Quake (Remake)

Quake, also referred to as ReQuake and reQuake, is a first-person-shooter game concept by Red-Verse-Writer, a remake of the 1996 id Software game Quake. In the game, the player controls Ranger, a stranded marine who must use magic, technology and weapons to fight his way through eight dimensions and stop a conglomerate of hostile lifeforms' invasion of Earth.

Gameplay
In ReQuake, the player controls Ranger, the sole surviving marine of the initial Slipgate Disaster, as he transverses eight different dimensions in order to gather various magical artefacts and defeat demonic, extra-terrestrial and otherworldly forces threatening Earth. The gameplay focuses upon mobility and evading enemy attacks while engaging in combat using weapons and magic and maintaining supplies of health, armour, mana and ammunition.

ReQuake 's single-player campaign, meant to be around thirty hours long, is organised into eight separate worlds, each of which have fifteen levels as well as four secret levels. These levels are filled with enemies, items and secret areas. The objective of these levels, known as "Regions", varies from killing all enemies and escaping through a portal, finding specific items, locating switches or hidden doors, or securing various devices around a fortress. Enemies typically attack in groups, and their patterns vary depending on the type - some enemies, such as the zombified Undead or the monstrous Ogres, simply attack him with various weapons, while others, such as the cybernetic extra-terrestrial Strogg, actively use cover, set up ambushes and patrol areas. Enemies typically fight one another if one accidently attacks the other of if certain enemy groups encounter each other, although the same type of enemy will not attack it one other.

The game features a large arsenal of both weaponry and magical powers that can be used by the player. Ranger is initially armed with only a single-barrelled shotgun, but as the game progresses, he acquires various other weapons, including a nailgun, double-barrelled shotgun, railgun, rocket launcher and various types of hand grenades. In addition to this, he can also use a revolver with unlimited ammunition to weaken and stun enemies, although this attack possesses a recharge period before it can be used again. Regardless of ammo or revolver charge, he can always perform a melee attack with a axe that can inflict moderate damage and can be used to interact with the environment without expending ammunition. Magic spells, used in conjunction with weapons, are acquired from collecting spell tomes or runes acquired by defeating a boss, and rely upon mana to be used. These spells are tied to one of twenty elements, and have various effects. Unlike other games that feature such a mechanic, mana does not regenerate over time, and must instead by reacquired by means such as bathing in a special pool of magical liquid or collecting a certain item.

Weapons

 * Shotgun: The basic weapon of Ranger’s arsenal, which he starts every game with. Equipped in Slot 1 and using Shells as ammo, it fires multiple pellets in a fixed pattern, making it powerful at close range but less effective at longer distances. However, its fire pattern has a tight spread and it does not lose damage at distance, meaning it can still be effective at long ranges. It can be upgraded to have a greater number of pellets included in the blast, fire faster, and have an increased amount of Shells available in the clip (default size is 6, which can be upgraded to 8, 10, and finally to 12).
 * Super Shotgun: A double-barrelled Shotgun that functions as an extremely powerful close-range damage tool. Sharing Slot 1 and the Shells ammunition with the Shotgun, it fires double the number of pellets as the Shotgun in a wider pattern. These pellets all deal double the damage as the Shotgun’s fire, meaning that a single point-blank shot can kill most enemies if all pellets connect. However, it suffers damage fall-off at distance and a significantly wider spread, making it ineffective at medium distance and near useless at long ranges, facilitating the need to use it at close range. It also needs to reload immediately after each shot. It can be upgraded to have an even larger number of pellets included in the blast, fire faster and allow the weapon to be able to fire twice before reloading via firing one barrel at a time.
 * Nailgun: A rapid-fire assault weapon that launches quick-moving projectiles at enemies. Equipped in Slot 2 and using Nails as ammo, it fires its Nails in a machine gun-like fashion with good accuracy, no damage fall-off and quick succession, making it very useful for dealing with enemies outside the Super Shotgun’s range. It deals relatively low damage per shot, but makes up for this by firing extremely rapidly. Unlike the Shotgun and Super Shotgun, it does not need to be reloaded. It can be upgraded to have an even faster rate of fire, improved accuracy, and the ability for its projectiles to have a small chance of inflicting bleeding on enemies, causing them to lose health over time.
 * Super Nailgun: A automatic cannon-like Nailgun variant used primarily for crowd control. Sharing Slot 2 and the Nails ammo with the Nailgun, the Super Nailgun fires a blast of ten Nails in a fashion similar to the Super Shotgun, with the main difference being that the blast is made of projectiles that can bounce off walls, surfaces and even enemies, enabling them to continue damaging enemies even after being fired. In addition to this, it has perfect accuracy, making it useful even at long ranges. However, it requires reloading and has a significantly slower rate of fire than the Nailgun. It can be upgraded to do more damage per Nail, have an increased number of Nails available in the clip (default size is 50, which can be upgraded to 70, 90 and finally to 120) and fire significantly faster.
 * HE Grenades: Standard handheld grenades used for eliminating enemies with indirect fire. Equipped in Slot 3 and using Grenades as ammo, HE Grenades can be primed and thrown by the player, able to be bounced off walls and used to hit enemies the player cannot see. While they lack special effects, they have the largest explosion radius and do the most damage of all grenades. They can be upgraded to have a increased explosion radius, do more damage per explosion and be used with greater accuracy over distances or when bouncing off surfaces.
 * Flash Grenades:
 * Nail Grenades:
 * MIRV Grenades:
 * Biological Grenades:
 * Concussion Grenades:
 * Napalm Grenades:
 * Energy Field Grenades:
 * Gas Grenades:
 * EMP Grenades:
 * Grenade Launcher: A powerful explosive weapon capable of quickly killing stronger enemies and gibbing enemies that require it to be killed, such as Undead. Equipped in Slot 4 and using Explosives as ammo, the Grenade Launcher launches its projectiles in an arc, and these grenades bounce off surfaces and explode shortly after being fired. These explosions cause splash damage, enabling Ranger to quickly eliminate large clusters of enemies. Grenades instantly explode upon making direct contact with an enemy, and their arcing fire makes them less accurate, meaning the player must judge the distance between them and their target and learn how to properly bounce their projectiles to hit targets behind cover. It can be upgraded to have a larger explosion radius, deal more damage per explosion and have more Explosives in the clip (default clip size is 4, which can be upgraded to 6, 8 and finally to 10).
 * Rocket Launcher: A more precise and faster form of the Grenade Launcher, used to quickly deal with a stronger foe. Sharing Slot 4 and the Explosives ammo with the Grenade Launcher and Proximity Launcher, the Rocket Launcher fires a fast, flying projectile that explodes immediately upon contact with a larger splash damage range than the Grenade Launcher’s projectiles, making it much more effective at dealing with a small group of enemies but less effective against crowds. The Rocket Launcher is also perfectly accurate over distances, making it very useful for fighting from long ranges. It can be upgraded to have a larger explosion radius, increased projectile speed and have more Explosives in the clip (default clip size is 4, which can be upgraded to 8, 12 and finally to 16).
 * Proximity Launcher:
 * Thunderbolt:
 * Ion Ripper:
 * Incendiary Cannon:
 * Lightning Cannon:
 * Freezing Cannon:
 * Railgun:
 * Dark Matter Gun:

Restoratives and Ammunition

 * Shells: Ammo used by the Shotgun and Super Shotgun. The Shells box pickup has three variants - small, medium and large. A Small box of Shells contains 50 Shells, a Medium box contains 100 Shells and a Large box contains 200 Shells.
 * Nails: Ammo used by the Nailgun and Super Nailgun. The Nails box pickup has two variants - regular and large. A Regular box of Nails contains 100 Nails while the Large box contains 200 Nails.
 * Grenades: Ammo used by the HE Grenades, Flash Grenades, Nail Grenades, MIRV Grenades, Biological Grenades, Concussion Grenades, Napalm Grenades, Gas Grenades, Energy Field Grenades and EMP Grenades. A Grenades pickup always gives the player four extra Grenades.
 * Explosives: Ammo used by the Grenade Launcher, Rocket Launcher and Proximity Launcher. The Explosives box pickup has four variants - small, medium, large and mega. A Small box of Explosives contains 4 Explosives, a Medium box contains 20 Explosives, a Large box contains 45 Explosives and a Mega box contains 72 Explosives.
 * Cells: Ammo used by the Thunderbolt and Lightning Cannon. The Cells box pickup has two variants - regular and large. A Regular box of Cells contains 50 Cells while the Large box contains 100 Cells.
 * Slugs: Ammo used by the Ion Ripper and Railgun. The Slugs box pickup has two variants - regular and large. A Regular box of Slugs contains 10 Slugs while the Large box contains 25 Slugs.
 * Dark Matter:

Power-Ups

 * Boots of Haste:
 * Pentagram of Protection:
 * Quad Damage:
 * Ring of Shadows: