For i3d 2011 Turtlemodding session #1, theme: 'If Quake played like [insert game title here]'

What if Quake played like a Tower Defense game?

'Monster Defense'

Requires an engine that supports FRIK_FILE and .ent patches - darkplaces should work just fine.

Run Quake with '(engine) -game TQC201101_Supa_MonsterDefense +skill (skill) +map e1m1'. Currently only e1m1 has wave spawners set up, I'll add support for more id1 maps when/if I make an update.

The goal of MD is to rack up as many kills as possible before your (inevitable) death without letting a single monster walk into the exit slipgate! The moment you die or fail, your final time and score will be displayed and you'll get to take another crack at a higher score. Don't forget to record demos! :)

Before each wave begins you'll get a period of time to spawn friendly monsters and grab items. Pick your forces carefully, because you can only have twenty spawned monsters maximum and once the wave starts you can't call for reinforcements! You'll get a point every time a hostile monster dies, stronger friendly monsters will require more points to spawn. Beware, certain waves will throw a wall of weak monsters at you with no preperation time and you won't get any points! Once you've survived the final wave you'll go back to fighting the first wave again, but every time you do the amount of monsters in each wave will be multiplied..

If you'd like to make a map for MD, you'll need to place a wave_spawner point entity wherever you want hostile monsters to spawn (at least two is fine) and target each spawner to a path_corner chain which eventually places a path_corner inside a trigger_changelevel. So long as you have that you can do whatever you'd like to - use your imagination. :) Remember that the player can't attack during the preperation time so they won't be able to trigger damageable doors or buttons. Currently you cannot modify the waves and what is spawned in each wave, though this may change when/if an update occurs.

- Emilia 'Supa' Malewski