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The modding scene of Q2 - A Forum Thread for Quake II

It's pretty dead, as far as I see.

So, how is the overall modding scene of Quake II?


A few days ago, I got really interested in Quake II mapping and I decided to install a modern sourceport and compilers and stuff, and...

Everything is missing.

Sites are down, utilities, tools and documentation is no longer accessible by regular means (some of which isn't even in the Web Archive) and so on. Either that, or I'm looking at the wrong places.

I tried to find and download this little compiler called ArghRad and it seemed like it took me a millennium to find it.

As someone who likes Quake II more than the original Quake, I have to say I'm a little bit disappointed with the things at the moment. From a mapping perspective, Quake II is technologically better than Quake. Except it didn't take off as well. I'm too young to know, so I can't really tell why.

For such reasons, Quake II doesn't have as many sourceports and modern compilers (or maybe again, I'm just looking at the wrong places).

So, are there still Quake II modders these days? :p
  • Ghost1420071 avatar
    Ghost1420071 Joined 6y ago
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    4y
    On this site, probably only you m8 :P
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    4y
    Perhaps I start Quake III...
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    4y
    A few years ago I've made a "modification" of the PAK0.PAK file which replaced the enemies' sounds with the actual gun sounds of the player to make it closer to the PSX version of the game, along with some extra features which I can't really remember what they were (you can still find it on this site, I haven't taken it down yet).

    But it doesn't count as a real mod really. It's not like I did my own maps, skins or anything else. Though I'll agree with you that Q2 modding is sadly long dead.
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