Here it is, finally! Slayer's Testaments is complete and this is the 'full' release. Not necessarily 'final' though. Just nab the zip and extract into your Quake directory, a new mod directory sits right inside the zip! FTE and autorun launcher also included.
It's about time I put this on here! It's been floating around for around two months on google drive actually, but as minor bugs were squashed, that link kept receiving minor updates. Once that stopped, well here ya go!
Download this zip, and extract straight into your Quake directory. The mod folder - st_full - sits right inside the zip, and also includes other files like the FTE sourceport and st_autorun.exe that go into the Quake directory. Load the latter to load up a really nifty launcher. Other sourceports like Spiked and plain ol' Spasm are supported, too. But FTE recommended, with Spiked still a close second.
While this mod is now 'complete' it won't be the last update - the 'final' release will have bonus maps and content, still - and possibly more fixes if the odd bug is still found - hence my naming scheme here. Not as extensive a jump content-wise as this update is from TAG4 - all Doom Eternal monsters and than some are accounted for, Act II is complete, and ~170 maps strong!
FEATURES
- You now get a kickass launcher that looks for the st_full subfolder and FTE 32 or 64 sourceports - all bundled here! Or, load it up with your own shortcut (needed if you use other sourceports like spiked)
- Improved start map with a more streamlined layout - necessary for the increased amount of content.
- The second start map - Arc Carrier - more apparent to get to and again has streamlined portals. Only one exit to the tintin_jam maps for instance, since those were rebalanced into a sequential episode.
- New wave map features like found in Quake's Remastered Horde Mode Implemented in some new ones - and there are now 9 said wave maps altogether!
- Act II is now complete, 9 maps strong with some maps re-ordered. Heretic campaign complete with more levels in the first episode, and a 2nd episode. Bonus HeXetic monsters mixed with DOOM ones.
- Entirely new campaigns, such as Hellgrowth Rising, two acts of Repent, and an Alternate 2016 campaign.
- Classic Episode 6 added, with fixes throughout the other five as well.
- New custom user maps, updates to some of the old ones, and Quake community conversions.
- All monsters from Doom 2016 and Doom Eternal - including new faces entirely - make an appearance.
- New weapons, weapon mods and abilities.
- New features such as a custom key system - additional key colors, powercores, forearm puzzle pieces and more (anything a mapper can think of, really) is possible as a key or puzzle item!
- The four Quake runes are the Slayergate / Rune Challenge prize that'll net you a special item once you get all four! Of course, mappers can make whatever they want as the prize to such an encounter.
- And much, MUCH more!
Awesome! Downloading ASAP! 😸
Figured it was better to finally put it up here rather than rely on a Google Drive upload, should have been here two months ago not long after that full release trailer video was uploaded. It's an order of magnitude bigger than TAG4, just as that was bigger than the prior release! Enjoy!
finally :))
HELL YEAH
is this version any different from the google drive one?
No this IS the google drive one, but the one thats up CURRENTLY - so if you got a google drive version from a link that no longer works, than this will have minor changes. Thats why I was using it for a while, ironing out bugs until it was sitting there for a bit without change.
Could you inform me on how to get dash to work?
Dash is in the controls menu, run is under gameplay options (I assume you mean 'always run') and the meathook is just a secondary firemode of the meathook SSG, which you must find in the world. You may just get a regular supershotgun for starters, depending on the level /episode.
Dash does 'not' work for me (tried assigning different keys).
Well technically you can only run one ir the other, as the launcher liafs up FTE while doing it trough STEAM loads up tye Kex engine. But most likely your DIR path is program files/steam/steamapps/common/quake so mod kd be unzipped in there, so it looks like .../quake/st_full - as long as it sits in wherever quake is by having unzipped it directly into the quake directiry.
Quick text, type impulse 9 in the consoke (~ key) so you get all the items, then try that stuff out.
1. Dash had to be manually edited in the cfg file.
2. After a glory kill, weapon changes, not the one I was using.
3. Does not save graphical preset and statusbar scale for next load.
Does this version of the mod require the quake game?
Yes you need to own Quake, and unzip this directly into your quake directory. The mod folder and everything else that's needed to be in said Quake directory, sits inside the zip.
thanks for the answer
I downloaded this but there seems to be no textures when I play the game?
great mod, works well...i had to reconfigure the controls and i don't know if i did it right, but i downloaded the updates that are available in the options...the only problem i found was when i loaded a save game, the HUD disappears. Does anyone know the solution?
The updates could be screwing wth things, those are FTE updates not mod uodates and they tend to change the HUD from experience.
There's an opton somewhere to disable the updates but not sure what menu off the top of my head.
ah ok im going to uninstall all and install again and turn off updates.. thanks for the reply
Crash to console:
sv_error: stack overflow in marauder_dodge_lf x2
CTD in episode II
Second level in episode III, getting stuck walking, jumping around gets me freed.
nice !!
Finally the mod is posted on moddb
Great Mod!
Also btw, do you have plans for weapons? Doom Eternal have cut, but fully implemented animation and functionally wise Pistol weapon, it could be great addition for Eternal weapon roster, so 2016 roster have 2016 pistol, and Eternal roster have cut Pistol instead of 2016 pistol, just for variety.
I was thnkng abut that, too! Yellow "energy blasts" so it still doesnt use ammo, tho. But Bloodshot would haveta make that happen. And he's done with this as far as I know, so next update would just be more maps (and fortunately, custom monsters).
But if I could add that - along with the Hellshot, Reaper and other 2016 multiplayer mainstays - I would! Maybe I could try to reskin the pistol to grey and green, but code would need to be added still to make it all change depending on 2016 / Eternal game mode.
How to play Doom Eternal Company?
Hi.
My own screen resolution is 1280x1024 and when I launch the game my screen goes black and tells me to go back to normal resolution.
Is there a config file where I can change the resolution?
how to disable mouse inversion which key is responsible in the game for canceling the mouse run?
Help!I can’t figure out how to turn off mouse inversion, tell me the path in the settings
para sacar el mouse invercion anda en opsiones luego anda donde dise player setup y hai te aparese donde dise invert mouse este en si y lo selxsionas y pones no y listo saludos desde agrgentina
te recombindo que lo trduscas porque yo hablo español
I can’t figure out how to turn off mouse inversion, tell me the path in the settings
Thanks! Amazing work!
Thank you!
it can be launched via quad touch?
Yes, you can also play this wonderful mod on your phone.
Known bug - in Quake E1M3 the final Shambler has been replaced with a Summoner and killng him now triggers the exit door. BUUUT... I forgot to have him appear in all skill levels smh!
He's only in hard and nightmare, but not easy or medum, so if playing on those skills you have to noclip for now until further notice.
Oh my! I'm glad, that can play in Doom on my i3 potato)))
My thanks and appreciation!
I found original doom and quake maps, original Doom 2016 company, even Heretic's level. But i can't found Doom Eternal map. How to play Doom Eternal Company? I'ts possible?
ST Act 2! Also Hellgrowth and Repent's 2nd Portal.
game launches into a blackscreen, ive tried changing the Cfg´s but nothing worked, anyone know a fix?
how to disable inverted mouse?
First of all, I thank you for sharing your work, it is simply amazing on many levels and worthy of being widely discussed and analyzed, a piece of art without a doubt, thank you very much.
Is there a chance to play with weapons from Doom 2016? exchange them for those of the Doom Eternal and vice versa?
In the menu, you can set it to always be one or the other, overriding the map default.
How to set up mouse controls in the game. So that the camera looks up and down with movement, not the other way around, as aiming up is not convenient. I couldn't find the mouse control section in the menu???
First of all...this absolutely fantastic!!! Great work. I've been playing on Quadtouch with a gamepad and, It doesnt recognize the input, so it won't keybind the quick melee action to a button on the controller. 8bitdosn30pro. Also, I noticed that when you have more than just the pistol equipped it doesnt allow you to switch to fists.
I would really want to love this mod, but I can't. I love Doom16 and Eternal, but the lack of mods for them is problem. And then they make such a mod. Optimized, open to creativity, and making it possible to turn off glory kills.
First of all it buggy. A lot of bugs. Bugs begin when you try to configure controls. Then the player is faced with the fact that shoots may not be registered, jumps do not count, and the meathook does not work properly. You made more than 170 maps, but you couldn't polish the main base - it's weird.
The second is presentability. The game poorly explains its own rules and mechanics, as well it bad organizing the process of walkthrough and achievement. Here they just piled everything into one pile - dig in. There is no sense of walkthrough and achievement.
Third - monotonous and unbalanced. The first problem was perfectly solved by Doom 2016 SnapMap with its amazing visual scripting tools. And second: only routinefights are dumped on the player: more, here's more, and more. Kill everyone again. No variety or challenges. And with bugs the balance of hardcore in some places turns into hell.
I would wish to authors:
Fix bugs. Completely remove the upgrades for the player and weapons, making it default for everything. Normal integrate to turn off the glory kills mechanics. Make a normal organized menu. Make some kind of system of "beat" for maps. Some tick in the description of the map would be enough. Write a manual for players, how to use J.A.C.K. for example to create a variety of mods with their scenaroio, music and various game situations, and how to embed them in mod and share.
The reason for this mods I see is not to downgrade graphics, but to fix the problems of Doom16 and Eternal - different mechanics for different parts of the franchise, no mods, annoying udgrades and glory kills.
He fix almost everything, just need to polish a little.
Good points all around. Bloodsht12 be burnt out from programing, and I the un-burnable mapper never stopped. 😜 So I myself can't change some of the quirks - like double jump not doing it when youre partially off a ledge - unfortunately. That happens with the jump boots commonly found in more traditional Quae mods too tho, come to think of it.
Maybe then cut off the double jump and give instead one long and high jump? And make control the jump with a dash and rune of control?
Also the game has problems with the feeling of walkthrough. Maybe instead of classic maps give the player an arena maps to survive? Devil Daggers for example. Give normal tasks and conditions so that I can feel that I have beat game. And not just pile a lot of maps into one bunch and it is not clear how to beat all this. For game to be popular, the gamers must try to master it on YouTube. I really think you should do something like Devil Daggers.
Or make a normal story and not just "shoot, run and kill them all for stats screen at the end". I really love Doom16 snapmap + snaphak. His tools allow mapper to do much more diverse and fun things instead just "run and shoot for the stats". Even I made something fun at this tool. I would like you to be inspired by this scripting system for the design of future maps.
I also want to add that Slayer's Testaments maps gave me a feeling from childhood. The game is very similar in style to old and forgotten hiddengem Heavy Metal F.A.K.K. 2
The start hub is organized the way it is for a reason. The main campaign is clearly the Slayers Testaments' 3 acts that are dead ahead. Start map was way was less organized prior, no text on the walls and more needless passageways for instance. The wave maps ARE the survival maps, and classic maps arent going anywhere. Quake isn't snapmap, and it's strength lies in fully freeform architecture vs its scripting. Plus, many people nabbing this mod played prior versions with less maps so having more in the start map makes sense.
Glad this mod does give you nostalgic ferlings! Try out the SpongeBob in the custom maps wing!
If fundamentals like double jump are to be changed, though, than might as well work on a new IP. But wait - that was the plan anyway! So stay tuned for that I guess.
>The start hub is organized the way it is for a reason.
No, you dont understand. I talked about feeling "beat the game". Its like Platinum at Sony PlayStation. Right now mod feels like "as you like - so play, I don't care".
>Glad this mod does give you nostalgic ferlings! Try out the SpongeBob in the custom maps wing!
Its not about nostalgia, its about art. Slayer's Testaments and Heavy Metal FAKK 2 have rare artstyle: lowpoly retro heavy metal hellmeat sets.
Tengo un error, cada que trato de entrar me saca, pero antes de eso todo se pone en un texto pixelado color azul, alguien sabe a qué se debe?
Have Quake on your machine? Follow directions? Dont know what to tell ya, without more info.
I have a question, once I unzip the files where do I have to move them?
Unzip into the Quake directory, as per the instructions. 😜
whats the "quake directory"?
The path of the game u should own in order to play this mod. 😜