Check out the old PlanetQuake page for 007 Q2 aka "Time Goes Backwards" mod for Quake 2 by IoN_PuLse - team leader, head coder, mapper, modeler, skinner, texturer, sound artist, etc.
It's 007 meets Quake 2! 007Q2 is the perfect mod to bone up on your skills at the weapons spies use. Weapons like the PP7, AK-47, and ZMG 9mm are what get the killing done, and a plethora of other guns and explosive toys to eliminate the threat were thrown in for good measure. Need to lay a trap for that enemy you just can't seem to kill? Try some proximity mines or maybe a remote controlled one, just to be extra sure. Gotta go somewhere high real quick? The handy dandy grappling hook will get you there on time!
Lost and found: "Quake TV" the Quake 2 mod developed for Sega GameWorks arcade 8-player GameArc cabinet, inspired by Steven Spielberg!
This combination of bots, fire teams, tactics and scripting (dubbed "Computer Generated Forces" or CGF) aims to combine the best of single player missions and thrilling Action Quake2 (AQ2) team play.
Take all the techniques you know about Quake 2 and throw them away. Quake and Conquer is all about resource management and strategy. You can't resort to a gung-ho solo charge because - well, you just can't. Your player is a disembodied essence wandering the levels. You have direct control over your creatures and machines through your crosshair.
Imagine being a Marine, packing ammo so tight that your eyes are turning blue, and carrying enough explosives to take out a small town. Your walking down a dark, gloomy hall way, having to watch your back while walking, and all of a sudden you smell a strong, snotty smell. You look up and theres a Broodling staring you down, drooling all over your new leather boots. You try to raise your gun up but you can't in time. Everyone pisses in their pants as you scream out in agony as your lower intestines spill out onto the floor. You have just experienced Paranoid... and thought you got over your fear of the boogy monster.
I spent several weeks discovering, by trial and error, the techniques needed to make practically anything out of brushes. What I know is just the result of alot of hard thinking, and staring at a computer screen. I havent talked to Carmak or anyone that is really educated on the subject of 3d engines, and I’m sure that if I did, I’d have more to say on this subject.