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The Ultimate Chex Quest / Re: The "To Do" List
Last post by Boingo the Clown - June 26, 2024, 10:14:12 PM
Same here.
The Ultimate Chex Quest / Re: The "To Do" List
Last post by Atariangamer - June 24, 2024, 11:09:12 PM
Quote from: Boingo the Clown on June 07, 2024, 10:31:00 PMOkay, folks! I spent the last few days coming up with a whole diaper load of new things to add to the list.

That is quite the laundry list. Shopping list?
Wish you luck, spritework and artwork was the single biggest barrier to me actually completing anything.
Chex Quest and Related Topics / Re: Chex Quest NES Covers
Last post by Melodic Spaceship - June 21, 2024, 09:41:32 PM
Excuse the big bump, but I have now covered the exclusive tracks from my own Chex Quest 3: Vanilla Edition project! The OP has been updated with the YouTube upload and link to the new mod.
The Ultimate Chex Quest / Re: The "To Do" List
Last post by Boingo the Clown - June 07, 2024, 10:31:00 PM
Okay, folks! I spent the last few days coming up with a whole diaper load of new things to add to the list.

TUCQ To-Do List



Record voices
Make music
Make intro animation


Get the secret exit working
More flasks
More lab equipment
Add old-fashioned Computers in the big round room
Different coloured books for the red key room
Make sloshing slime texture
Smashed beaker/flask flat?
File cabinets
Table/desk/cabinet texture to be redone in colours other than red.  Gad!  I am tired of those red cabinets everywhere!
Add visual interest to the blue key room. It's too plain and empty.
Build out walls; blackboards and analysis thingie
Animate computer textures
Make a version of the orange wall that is not orange for the secret exit room.
Make new steps texture.


Animations in Hydroponics
More varied items in hydroponics
A retaining wall (railroad ties?) around the raised bed in the first room at the top of the elevator
More trees and other crops in the greenhouse
New types of tree
More detail on the vines in the maze
Elevator down to the mines.
New Mines door texture


Finish the texture realignment
Create some original wallsnot textures
Create a texture of citizens stuck in a wall of snot as in the original outro
More animated snot river textures?
Flying bats (harmless)?
An item that makes falling water sound
An item that makes running water sound
An item that spawns splashes and throws snot chunks randomly for the bottom of the snotfalls
Items that make citizens' calls for help
Create the master slime pillar
Create additional slim pillars
A script that removes all other slime pillars when the master pillar is zorched away
Possibly make extant monster teleport destinations functional on the highest difficulty levels?
Make some hanging snot like CQ3 has.
Make an addition to snotfall animation. The current version seems to appear from nowhere and does not tile.


Record voices
Make music
Make animation


Make the stinking level


Make the stinking level


Add Truedude's level
Start making alterations as needed
Create a new version of the flembrane


Record voices
Make music
Make animation

E1M9 (secret level):

Make the stinking level
Make music
Hope the music doesn't stink



Record voices
Make animation


Make bacon and eggs frying on the diner grill
Animate the fry cook?
Change the orientation of the girders in the large hangar.  Chuck was right. They make more sense going the other way.
Change the girders to make trusses
Raise the height of the hangar a little
Finish the airport tower
Make textures for and finish the other skybox buildings
Make more skybox buildings
Replace the landing approach light towers.  They are terrible.  It is my fault for making a sprite with a public domain model.


Implement the clock tower puzzle
Street lights and signs (Thanks for the idea Darkstone)
Make amusing storefronts based on the names of various CQFF members
Make department store and boardroom maze
Make new animations for theatre screens
Make a texture of the theatre front based on the now-defunct Capitol Theatre downtown.  (RIP) :'(
Animated marquee
New "coming soon" posters
Work on the textures for that blasted fountain drink dispenser
Maybe do a texture of some poor usher snotted to the wall
New textures/better textures for the interior of the theatres
Try and figure out how to explain that CQ3's theatres are based on mine and not the other way around.


Continue making the new textures for the exterior of the museum based on the old former library downtown
Work on fixing up that darned totem pole texture
Add more exhibits to the museum such as
...hanging pterodactyl
... The girl with the Chex earing
... something cubist
... a giant crystal
... trilobite
... an aeroplane?
Redo the stone background on the ichthyosaur
Make pedestal textures
Finish the short-circuited fusebox
Add even more crates to the storage area
Finish the extra detailing in the hedges in the hedge maze
Build a voxel police car outside the exit of the hedge maze

Intermission screen: Chex guy driving the police car as indistinct scenery whooshes by in the background.


Make more amusing storefronts based on CQFF member names
Make a few different types of brick for more variation between buildings
Ummm ... More detailing?


Voxel and/or texture-based pipes that run along the walls and ceilings.
Lightbulbs hanging from the ceiling
Wires along the ceiling for lightbulbs
Add secret level exit


Implement the scripting for the fuse-based quest.
Create fuse sprites
Create fuse panel textures
Finish the two quest sections.
Introduce Minimus
Finish the stinking level Dagnabbit!


Make the stinking level, you fool!
Make Dirty brick textures or use the one I already made for Vilecore.
Boarded up windows
Garbage can sprites
Garbage bag sprites
Textures for billboards for Brand X Cereal
Brand X doors
Introduce Gyro


Make the stinking level!


Record voices
Make animation


Make the stinking level!



Record voices
Make animation
Note: This may be the longest and most difficult animation to make. A large number of citizens are hurried into an

emergency shelter while soldiers nervously stand outside. Meanwhile, The Commander, Dr. Erdbeere Muesli, and Chexter discuss who could be responsible for the flemoid invasion. (Spoiler: It's Doktor Flemming.)


Level by Truedude needs to be added, then modified
Outdoor rain effect needs to be added
Skybox needs to be added
Lightning and thunder effects need to be added
Dialogue needs to be added
New textures required

PFUB1 and PFUB2 replacements are needed.



Create skybox
Create sprites for gigantic flemoid monster
Create sprites for IFOC defense force fighters
Create a radio dialogue between a Galactic Control officer and General Mills.  "Launch the fighters! Launch the fighters!"
Make a level, stupid!


Finish the tower
More giant flemoid and fighter sprites
Sprites, voxels, or animated textures for planetary defense guns


Work on sprites for:

        Flemoidus Gyro
        Flem Balloon
        Super Cycloptis
        Flem pod
        Quadrumpus with armour
        Dr. Flemming
        Flemoidus Rhinus
        Flemoidus Minimus
        Flemoidus Dervish
        Planetary Defense Guns
        IFOC fighters
        Rescuable IFOC citizens
        General Mills?
        Dr. Erdbeere Muesli?
        Improved teleport glitter
        Wandering dog?
        Wandering cat?
        Wandering mouse?
The Ultimate Chex Quest / Re: The "To Do" List
Last post by Boingo the Clown - June 05, 2024, 05:32:52 PM
Quote from: TrueDude on February 20, 2013, 09:15:15 PMOh, another thing I just realized, using TUCQ with either the Ultimate Doom IWAD or Doom II IWAD in GZDoom gives you a mouse cursor made specifically for them on the menu... which is the decapitated bloody head of Daisy the bunny. I don't know how you can replace the cursor, but since I've seen it done once I assume it's possible.

LOL!  This is ten years late, but I changed the menu cursor to a zorcher quite some time ago.  It works much better than the Chex piece. I don't know if it was in the last release or not.
Chex Quest and Related Topics / Re: Chex Quest HD!
Last post by chexman107 - June 03, 2024, 06:43:14 PM
Chex Quest and Related Topics / [IFOC] Server Hosting: New Top...
Last post by 75 - May 25, 2024, 05:00:56 PM
Since the old topic is in the old part of the forum that isn't visible anymore, I'll make a new one

Server admins: 75, Acts19Quiz

If you want to play on the Zandronum servers, you can download Zandronum here:

IFOC also hosts Odamex (another multiplayer DOOM source port, more 'Vanilla-oriented' than Zandronum) Chex servers. Currently, two servers are up: Chex Quest: The Pentiultimate Breakfast, and a pre-release version of Chex Quest 3 v2.0 for Odamex (a Zandronum server for pre-release CQ3v2 is also up). Odamex can be downloaded at


- You may not cause the game to be unplayable for other players (e.g., exit blocking).

- Do not abuse vote kick

- Don't be a jerk

If there's a problem, reach out to Acts19Quiz first, but if you can't get ahold of him, feel free to reach out to 75. Both of us can be reached on the CQFF discord. You can also use the e-mail address listed in the servers. There's more than one person named 75 in the CQFF, I'm the one with the red avatar and "jwaffe" as my discord id,

- CQFF Discord invite link:

Hostname :
All of my wads and pk3s that I'm hosting can be found here

Here's some history to make me feel old,
- the old topic was originally posted on 8/14/2011
- I switched to Linode on 8/12/2012
Chex Quest and Related Topics / Re: Questions about various th...
Last post by 75 - May 18, 2024, 08:32:17 PM

You mean this mod, right?

There's also a mod called "Chex Quest Generation 2" by the same author so I just wanted to make sure.

It seems like I can just barely get through the diagonal stairs in that mod in zand, I can't get through it at all on gzdoom. To be honest that hallway is probably just too thin and maybe gzdoom just changed their physics code a little since then.

I thought at first it was because one class is wider than the others but no class can get through that hallway.
Chex Quest and Related Topics / Questions about various things...
Last post by Danfun64 - May 14, 2024, 05:12:37 PM
Been awhile since I posted here I think. It looks like a large amount of threads with old download links have disappeared since I was here least.

Anyway, TNCQ G2. It's still available on the Chex Quest Gallery, alongside the weird questionably legal version of Doom 2 it was built on.

First of all, I believe it required OpenGL to work? I don't remember now, and it's hard to find information on it.

Second, it's very difficult to get past the first area in gzdoom. The weird tight section where you have to go diagnally, it doesn't seem to work (it does in Zandronum though). Are there any compatibility settings I'm missing?
Please excuse the quadruple post, but RC4 has now been released! There are a lot of changes in this version, but I'll go over a few highlights.

First of all, I went ahead and changed the GZDoom autoload/filter name to "chex3vanilla", except now that's actually a new filter category, consisting of "chex3vanilla.cq3" which is the main WAD you've probably already been using and "chex3vanilla.d2". The latter is another addition to this version: a Doom 2 based WAD called "chex3d2.wad" which contains most of the same resources as the main WAD but is in the Doom 2 format instead.

Unlike "chex3v.wad" it doesn't contain its own levels (not counting the dummy levels) and is solely meant to be the foundation for other PWADs. You can make a PWAD based on this instead of the main WAD if you'd prefer to use the Doom 2 style format or want to make use of the Super Large Zorcher or Megasphere in levels. Due to it only being of interest to modders and anyone wishing to play a PWAD that requires it, it's included in its own separate package. It currently doesn't have a DOS version.

Lastly, the source code of the CQ3HACK utility is now included in the DOS package as per the request of someone over at Doomworld. At any rate, enough rambling. Grab it here:

For DOS:
For source ports:
Modding version:

Full changelog:

  • Re-arranged the demos so that the CQ1M1, CQ2M1 and CQ3M1 demos are shown before the CQ1M0 demo.
  • Removed the "enterpic" and "exitpic" definitions from the UMAPINFO lump.
  • Adjusted the ZMAPINFO to better support using Doom II as the IWAD in ZDoom-based ports.
  • Merged the EMENUS and EDFROOT lumps into a single EDFROOT lump.
  • Merged the TEXTURE1 and TEXTURE2 lumps into a single big TEXTURE1 lump, so that PWADs can include just a TEXTURE2 lump without needing to have copies of the IWAD's TEXTURE2 definitions.
  • Added a replacement for the PISTA0 sprite, copied from the MINZA0 sprite in zdoom.pk3.
  • Fixed a misaligned and missing texture near the lift near the red key door in CQ3M1.
  • Increased the delay for the CQ2M5 ACS exit script to ensure the voodoo doll can collect the invulnerability sphere if the voodoo doll spawns at all.
  • Added custom menu back button and WISLASH graphics for ZDoom.
  • Moved the ZDoom obituaries into the DEHACKED lump since Woof supports ZDoom-style obituaries, and moved the Eternity obituaries into the EDFROOT lump in order to provide ones that otherwise conflict with the ZDoom-style ones.
  • Added a DM-only teleporter that allows exiting the maze area in CQ2M3.
  • Merged a few pointlessly split lines in the maze in CQ2M3.
  • All levels now have 10 DM starts.
  • Fixed a switch door, and adjusted texture alignments on two lines in CQ1M3.
  • Added a DM-only exit from the final area in CQ2M4.
  • Adjusted the STARMS graphic to be the same width as the STPTS graphic.
  • Made all intermission screens have the last frames of animation be part of the background, and also corrected the bad offsets in the CQ1 intermission animation.
  • Fred Chexter's foot is now in a different position depending on the level in the CQ2 intermission screen.
  • Made some texture alignment adjustments in the main area of CQ3M1.
  • Corrected a typo in the EMAPINFO lump.
  • Changed the GZDoom autoload/filter name from "chex.chex3vanilla" to "chex3vanilla.cq3" in order to prevent issues with mods that expect the Chex Quest 1 or ZDoom Chex Quest 3 actors, which Chex 3 Vanilla doesn't use.
  • Removed the "ENDFLT*" flats and references to them in the DeHackEd files, as they already exist under different names and there's no visual difference with the ones that are used by default in the text screens.
  • Added dummy textures for the Doom 2 switches. They're present both WADs only because the Doom 2 style modding base WAD needs them, which is auto-generated from the main IWAD and a stub WAD.
  • Removed patches that were present in the WAD but not referenced in PNAMES.
  • Introduced chex3d2.wad, an alternate IWAD specifically to be used as the basis for PWADs that want to go with a more Doom 2 style format or make use of the Super Large Zorcher or Megasphere, and contains none of its own levels.
  • The "cast call" duplicate of the armored bipedicus was replaced with one of the cycloptis, because it otherwise doesn't show up in the cast call.
  • Added an Eternity-compatible version of the big font.
  • Added an introduction and known issues section to the readme.
  • Added the source code of CQ3HACK to the DOS package.
  • Added a DECORATE definition for the Flem Mine to remove the translucency that only made sense for its Doom counterpart in ZDoom.
  • Added a link to the YouTube upload of the additional music to the readme.

Edit: Had to release an RC4.1 due to a glaring issue in the UMAPINFO lump. Download it from the new website: