ChaosEsque Anthology

ChaosEsque Anthology

ChaosEsque Anthology is a first person shooter. It is a standalone modification of Xonotic which includes extended weapons, maps, vehicles, buildable buildings, mounted weapons, spell casting, monsters, player characters, textures, and game modes.

It has over 100 maps. Some are futuristic, some are ancient, and some are medieval. A few evoke platform games such as sonic, others follow a style more akin to diablo. Some are static maps, others are randomly connected.

There is something to fit your mood. There are mutators that can add mounted weapons in any map, buildings, monsters, foliage, hazards, and even balloons and bumpers. You can fight with futuristic weapons, medieval weapons, and /or hand to hand combat (over 140 weapons). There are also many vehicles (and a mutator to spawn them in maps that do not have them, as is tradition (as you can see)).

You can also set each team to start with different specific weapons if you want to test a theory that you could defeat a well equipped military force with your bolt action rifle or crossbow. Same with vehicles and mounted weapons spawning (you can set which spawn near which team in CTF etc). You can drink wine, potions, learn magic, read scrolls, so on and so forth.

The goal, and much of this has been reached, is to not limit the player.

Special thanks to NASA for images of Earth and Mars.

Minimum system requirements: 

3d Card


New textures in Volume 2, Bugfixes, mapping additions, and shader work on volume 1

Release 117: A minor release with bugfixes, shader work, and texture fixes, aswell as some extentions for map functions by Mario.
This release is mostly aimed at mappers. Some longstanding errors were corrected aswell such as the (incorrectly) blackandwhite glowmaps for computer terminals and network equipment in the Philip1X texture series.
Volume 2, however, hosts a number of new libre/opensource textures in the newest version including 100 rock/marble textures aswell as a number of futuristic sci-fi textures.
This new version expands the palette available to the mapper.

Some new movement types for platforms and mapping fun! And Mario's controlable elevator!

Release 116 brings some features of interest to mappers! Mario's controlable elevator code was ported over (Thanks Mario for the great feature), aswell as
advanced movement options, Thus now a mapper is not confined to 1:linear, 2:cosine, as the platmovement types, He now has
the option of defining a curve aswell! (Server admins / hosts can also override defaults via cvars now, so even if there is an old map, the new movement can be used)
Additionally the advanced movement feature for platforms was adapted for func_door_rotating and func_rotating.
For func_rotating, additionally, period and periodtype key-values were added so one may define how long the movement curve is
and whether one wants a smooth(2) reset or an abrupt(1) reset, smooth(2) is default if nothing is defined by the mapper.
Traditionally platmovetype styles of 1 and 2 (and default) are respected, only if
a 2 number string is entered as platmovetype is the new movement used.
The .ent files for netradiant have been updated in the mapping pk3 aswell as in netradiant's directory.
Thanks Mario for the elevator and help with an infinite loop in the plat code!

Volume 2 has a slight update for mappers: the .tga pk3s for the standard textures are now included in volume 2:
netradiant doesn't load .dds textures so these are needed to see what one is mapping.

If anyone would like to contribute new free-opensource maps for volume2, we're looking for more worlds!

The new variables are:
g_platmovetype_legacyoverride_enable 0 "1: override legacy movements with a modern curve, 2 force this for all"
g_platmovetype_legacyoverride "0 0" "a two number string (eg: [ 0 3 ]) defining the movement: known good cases: (0, [0..3]) (0.5, [0..3.8]) (1, [0..4]) (1.5, [0..3.9]) (2, [0..3.7]) (2.5, [0..3.4]) (3, [0..3]) (3.5, [0.2..2.3]) (4, 1) you can also force: [ 100 1 force ]"
g_platmovetype_legacyoverride_enable_func_train 0 "override all map set platmovetype of func_train and use g_platmovetype_legacyoverride setting instead"
g_platmovetype_legacyoverride_enable_func_rotating 0
g_platmovetype_legacyoverride_func_train "" "if set (eg to [ 0 3 ] [ 4 1 ] etc), will be used rather than g_platmovetype_legacyoverride"
g_platmovetype_legacyoverride_func_rotating "" "if set (eg to [ 0 3 ] [ 4 1 ] etc), will be used rather than g_platmovetype_legacyoverride"
g_platmovetype_legacyoverride_func_rotating_periodtime 0
g_platmovetype_legacyoverride_func_rotating_periodtype 0 "1: abrupt, 2: smooth, Default: smooth"

Speed Boat added: Enjoy the waves.

Release 113: Enjoy the water with a new vehicle: Speed Boat! Have fun in the sun in tank-concourse while your friends frolic in the sands and on the loops. Aditionally extensive improvements and bugfixes.


Release 112, and Second Volume

Release 112: Two new weapons since last announcement: drugnov SVD, and a bat. A new vehicle: submersible. Extensive bugfixes and improvements.
And now there is a Volume 2 of the game as we have expanded past the capacity of one DVD. Volume 2 includes a new terrain map: Grand Chessboard (8 miles across), aswell as the maps EstateEsque and TankConcourse (amongst others)
Additionally there has been improvements to the foliage system and vehicles system.



Version 106: New Mounted gun: Laser Cannon. With pulse and color varieties of different increasing power levels
(red, green, cyan, magenta).
New Utilitool point defense buildable: laser cannon.
Smoke grenades now also spawn a server-side smoke cloud so one cannot cheat by reducing cl_particles quality.
(this can be disabled and changed server side with the g_nades_smokenade... cvars)
Vehicle improvements to the spacecraft.
More documentation for the info tab.
Bugfixes etc.


Version 105: New vehicles imported and added (spacecraft) with lasers and pulse lasers as armaments,
New entitities for mappers to put down buildings in their maps (building_sctiles, etc), many entities added
to netradiants entities.ent file (vehicles, food, drink, nades, etc). Bugfixes, cleanup.


Release 104 extends the work done in previous versions and allows reverse-limits to be set for ambient temperature: that is: one may set that everything outside the limit is at the ambinent temp while within all is fine.

Additionally a gameplay fix has been added for global ambient sounds: thus the map bleach is not corrected as it was in the Nexuiz epoch.

Nordic castle, ICBM, etc now have proper ambient temp, and limits set. Evadproject and Hypergallery have proper cdtrack set.


Release 103 brings some new additions and bugfixes right in time for Chistmas:
New weapons: Three new LightSabres - Red, Green, Blue, each with own handle style and different stats.
New monster: Ninja Assassin. Buildables: recruitment posts placed in shrines will recruit Ninja Assassins (about 15 grain needed for each, 1 housing).
Improvements to ambient temp system, Improvements to freeze/paralyse.
Bug fixes. Addition of manual-ctf-flag capping option (must manually bring
flag back to base if enabled). New music for ArenaAutomatica (AKA: AutoPlayArena ]|[)
Settings>Input documentation added to.


Release 102: This release improves the ambient temperature code by allowing one to stand near point-particle flames to gain heat. They are in many maps so this integrates well with the existing game. Additionally one can now place limits on the ambient temperature so that it only operates in a specific area. The map KSTBunkerCTF64 showcases this feature. Some gameplayfix options have been added: one to set an upperlimit on func_door mover speed. These are sometimes used as elevators and the one in KSTBunker was too fast. You can also set teleporters to silent (shown in hypergallery11) Some fixes were added. An Info tab has been added next to Settings>Input which shows documentation about additions Chaos-Esque has added and how to use them.