This mod requires the .pak from Quake II PSX to function properly.
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Player noises are now freed between levels, which fixes an exploit letting players telefrag monsters by placing sounds down in specific spots.
Fix an issue with co-op respawn if all players have exactly 0 health; this bug also secondarily fixes a bug with the Gunner Commander and Gekk that affected their behaviors.
Minor adjustment to weapon trajectories for player-fired hitscan weapons; it should no longer fire off at a seemingly-random direction if fired up close to an object.
Defense Command (psx/command): Arachnid removed in the central boss area - this was a bad spot for our new spider friend. The Tank is restored there on Hard. The Hornet's hole is now protected from him getting pushed back into it. This level is also used as a hub for two other fairly long and intense levels, more health & armor was added to this area to ensure you're always ready for the next level.
Jail, Power units: backtracking is now enabled for maps that previously did not have backtracking within the same unit.
Hornet (monster_boss2): mass increased, making him harder to knock around. This is to counter-act the new flying code as in the old flying code monsters are barely affected by knockback.
Monsters should appear less 'nervous' when rounding a corner and regaining sight on a player, instead preferring to charge towards the player for a few frames before attacking. This also makes them harder to "peek-a-boo" cheese.
Monsters will no longer consider your old position a viable blind-fire target if you were hiding behind glass.
Soldiers should have a better time hitting blind fire targets instead of hitting the wall you hid behind.
Shotgun guards can no longer immediately fire their shotgun upon performing a run-attack.
Machinegun & Laser Guards will prefer to use their shoot-duck attack; they can't sidestep, so this makes them more dangerous during dodging.
Fixed an odd behavior where Machinegun & Laser Guards would sometimes shoot from their backs when they spot you.
Fixed a bug from re-release Update 1 that causes guards to be stuck in place if they ducked or sidestepped during a charge attack.
Arachnid now has gibs.
Detention Center (psx/jail2), Security Complex (psx/jail3): fixed some visible holes in the geometry.
Guard House (psx/jail5): Gunners should no longer jump up onto the large pillars near the Tank area.
Powerplant (psx/power1): The end area of the map was adjusted to be a more interesting encounter. Some minor texture alignment issues were resolved. More ammo & health was added throughout the level to help combat ammo exhaustion that occurs from the arachnid fights.
Security Grid (psx/security): The rocket launcher at the end of the level is easier to climb to.
Final Showdown (psx/boss2): Update to basementApes' credits
Version 1.1
Fixed a bug that caused wading noises to be incorrect in co-op making a very loud/annoying ticking noise when in water.
Fixed a bug causing the Power Shield to not auto-activate after transitioning from psx/base2 to psx/jail2.
A fully-featured port of the campaign of Quake II PSX for Quake II Re-release. Play through all 20 levels of the PlayStation port, remastered on the 2023 Quake II Re-release engine.
Meticulously recreated by hand; this isn't just a simple copy & paste port. The PSX version of Quake II used an entirely in-house engine created by HammerHead, and due to various technical differences it ended up being simpler and more efficient to simply reproduce the maps using the originals as guidelines. An in-depth explainer on how this was done will be posted here in the future!
Enhanced encounters; Quake II PSX had much less intelligent AI, several bugs that greatly affected gameplay (such as difficulties being assigned wrong for certain levels, causing more monsters to spawn on Easy instead of Hard), and many limitations compared to the PC version. We took the time to set this right! The monsters use the new, smarter AI of the re-release to its fullest extent, making the game less about fighting against the dated digital control scheme of the original and more about fighting the Strogg.
Thoroughly tested; with a public alpha period tested in a few select circles, the community has been instrumental in making sure that this release goes as solid as possible.
Surprising additions; instead of being a 1:1 clone, we decided to improve a few areas of the original port that we felt were lacking. The majority of the campaign should be recognizable to anybody who has played the PCX (or even the PC) version, but a few choice levels received some upgrades to their visuals, encounters or flow. There may even be a few new secrets to discover...
Improved monsters; all of the monsters gain their re-release improvements as expected, but the two exclusive monsters, the Guardian and the Arachnid, have been tweaked with a new arsenal and mechanics to make them stand out even more.