes
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