Quake 4 MakeAMod DMSP description
Implement slews of monsters in a deathmatch map using only script and a slightly updated .map
Earth is under siege by the Strogg, a barbaric alien race moving through the universe consuming, recycling and annihilating any civilization in their path. In a desperate attempt to survive, an armada of Earth’s finest warriors is sent to take the battle to the Strogg home planet.
You are Matthew Kane, an elite member of Rhino Squad and Earth's valiant invasion force. Fight alone, with your squad, or in hover tanks and mechanized walkers as you engage in a heroic mission to the heart of the Strogg war machine.
Battle through the beginning of the game as a combat marine, then after your capture, as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Built on id Software's revolutionary DOOM 3 technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, feel, and style of QUAKE III Arena.
Here are some key features of "Quake 4":
·
Highly anticipated sequel to id software's award-winning QUAKE II.
· Diversity of combat. Fight through solo missions as well as buddy and squad-based operations; or pilot heavy walkers and hover tanks through outdoor battles and epic firefights.
· Being captured and converted to Strogg becomes Earth's only hope for defeating the Strogg.
· Player is not alone – he and his squad are part of a massive invasion force.
· Utilizes the industry leading DOOM 3 technology to create an unparalleled visual and aural experience.
· Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes.
Note: DMSP for Q4 was originally an internal experiment to see if a new gametype was possible entirely within script. The basic premise is to provide the player an arcade-style limitless supply of monsters and pickups. A deathmatch map is the perfect place for it, because it has a closed connected layout the player can run around in as long as he can stay alive, henceforth the term "deathmatch single player."
Q4DM4 was determined to be the best map for the job, because almost the entire layout is navigable without the use of jumppads or teleporters (which the AI doesn't pay attention to). Maps like Q4DM5 had too many isolated platforms that would fill up with monsters that couldn't go anywhere.
The experiment was a success aside from a few small issues. The main one is that the player spawns in a multiplayer map with the default unstroggified marine stats and physics if the gametype isn't specifically set to multiplayer (and the game isn't a lot of fun if you're stuck moving slowly), but in multiplayer AI doesn't evaluate. Thus, besides including .aas files for the deathmatch map, the "player" keyvalue had to be set on the worldspawn in the .map itself to "player_marine_mp"