Right, my config was quirky, your mod works okay there. Nevertheless, if to think about if, once you say “1-4” in the game options, the user expects it to always be “1-4”, regardless of own weapon keys. Therefore, at worst, you should probably override the “0-9” keys with mod specific functions, in your “quake.rc” file; that is, after loading up the custom “autoexec.cfg”. Unless you figure out something more subtle.
For the models and skins; I did not see any special features for different variants - as it used to be in earlier mod versions - at least among the ‘Quake 2’ characters, but if you were to reintroduce any, it should be very transparent, what each skin changes, gameplaywise. Generally, be transparent, rather than not - in my opinion, obscurity, does not help in a game such as ‘Quake’. But best of all, do not make things unnecessarily complex, which questions itself the purpose of varied loadouts. ‘Quake’, is not that complicated.
Fot the map; the initial area of “The Deep” is too similar to the ending of a start map; first time I saw it, I thought there must have been some error loop, because apparently I was teleported back to the same location.
I see you have put an “Adrenaline Pack” in the first room of “The Deep”, next to the “Rebreather”. Why not introduce a permanent health upgrade, based on that - like in ‘Quake 2’?
For the secrets, I liked the underwater setting and exploration. I cannot believe this is your first map, it is very professional. Speaking of the underwater sections, for the sake of ease on my eyes, I have used a small cheat: “gl_cshiftpercent 37” to see more clear.
The sharks are totally awesome, good job man! You an orchestra guy, doing all stuff yourself. All the models are perfect, resembling warped and malformed creatures of the horror deep, fitting the convention exactly as needed. The ogre is most impressive.
For the ‘Quake 2’ mod; like I said before, the machinegun and possibly other continuous-fire guns, are rather wonky in animation, but I understand that the map, can be played - at least theoretically - separate from the mod; although the mod, adds much charm to it - like the ‘Quake 2’ we have never seen before. ‘Quake 2’ guns feel well balanced and definitely bring much good to the gameplay.
You have also imported the handgrenades, nice! Only pity is that it is impossible to “cook” them, which was big part of the handgrenade dynamics in ‘Quake 2’.
BTW:
I cannot imagine you start a ‘Quake 2’ styled game without the iconic crashing of a protagonist ship into destination! Remember “Bitterman”.
Strange, I did not have any soundtrack playing; “couldn’t find a cdrip for track 14” error msg.
EDIT:
Wait, I have found the file, had to rename it to all lowercase letters, then it worked. Damn!
On a final note, I replayed the map using traditional ‘Quake’ setup; https://drive.google.com/file/d/1c-CNBENalGc50urVMu0LK_O9ATRqfwoW/view?usp=sharing is the demo if you fancy.