Quake Live

Quake Live

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23 Mar, 2022 @ 10:32am
5 Jun, 2022 @ 12:38pm
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Description
Gameplay modifications built around Quake 4-styled crouchslidng, among other gameplay tweaks.

Supports FFA, TDM, Duel, and CTF.

Protip: Bind Crouch to Right Click for better crouchsliding skills!

Settings Changes

Base Movement

  • Crouch Sliding: Enabled
  • Ground Friction: 6 (Default: 6)
  • Ground Movement Speed Max: 270 (Default: 320)
  • AutoHop: Disabled
  • BunnyHop: Disabled

Autohopping and bunnying are diabled to encourage crouch sliding over normal QL movement.

On a sidenote, the ground movement speed is the same default speed for Elite Force 1.

Crouch Sliding Stuff

  • Crouch Sliding Friction: 0.625 (Default: 0.5) - This is higher friction than default crouch slide settings, resulting in slower speeds
  • Crouch Slide Time: 1500ms (Default: 2000ms)

After some testing, I found these crouch sliding values to be good enough to give a rythem to the mechanic over the defaults.

Weapon Changes

  • Weapon Raise Time: 50ms (Default: 200ms)
  • Weapon Lower Time: 0ms (Default: 200ms)

Near instant weapon switching, what's not to love?

Machine Gun
  • Weapon Cooldown: 75ms (Default: 100ms)
  • Damage: 5 (Default: 5)

Quake Live nerfed the MG after the weapon loadouts were introduced, and added the Heavy Machine Gun to take it's place.

Rather than un-nerf it, I think it's better to give it a more defined role of being a spammy, SMG-like gun to pepper unarmoured foes with.

Shotgun
  • Damage: 3x10 (Default: 5x10)
  • Damage, Outer: 5x10 (Default: 5x10)
  • Damage, Max*: 60 (Default: 100)
  • Weapon Cooldown: 375ms (Default: 800ms)

Note: QL's Shotgun fires 20 pellets, with 768 range (by default)

The shotgun now acts similar to other games semi-auto shotguns, and is generally an upgrade from the MG at close to medium range.

Grenade Launcher
  • Damage: 100 (Default: 100)
  • Weapon Cooldown: 600ms (Default: 800ms, I think)

The grenade launcher is now more spammy.

Plasma Gun
  • Damage: 33 (Default: 20)
  • Weapon Cooldown: 125ms (Default: 100ms)
  • Projectile Speed: 2250u/sec (Default: 2000u/sec)
  • Self Knockback: 2.6 (Default: 1.3) - Compensation buff to still allow plasma climbing

The Plasma Gun is now similar in behaviour to Q4's Nail Gun; a high damage, slow projectile variant of the Q3 Plasma Gun.

Rail Gun
  • Damage: 75 (Default: 80)
  • Weapon Cooldown: 1500ms (Default: 1500ms, I think)

The rail gun needed a minor nerf. I would have changed it further, but sounds would need to be replaced.

Lightning Gun
  • Damage: 8 (Default: 6)
  • Damage, Falloff: 4 (Default: 0)
  • Falloff Range: 384u (Default: 768u (when enabled))
  • Weapon Cooldown: 50ms (Default: 50ms)

The damage and range is increased, but when it hits outside of effective range, it's weaker than the machine gun.

Unchanged Weapons
  • Gauntlet - Fine as it is
  • Rocket Launcher - I think it's perfect as is; Q1's projectile was too fast, and Q2's was too slow.
  • BFG10K - Would need major modifications to turn it into a UT Redeemer-like weapon (sounds, sprites that fit the new AoE etc.), and I don't feel like doing that.
  • Team Arena Weapons (Chaingun, Nailgun, Proximity Launcher) - There aren't many maps with these, and even fewer are worth playing (Japanese Castles comes to mind). Not a priority for me.
1 Comments
42 29 Oct, 2022 @ 7:57am 
Amazing mod!