Thread:Deathstalker666/@comment-1496755-20171111143841/@comment-3547390-20180702125645

Yeah, it wouldn't surprise me at all. Why would people be crazy enough to play terrible stuff from 1994?

No big message? Wait, how are we even supposed to handle that? That sounds a bit like a boss fight.

I would be quite amazed at the fan stories that could be made with this map.

The closest I have seen to pentagrams would be in Aftershock levels, definitely nothing Q2 related, while those blob-like creatures definitely seem out of place. Xenomorphs in general are just a weird idea for throwing in Quake, but you never know, shrugs. The shape suggests they could be reskinned Fiends. As for Dark Hour, you have to wonder, since the whole story of "figuring out who to trust" is a bit underwhelming when the answer is just to shoot everything until it dies.

I can imagine going insane trying to make the Quake encyclopedia; it probably would be published and have thousands of copies sent out before you could give an opinion!

You definitely have a bit to check out, not sure if you have been keeping up since we have started doing all these mods. I think you weren't around for most of the Aftershock Toolbox levels, so you have quite the bit to catch up on :P

You just defined why I am so confused. Perhaps it should be based around the response in regards to weapons (the regular rules, needing to have interaction and needing to not be a side-effect, being good to cover why corpses, even those that heal you, and particles don't really belong). Press the holograph button, it just appears. Press the tripwire button, it just appears. Drop a backpack, it just drops. Even the Capture the Flag flags only appear after the player presses a key. In all cases, it is a single key press decided by an impulse.

A good rule of thumb for weapons could be to add it if it is treated like a new weapon. You can fire the Bomb and BFG like regular weapons, it is an equipped thing, and they are treated like totally new weapons even if they appear similar to other weapons. The Pulse Cannon can be picked up and fired like a weapon, plus it is treated like a new weapon. On the other hand, all these pipe bomb mods don't count because they are not treated like a separate gun, but a different mode of the already existent Grenade Launcher.

And furthermore, it should be based on if it is part of the player's loadout to begin with or not. This actually falls back to the other rules. A weapon needs to have interaction and must be existent in the world. Remember, the player is technically part of the world, since there are player spawn locations in said world. Furthermore, there is an initial loadout of two weapons, the Shotgun and Axe. Note both are the only guns to not be able to be picked up, because they were with the player to begin with. As they were always with the player, this in turn means it was always part of the world. Unlike the impulse keys, they are not temporary effects. So the Axe is therefore technically part of the world, is always existent since the player is always existent, and can be interacted with. If a mod gave me the "Grandma Rape Chainsaw" but required me to use cheats to obtain it, it would not count since it had no world entity and thus does not naturally exist in the world. But if the "Grandma Rape Chainsaw" overwrote the Axe and was part of the player's default loadout, it would count. Of course, if there aren't death messages changing it to say they were mauled by the player or something, it wouldn't even be considered since it would still be talking about the player's Axe.

Check out the QuakeWiki:Policy, I have changed things around and have hopefully explained this sufficiently.