Q4 Remaster


Box art for Q4 Remaster For: Quake 4
Size: 51.76 MB
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Description
This mod was made for Quake 4 to make the game more like Quake II taking by making it more \"grittier.\"

Changing the way characters, weapons, environment, and even the gameplay its self; this mod will hit your Quake 4 hard and get ride of what you once thought it was. Don\'t expect to have a easy time playing this but a more realistic one keeping the game fresh and what we all once knew the Quake series to be.

Some of the changes are listed below:

EDITED SKINS. Most of the monsters, the marines, and some weapons have new skins. The changes might be hard for some to
appreciate, but you\'ll notice that things generally look grittier, and the color blue is now conspicuously absent.
The Quake aesthetic has only ever been about rusted, hard-edged metal and scorched colors; I tried to bring it back.

EDITED GFX. Included in this pack are edited sky boxes, because the default ones are kind of dull, and don\'t quite
resemble the Stroggos I remember. Also, the splash screen and main menu look different.

WEAPON CHANGES. The attention-deficit gameplay that Raven tried to sell as \"back to basics\" got on my nerves. Ammo was
cheap, and most of the weapons could be ignored the whole way through. I tried to re-balance the weapons and make them a
little more logical, functionally diverse, and fun. A short synopsis:

* Blaster fires projectiles once again, ala Quake II. It does higher damage in return for slower delivery.
* Machinegun has a tracer, a marginally slower rate of fire, slightly lower full-auto damage but increased scope
damage. The scope takes longer to zoom but zooms farther.
* Shotgun is mostly the same, but has smaller spread and thus is more useful at middle range.
* Grenade Launcher is more damaging, has a wider radius, but carries less ammo.
* Nailgun or \"Perforator\" has faster rate of fire, and is less accurate. Seeking nails are less damaging than dumbfire.
* Rocket Launcher substantially more heavy-duty. Stand back when you fire.
* Railgun is higher damage (as befits the scientific concept behind it). Propels strogg a great distance, try it.
* Lightning Gun is now a short-range weapon, but has higher damage. Wait \'til you get Chain Lightning!
* The DMG works mostly the same but gets things done a little quicker.

The changes go beyond those listed here, and many separate changes have been made for multiplayer. Additionally, you\'ll
notice that the weapon \'viewstyles\', or their positions onscreen, have been altered for the sake of realism. Certain
weapons, most notably the machinegun, now shake your view more violently, for the same reason.


MONSTER STATS AND AI. The original easiness of Quake 4 was one of my biggest gripes, particularly the way the Strogg were
always shown as \"intimidating\" but never really stood a chance in battle. If they supposedly come close to conquering Earth,
they should be able to make a half-decent defense of their home planet (and measure up to the enemies of contemporary shooters).
Some changes:
* Stroggmarines are healthier, deal more damage, act more quickly and are generally more competent.
* Grunts are slightly resistent to headshots; this makes sense as their heads are both helmeted and altogether too easy to hit.
Their health, while in berserk rage, lasts a little longer.
* Gunners are healthier, as befits their armor, and fire faster rounds.
* Tacticals are vastly improved, being healthier, faster, more aggressive and mostly on par with human Marines.
* Gladiators\' railgun is something you want to avoid.
* Sentries have a newer blaster-attack, as befits the model.
* Berserker has actually been \"nerfed\", having less health and exchanging some melee damage for stunning.
* All boss monsters have increased health.
* Strogg aicraft do increased damage.

One very noteworthy change is the head damage-scales. I have tweaked these on most monsters to reflect their appearance;
fleshy Strogg like Berserkers take normal damage from headshots, while more armored Strogg take variously multiplied damage.
Basically, if the only organic part of a Strogg that\'s showing is the head, you\'ll want to aim for it.


VEHICLES. Included are def files for the walker and hovertank. They are somewhat of a different experience now--
shields are weak, but recharge quickly. Armor takes more of a beating, but takes longer to self-repair. Altogether, both
vehicles are more fragile than they used to be, while their weapons are just as, if not more deadly. I find that the vehicle
levels are now more interesting.

ITEMS. The benefits of various pickups have been adjusted.
* Health packs have been reverted to the Quake II system, so that they confer 10 / 25 health, instead of 25 / 50. This has the
effect of making the game more survival-focused, and making you more grateful for Medics and health stations.
* Many ammo pickups now contain a little less ammo, often in accordance with how much ammo is actually shown. Nailgun ammo is now
more plentiful, however.
* A new class of armor has been introduced: Tactical armor, the kind worn by Transfers, which confers 75.
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