Fiend Hunter Central
End Cap About Screen Shots Files News ReadMe File End Cap

    Fiend Hunter 1 is a Total Conversion of Quake 1. As yet, Fiend Hunter is incomplete, but enough progress has been made to allow the game to be played. Fiend Hunter revolves around infinite supplies of deadly monsters, mostly Quake's beloved fiend. The player is tasked with removing the infestation from each level. Fiend Hunter is not a traditional single player experience, but rather more of an ongoing battle. Poking around in the Sreen Shot section and browsing through the ReadMe file under the Read section can give you a better grasp of what FH1 is like. If you would care to grab FH1 for yourself, pop right over to the Files bit. Recent developements are chronicled in the News area.

Below is a list of features FH1 sports right now beyond those Quake already offers.
 - Works with original Quake levels and new FH1 levels
 - Many weapons
 - all new items
 - new sounds
 - rarified monstrosities
 - new deathmatch modes
 - pain and armor skins for players, monsters and items
 - weight
 - fatigue
 - wounds
 - bleeding
 - ever popular decals
 - random/dynamic monsters
 - faintly realistic weapon loading
 - off hand grenades, 4 types
 - burning players, monsters, and items
 - shell ejecting
 - footsteps
 - splashes

    Fiend Hunter 0.60 and up also sport enhanced executables with the following features:

 - Tasteful fog
 - Enhanced particle system
 - New sky rendering system
 - Glow models
 - Greatly enhanced network throughput - no more "packet overflow" messages
 - Animation and motion interpolation
 - Various bugfixes for Quake
 - Transparent sprites

    Fiend Hunter is more demanding of computer hardware than Quake. A Pentium 200 with some sort of real 3D accelerator is recommended, along with 32 Mb or RAM. Fiend Hunter has _not_ yet been tested on computers with < 32 Mb. of memory; it may work, but I can't attest to it. The new executables demand far more power than the original versions of GlQuake. A Voodoo 2 or TNT and a CPU of at least 300 Mhz is required for satisfying play.

    This mod was created pretty much by Adam Armstrong. Further credits can be found in the ReadMe. At the moment I can be reached at xoltan@telefragged.com.

Hosted by the fine folks at Telefragged.