Ulfr's Amoq4 Mod

This is multiplayer mod from Ulfr that balances weapons to make combat more fast'n'furious, brings some single player game features into m...


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File Description

This is multiplayer mod from Ulfr that balances weapons to make combat more fast'n'furious, brings some single player game features into multiplayer (like reloading, blaster, flashlights, guided nails and rockets) and replaces hyperblaster with a flamethrower.

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Download 'amoq4.zip' (2.86MB)

ULFR's Amoq4 mod v.1.0

Character of mod:
This is multiplayer mod that balances weapons to make combat more fast'n'furious, brings some single player game features into multiplayer (like reloading, blaster, flashlights, guided nails and rockets) and replaces hyperblaster with a flamethrower.

Being pure scriptwork (no .dll's present), this mod should be compatibile with ANY version of Quake 4 and most of other mods (those, that does not interfere with Amoq4 features, like for example Sabot bot).

A computer, Quake 4 game, and an IQ of no less than 85.

Make a folder in your x:\Quake4\ directory named amoq4, unzip amoq4.zip there, and then run it as ordinary mod.
For dummies: to run a mod click 'mods' in main menu (near the left-bottom of the screen), select nice, red inscription 'ULFR's Amoq4 mod v.1.0' and click 'load'.

If you encounter any problems in running that mod, it could mean that you do not meet one of the requirements listed above :P

List of changes:

Weapon changes:


Direct damage: amount of damage to non-armored opponent at direct shot.
Splash damage: X/Y - first value is amount of damage to non-armored opponent from nearby explosion of projectile, the next value is radius of explosion.
Firerate: the lower value, the weapon shoots faster. Eg.: '1' means weapon shoots 1 time per second, '0.1' means it shoots 10 times per second.

(1) Gauntlet
Gauntlet is now much deadlier. I say: if you manage to sneak so close to the enemy, you deserve to get a frag.
-Damage: 100 (increased from: 50)
-Range: 64 (increased from: 48)

(2) Machinegun
Mg is now more decent weapon, so you're ready to kill as soon you're spawned. However, you start with less ammo. Also, flashlight is now available. Useful feature in that tunnel beneath 'over the edge' map.
-Damage: 9 (increased from: 7), zoomed: 12 (increased from: 10)
-Damage in team game: 7 (increased from: 5), zoomed: 12 (increased from: 7)
-Firerate: 0.1 (Q4 default)
-Clip capacity: 30
-Start ammo: 60, box: 30, max: 90

(3) Shotgun
Damage remains intact, but it shoots a little faster. Also, spread was reduced. This baby is ready to score some frags.
-Damage: 10x10 (Q4 default)
-Spread: 600 (decreased from: 700)
-Firerate: 0.8 (increased from: 1)
-Clip capacity: 6
-Start ammo: 12, box: 6, max: 18

(4) Hyperblaster (Flamethrower)
Well, this is a flamethrower now (weapon's name still is "hyperblaster", though). It has appropriate sounds and fx, and deadly radius of splash damage allowing to fry multiple targets at once. Clip capacity is rather low, as it lasts only for 3 second of continous firing. Close range weapon. Crush your enemies, set them on fire and watch them suffer!
-Damage: 15 direct, 11/150 splash (Hyperblaster's default: damage: 10 direct, 10/35 splash)
-Firerate: 0.1 (Hyperblaster's default: 0.08)
-Clip capacity: 30
-Start ammo: 60, box: 30, max: 90

(5) Grenade launcher
Since it's usage is more difficult than rocket launcher, I considered it fair to make GL stronger.
-Damage 125 (increased from: 100), 125/150 splash (increased from: 100/150)
-Firerate: 0.8 (Q4 default)
-Clip capacity: 5
-Start ammo: 10, box: 5, max: 15

(6) Nailgun
Seeking nails are now available in zoom mode, but they are significantly weaker, as this feature is somewhat lame. Also, clip size is is rather low, so don't forget to reload often, and try not to get stuck on dryfire during combat.
-Damage: 30 direct, 30/75 splash (Q4 default)
-Seeking nails in zoomed mode added, with 12 direct damage and 12/50 splash.
-Firerate: 0.15 (increased from: 0.16)
-Zoom added
-Lock range: 1500
-clip capacity: 20
-Start ammo: 40, box: 20, max : 60

(7) Rocket launcher
Damage remains intact, only it has less ammo. Also, laser guided missiles are available in zoomed mode. This is lame feature, but guided rockets are so slow that it is more for fun than to gain an actual edge over enemies. This weapon does not need reloading.
-Damage: 100 direct, 100/120 splash (Q4 default)
-Firerate: 0.8 (Q4 default)
-Laser guided rockets in zoomed mode added, with default rocket damage.
-Start ammo: 6, box: 6, max: 20

(8) Railgun
Using rail is now a bit tricky. It shoots faster, but you have to reload after every 2 shots. Favors accuracy and wits.
-Damage: 100 (Q4 default)
-Firerate: 0.9 (increased from: 1.5)
-Clip capacity: 2
-Start ammo: 8, box: 8, max: 24

(9) Lightning gun
Damage remains intact, but beam range is greater. This weapon does not need reloading.
-Damage: 8 (Q4 default)
-Firerate: 0.05 (Q4 default)
-Range: 850 (increased from: 768)
-Start ammo: 60, box: 60, max: 180

(10) Dark matter gun
No changes other than start and max amount of ammo. This weapon does not need reloading.
-Damage: 200 direct, 100/768 splash (Q4 default)
-Firerate: 2 (Q4 default)
-Start ammo: 5, box: 5, max: 10

(11) Blaster
Now available in mp, blaster is given to you at respawn. It has flashlight and unlimited ammo - which may be quite an advantage since ammo runs out quickly in Amoq4. Also, damage has been tuned to better suit multiplayer conditions. This weapon does not need reloading.
-Primary fire: Damage 10 (increased from: 8)
-Charged: Damage 35 (decreased from: 50), 35/50 splash (decreased from: 40/50)
-Firerate: 0.15 (Q4 default)

Other changes:

(1) New main menu background screenshots and logo.

Gameplay notes:
-This is multiplayer oriented mod, but some of its changes will affect single player mode as well, such as modified blaster damage, seeking nails' damage etc. Mind that this mod was not balanced for single player conditions. Also, flamethrower will be present in sp ( with additional hot-air fx), so you can fry some strogg meat.
-This mod was tested only with bots so far, so I don't know if it's 100% propely balanced for ordinary DM conditions with human adversaries. Gameplay is more hardcore now. Nevertheless, I enjoyed a lot playing it the way it is.
-Ammo hud remains mp-like. It shows only your total amount of ammo. It's good for weapons that does not need reloading (rocket launcher, lightning gun, dmg). Most of other weapons (machinegun, shotgun, flamethrower, nailgun) have lcd's with number of rounds in clip, so you will know when they need to be reloaded. In case of grenade launcher and railgun i suppose you're able to count to 5 and 2 :)
-Pay attention to your ammo amount, as it runs out quickly in Amoq4. Typically weapons come with two full clips. Every ammo crate holds another one. You can carry maximum of 3 clips at a time for most weapons. Exceptions are: railgun, rocket launcher, lightning gun and dmg.

Well, me and a man called Locke (both Quake 3 veterans and mod developers) started playing Quake 4 one day. After few minutes we came to a conclusion that Q4 lacks the speed and mayhem of Q3, so I made few changes in .def files to better suit our playing needs. The game became noticeably better. Later on, I started to make other changes on my own, without consulting my friend. Reloading and new weapon balance added more depth to the gameplay, making it faster and deadlier, just the way I like it. I also tried to make a flamethrower that would be better than miserable "ignited plasma thrower" that was released on Q4 scene some time ago. Combining all those ideas together, I decided to put them in one mod. And so Amoq4 v.1.0 was born.

Known bugs:	
-Flamethrower's shots occasionally bounce off from bounce pads. Parameter "detonate_on_bounce 1" does not work. I'm out of ideas how to fix it.
-Flamethrower's name is still "hyperblaster". Fixing this is not worth the work if you ask me.
-Bots (talking of Stupid Angry Bot v.Alpha 8) sometimes get stuck on nailgun's dryfire. They will keep firing as long as they see an oponent, which prevents them from reloading. To end this, you must either get out of sight of a bot or simply kill him. Also, when they change weapon for blaster, they don't know how to use it.

Version history:

06.08.2006 - V.1.0 - Public release

Tested on/with:
-Athlon 3200xP, 1GB RAM, N-force chipset mainboard, Ge Force 6800 LE
-Quake 4 V.
-Works with Stupid Angry Bot mod v.Alpha 8

Thanks to:
-Jarad "TinMan" Hansen for making Stupid Angry Bot, which became my beta tester and only Q4 companion lately :P

There is always some room for improvement, so if you have any suggestions on how to get this mod better, don't hesitate to share them with me. Mail to: [email protected]
I'm NOT answering "how to do this or that" type questions.

Permission to use in mods / distribution / modification:
You have permission to distribute this mod over the internet as long as you get no money from it and you keep the original zip file intact.
You do NOT have a permission to use any of mod's files in your own mods. If you want to do so, first contact me via e-mail to get a permission.
You do NOT have a permission to modificate and then redistribute any of mod's files. If you want to do so, first contact me via e-mail to get a permission.

Hundreds of bots were harmed, mutilated and eviscerated in the making of this mod.

LAW team's spirit is still alive :) at least half of it :P

ULFR, 06.08.2006

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Registered 25th July 2006

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