This is something I've been working on for the last couple weeks part time. It's the first real thing I've done for Quake, and I was wondering if anyone had suggestions or feedback on what I've done. I'm not the best person at coming up with long term goals, I achieved my short term ones here, and other then some refactoring to eliminate tick rate dependent/multilayer breaking stuff I'm not sure where to go next.
Anywho, the goal for this mod is a high speed player movement and control. I'm aiming for a feel/cross between Portal game play and quake jumping. The main gimmick is a grappling hook, that plays a bit different then most I've encountered (but that doesn't mean much as I'm new to the quake community within the last 3 years and have missed a lot f great mod's and there hey-day's). There is also a mantle that allows you to climb over some barriers you normally couldn't, just jump towards a wall about the players height, to trigger while moving forward.
What's here is the compiled progs, and a map I made for testing (including a the map source, but not the .qc). The map consists of a series of room's where the goal is to get to the teleporter to the next one. Any surface is grappable except for purple walls, and teleporters them selves. Textures are all placeholder (created by me), but the art style that's there draws heavily from whiteroom. (It fit the goal of simple for a non mapper (me) to figure out, and it provides orientation while moving at high speed.
What I'm hoping for is feedback; is it terrible, should I abort, suggestions, game play tweaks, ideas of things to work towards/stretch for. I'm looking mostly for code suggestions, but map one's are okay to.
Known flaws; tickrate dependent grappling hook, and most common map entities are not provided, (no func_ and few trigger_'s) and any functionality not needed by my code was gutted. Indeed this started off from Ender's from scratch tutorials much thanks for those, it made exploring the engine and learning much easier. No animations are provided at the moment, as that was not gameplay related, so it fell to a back burner for me.
Dependency's; the jump sounds from id1, as well as v_spike.mdl and player.mdl.
Apparently I can't upload attachment's here, so you can find it all zipped up .
Thanks for your time.
PS. If I botched part of the release protocol for this sorta stuff I don't know about please let me know so I can fix it.