Quake Killerpack

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The Quake KillerPack is a modification for Quake by Howard Roy made on November 8, 1996. This modification is a compilation of various modifications. The author was impressed with the large number of patches available and wanted to combine various features for more variety.

As the compilation pack grew, it became extremely popular to the point it is one of the best remembered modifications for Quake.

Included Modifications

 * CUJO
 * DROP DEAD (v1e)
 * Eject
 * Guided Missiles (1.00)
 * Heads
 * proxmin1

Impulses

 * Impulse 40 - Auto-shotgun.
 * Impulse 41 - Magnum.
 * Impulse 50 - Flamethrower (does not work properly)
 * Impulse 51 - Radio Tag Pipe bomb
 * Impulse 52 - Proximity mines
 * Impulse 53 - Timed Nuke!
 * Impulse 60 - Guided Missile
 * Impulse 61 - Auto-missiles
 * Impulse 62 - Nuke!
 * Impulse 63 - Flare
 * Impulse 64 - Guided Nuke!!
 * Impulse 120 - Detonates Radio Tag Pipe bombs
 * Impulse 121 - Disarms Radio Tag Pipe bombs
 * Impulse 130 - Enables/Disables Eject.

Gameplay Changes

 * Heads has been modified a bit. Previously it would always use a Ranger head, now it attempts to use whatever head was picked up. It also will revert back to a normal head upon hitting the floor, whereby it will be unable to be taken again and disappear after 10 seconds.
 * Eject has been modified so that the Shells will be more randomized in placement, since they tended to land in the same few areas. There are 10 permitted to be on the ground at any one time, whereby old ones will be removed.
 * The Nailgun and Super Nailgun got retextured ejected shells from Eject. There are 20 permitted to be on the ground at any one time.
 * While the documentation states that DROP DEAD was altered to removed the CSPIKE10 mechanics to prevent packet overflows, it still is included in-game.

Weapon Modes

 * Shotgun
 * Auto-shotgun - Behaves similar to the normal Shotgun, but fires at an extremely fast rate. After every five shots, the Auto-shotgun needs to be reloaded, which takes around 2 seconds (slightly longer than the Double-Barrelled Shotgun).
 * Magnum - An extremely powerful alternative, the Magnum costs 50 Shells per shot but causes around 200 damage per hit.
 * Grenade Launcher
 * Flamethrower - Behaves identical to the Weapon found in the later release of DROP DEAD.
 * Radio Tag Pipe bomb - Included from Mark I SuperScream Grenade Machine. Impulses changed to impulse 120 to detonate and impulse 121 to disarm.
 * Proximity mines - Used here instead of the Rocket Launcher, though it behaves the same.
 * Timed Nuke! - Relatively similar to the Proximity mines in projectile and how it fires. Takes 20 Rockets per shot, will begin ticking down like a bomb upon hitting a surface. After 5 seconds, it will explode, whereby it will instantly destroy anything within its line of sight. To avoid being killed, the player must duck behind a surface; distance doesn't matter as long as not in the line of sight.
 * Rocket Launcher
 * Guided Missile - Behaves identical to the aforementioned modification.
 * Auto-missiles - Uses explosions from Non-Pixel Explosions. Fires projectiles at a faster rate (rapid fire) than the standard Rocket Launcher and has projectiles that moves at a slightly faster rate, but needs to stop to reload every 3 shots. For balancing reasons, it causes a little less than half the damage of a standard Rocket Launcher.
 * Nuke! - The inverse of Auto-missiles, fires slightly slower projectiles at a slower fire rate. Costs 10 Rockets, but is extremely powerful, instantly able to Gib numerous opponents in a relatively wide area. It is recommended to be far away from the opponent before using this Weapon; it also is best to use this as an ambush Weapon. It can one-shot a Vore and kill a Shambler in two hits.
 * Flare - Similar to Quake Flares, but with a Rocket Launcher. The flare remains at a constant brightness for 30 seconds (the documentation incorrectly states 20), whereby it disappears.
 * Guided Nuke!! - Combines a Nuke! with a Guided Missile. Fires slightly slower than a Guided Missile and costs 50 Rockets per shot, but is even more powerful than the Nuke! projectile. Can instantly Gib a Shambler. Has a wider range than the regular Nuke!, meaning it is advisable to be further away before firing it.

Glitches

 * CUJO and Guided Missiles do not work well together. When the player becomes a Guided Missile, CUJO will attack the owner, meaning it is advised to remove CUJO from the map before using the Guided Missiles.
 * According to the documentation, there is a possibility of crashes; these are relatively rare and unlikely to be able to be replicated in normal gameplay.