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Arcane Dimensions New Weapons
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The Quake player is one giant backpack full of weapons and
it requires one large bank of keys to operate!
There is no special 'swap out' function
like in modern games where the player can pick and choose
what they want to carry, it all or nothing with Quake!
Adding more weapons to Quake is difficult because the weapon
cycle list is already long and most of the number keys
(1-8) have already been used.
The second Quake expansion pack added a cycle function
to each weapon number key in order to get around the keyboard
limitation.
This created an extra layer of complexity to selecting
weapons and made the weapon cycle list unbearable.
Instead of adding more weapons which often make previous weapons
redundant, Arcane Dimensions has weapon upgrades instead.
These are designed to replace existing weapons with something
better and not burden the player with a giant weapon cycle list.
Each new upgrade has higher damage, a new model and has one
extra feature unique to that weapon.
The Shadow Axe
The new axe is a visual upgrade (blood soaked model) which
does +75% more
damage, kills zombies and deals with low level monsters easily.
To some
the axe has always been a novelity weapon, but there are plenty
of Quake
players who love to dance around monsters cutting them down
to size!
Weapon |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11 |
+12 |
+13 |
+14 |
+15 |
ID Axe |
20 |
40 |
60 |
80 |
100 |
120 |
140 |
160 |
180 |
200 |
220 |
240 |
260 |
280 |
300 |
Shadow Axe |
35 |
70 |
105 |
140 |
175 |
210 |
245 |
280 |
315 |
350 |
385 |
420 |
455 |
490 |
525 |
Monster |
Health |
Axe |
Hits |
Time |
ShadAxe |
Hits |
Time |
Diff |
Dog |
25 |
40 |
+2 |
1.0s |
35 |
+1 |
0.5s |
+0.5s |
Army |
35 |
40 |
+2 |
1.0s |
35 |
+1 |
0.5s |
+0.5s |
Knight |
75 |
80 |
+4 |
2.0s |
105 |
+3 |
1.5s |
+0.5s |
Ogre |
200 |
200 |
+10 |
5.0s |
210 |
+6 |
3.0s |
+2.0s |
Hell Knight |
250 |
260 |
+13 |
6.5s |
280 |
+8 |
4.0s |
+2.5s |
Demon |
300 |
300 |
+15 |
7.5s |
315 |
+9 |
4.5s |
+3.0s |
Shalrath |
400 |
400 |
+20 |
10.0s |
420 |
+12 |
6.0s |
+4.0s |
Shambler |
600 |
600 |
+30 |
15.0s |
630 |
+18 |
9.0s |
+6.0s |
With the increased damage, many of the low level monsters are now one hit
wonders and several of them will now play long pain animations when attacked
with the new axe to allow the player time to get in extra 2nd/3rd fatal hit.
(dcrossbow, enforcer, hogre, knight, ogre, wizard do long pain animations)
The primary benefit of the new axe is against zombies, one hit will often
knock them down to the ground and another will deal with them on the ground.
This also applies to all bodies lying on the floor, so observant players can
preempt traps by dealing with bodies on the floor first.
The Widow Maker
The Widow Maker is an upgrade to the Super Shotgun (SSG),
doing an extra 50% more damage and
using more ammo shells (3 per shot) at the same time.
The Widow Maker has the same
spread pattern as the SSG and fires 21 pellets instead of 14 every 7 frames.
Weapon |
Pellets |
Dmg |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11 |
Shotgun |
6 |
4 |
24 |
48 |
72 |
96 |
120 |
144 |
168 |
192 |
216 |
240 |
264 |
Super Shotgun |
14 |
4 |
56 |
112 |
168 |
224 |
280 |
336 |
392 |
448 |
504 |
560 |
616 |
Widow Maker |
21 |
4 |
84 |
168 |
252 |
336 |
420 |
504 |
588 |
672 |
756 |
840 |
924 |
Monster |
Health |
SSG |
Shots |
Ammo |
Time |
WM |
Shots |
Ammo |
Time |
Diff |
Army |
35 |
56 |
+1 |
2 |
0.7s |
84 |
+1 |
3 |
0.7s |
--- |
Zombie |
60 |
56 |
- |
- |
--- |
84 |
+1 |
3 |
0.7s |
--- |
Knight |
75 |
112 |
+2 |
4 |
1.4s |
84 |
+1 |
3 |
0.7s |
+0.7s |
Wizard |
80 |
112 |
+2 |
4 |
1.4s |
84 |
+1 |
3 |
0.7s |
+0.7s |
Gargoyle |
120 |
168 |
+3 |
6 |
1.4s |
168 |
+2 |
6 |
1.4s |
+0.7s |
Ogre |
200 |
224 |
+4 |
8 |
2.8s |
252 |
+3 |
9 |
2.1s |
+0.7s |
Hell Knight |
250 |
280 |
+5 |
10 |
3.5s |
252 |
+3 |
9 |
2.1s |
+1.4s |
Demon |
300 |
336 |
+6 |
12 |
4.2s |
336 |
+4 |
12 |
2.8s |
+1.4s |
Shalrath |
400 |
448 |
+8 |
16 |
5.6s |
420 |
+5 |
15 |
3.5s |
+2.1s |
Shambler |
600 |
616 |
+11 |
22 |
7.7s |
672 |
+8 |
24 |
5.6s |
+2.1s |
The Widow Maker (WM) is designed to be more effective against mid range monsters (demon and shalrath)
and less effective against single low level monsters (knight/wizard). This gives
the player more high damage weapon / ammo choices (shells / nails) and extra time to
deal with more powerful enemies quickly. With the same spread pattern as the SSG
and higher damage output the Widow Maker can easily deal with multiple small monsters as well.
One side effect of the higher damage (84) is that the weapon can effectively
kill zombies with one hit and is an ideal early weapon alternative to the Grenade Luancher or Rocket Launcher.
The greatest concern with the WM is the ammo consumption, especially if the
player is missing many shots or catching the sides of bounding boxes. Extra
boxes of shell ammo should be setup with delay spawnflags so that they can be triggered once the player has the weapon.
The Plasma Gun
This is an upgrade to the Lightning Gun with higher overall damage, extra (splash) damage and
no chance of exploding under water if accidental picked up or fired!
Weapon |
Direct Dmg |
Splash Dmg |
Proj Speed |
Refire Rate |
Damage |
Lightning Gun |
30 |
- |
- |
0.1 |
300 |
AD Plasma Gun |
45 |
20 |
900 |
0.2 |
325 |
Doom Plasma Gun |
5-40 |
- |
875 |
0.086 |
58-465 |
Doom3 Plasma Gun |
16 |
- |
700 |
0.125 |
128 |
Quoth Plasma Gun |
- |
50 |
1000 |
0.2 |
250 |
The AD Plasma gun fires a stream of high velocity plasma balls with a nasty
direct
damage impact and mild splashdamage sting. Extremely effective against
a large group of monsters and easier to manage the burn rate of cells due to
it being a single fire mechanic instead of a hitscan stream.
There is a 20% chance that when a monster dies from damage inflicted by a plasma
ball that they will be destroyed in a ball of blue smoke
and particles as the plasma errupts and destroys the target. This can affect
the drop rate of monster backpacks because nothing is dropped if gibbed.
Arcane Dimensions contains several ways to give or take weapon upgrades from the
player during the various stages of the map loading process.
TEMP1 in Quake.rc
The temp1 variable in quake.rc has the following parameters:
Bit flag |
Upgrade |
Weapon Bonus Details |
8192 |
Axe |
+75% dmg, gib zombies |
16384 |
Super Shotgun |
+50% dmg, uses 3 shells |
32768 |
Lightning Gun |
Plasma projectiles + Splash Damage |
Enabling the Quake.rc parameters DOES NOT give the player
the upgrade weapon, but will upgrade the original weapons in any map instead.
For example, if the player
finds the Super Shotgun in a map it will be upgraded visually and functionally
to the Widowmaker Shotgun instead.
These config file options are designed for players who want to enjoy existing maps which
don't have the new weapon upgrades entities present, like for example ID maps.
Worldspawn
The worldspawn entity of a map has the following parameters:
Key |
Description |
upgrade_axe |
Upgrade Axe -1=remove from, 1=add to inventory |
upgrade_ssg |
Upgrade Super Shotgun -1=remove from, 1=add to inventory |
upgrade_lg |
Upgrade Lightning Gun -1=remove from, 1=add to inventory |
Not every map is designed for the upgraded weapons and by using the
worldspawn entity, mappers can decide if the upgraded weapons are given
or taken away when the map is started.
These worldspawn parameters will OVERRIDE the config.rc file
and any existing inventory if the player has come from another map. These
parameters will also change the server flags for original weapons
to be upgraded and triggers for special spawn conditions.
The worldspawn entity also has the following parameters:
Key |
Description |
give_weapons |
Bit flag for which weapons to Give to the player
1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Example: 127=Give All weapons, 1=SG + Axe, Original setup |
take_weapons |
Bit flag for which weapons to Take from the player
1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Cannot take Axe away, always start with a weapon
Example: 127=Remove ALL weapons, 126=SG + Axe |
These worldspawn parameters are designed to give exact weapon loadouts
to a new player starting a map. There are also parameters for ammo, health
and armour to customize the player inventory further.
The take weapon command will remove upgraded weapons if the base weapon is
removed by these parameters. For example, if the map removes the SSG, then
the Widowmaker upgrade will be removed at the same time.
Impulse Commands
The followingimpulse commands are avilable when developer mode is enabled:
Impulse no |
Description |
200 |
Add/Remove Axe Upgrade to Inventory |
205 |
Add/Remove Shotgun Upgrade to Inventory |
210 |
Add/Remove Lightning Gun Upgrade to Inventory |
These impulse commands are toggles that will add/remove the relevant
weapon upgrade. These weapons are not part of impulse 9 which is the
general cheat function used for testing.
I always thought it was odd that the Shambler had 50% resistance to all
rockets. This was never visually shown or hinted at in the game besides the
manual warning about it! I am sure there were plenty of players who never
realized this 'feature' existed.
I am sure some people will scream that a RPG style resistance system has
no place in Quake and maybe they are right, but unfortunately there is
an exception to the rule, the Shambler!
In an effort to resolve this visual problem a few monsters (high tier)
now have ammo resistance to encourage the player to use different weapons
and manage / collect more ammo types. This is also something a designer
needs to be aware of when balancing a map involving these monsters.
The Shell and Nail visual resistance is shown with a mixture of red and
grey impact particles, a ricochet sound, various smoke chunks flying off
in random directions and the monster screaming in pain.
The Rocket and Cell visual reistance is shown with a small puff of smoke,
a different rocket sound, small gibs of flesh (blood particles look odd),
various smoke chunks flying off in random directions and a monster scream.
When a monster is hit with a projectile and they have ammo resistance they
will ALWAYS ignore pain and not go into any pain animations.
Monster |
Shell |
Nails |
Rockets |
Cells |
HP |
Effective |
Drole |
50% |
--- |
--- |
--- |
500 |
1000 |
Golem |
--- |
50% |
--- |
--- |
500 |
1000 |
Minotaur |
--- |
--- |
--- |
50% |
500 |
1000 |
Shambler |
--- |
--- |
50% |
--- |
600 |
1200 |
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Stone Knight |
--- |
20% |
--- |
--- |
75 |
94 |
Stone Hell Knight |
--- |
20% |
--- |
--- |
250 |
313 |
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Defender |
--- |
--- |
50% |
--- |
100 |
200 |
Eliminator |
--- |
--- |
--- |
50% |
120 |
240 |
Pyro |
--- |
50% |
--- |
--- |
100 |
200 |
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