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arrrgh

Quake

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Yeah the Nehahra movie is pretty swank for a machinima. Proves that it can be more than just two helmets making dull jokes with muffled voice acting.

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arrrgh said:

I'm probably going to try making some maps for Quake. It'll probably be more fun than in Doom because of the true 3D and all that.


GZDoom is your friend.

Use3D said:

Would love to check out the mission packs sometime.


They're awesome, even the 3rd commercial one (Malice) despite it's flaws.

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The Ultimate DooMer said:

GZDoom is your friend.

Well, Quake still gives you the func_train, and I don't think you can have it in GZDoom yet.

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Quake also lets you do full 3D stuff in software mode (a benefit of its from-the-roots implementation.)

leileilol said:
For Quakeworld I use Zquake.

Would I gain anything by using it instead of ezQuake? Keep in mind I'll do everything I can to set it up like WinQuake at 320x200.

(which I rarely play since everyone just CHEAT TO WIN)

Do you mean all those scripts and setting they use, like changing view height, making weapon switches happen before shooting, altering map or thing visuals to gain benefits, and the like?

One reason I prefer DOOM over more modern games, Quake included, is that, since it (especially vanilla) has less customizable options, it doesn't ask to be hacked beyond recognition for competitive play.

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Fortunately, they made such scripts "illegal" in more modern online games like QL and ETQW. I don't think the games even allow you to make them. At least not QL.

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I remember reading in The Masters of Doom that quake was originally going to be some kinda RPG with all these magical weapons and stuff that took place in some kinda mayan temple. Due to time constraints, and against John Romero's will, the rest of the team suggested they should just remake doom with the new engine, then what we got was some kinda brownish techbase with shotguns and rocketlaunchers mixed with some medieval gothic castles.

The result was really good IMO. It makes me wonder what a sci-fi military universe like Contra would look like if you stuck the main character in some Castlevania maps.

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40oz said:

I remember reading in The Masters of Doom that quake was originally going to be some kinda RPG with all these magical weapons and stuff

Doesn't Elder Scrolls do that?

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40oz said:

I remember reading in The Masters of Doom that quake was originally going to be some kinda RPG with all these magical weapons and stuff that took place in some kinda mayan temple. Due to time constraints, and against John Romero's will, the rest of the team suggested they should just remake doom with the new engine, then what we got was some kinda brownish techbase with shotguns and rocketlaunchers mixed with some medieval gothic castles.


On the bright side, we got Daikatana out of it. It's quite obvious that the medieval section of Daikatana was the only episode Romero put any effort and care into.

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myk said:

Would I gain anything by using it instead of ezQuake? Keep in mind I'll do everything I can to set it up like WinQuake at 320x200.

Well, it actually still retains the classic software renderer and doesn't do anything retarded to it.

myk said:

Do you mean all those scripts and setting they use, like changing view height, making weapon switches happen before shooting, altering map or thing visuals to gain benefits, and the like?

This picture says everything:

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Seeing a picture like that I have to ask why these losers even play. The game can't be the reason because it's mutilated to death.

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I agree. When I play Quake Live and go on the forums, everyone tells everyone stuff like "make all the player models Tank Jr", or "turn off the music so you can hear better", or even do that thing leileilol posted. Is winning really so important you have to make the game bland and unenjoyable in the process?

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leileilol said:

This picture says everything:

How does replaces the textures with eye-gouging colours make it easier?

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DuckReconMajor said:

I dunno about Quake, but in Quake Live, a lot of stuff like that you can just type a command in the console.


Actually, you can set up the pic mip to that in the games settings menu.

Graf Zahl said:

Seeing a picture like that I have to ask why these losers even play. The game can't be the reason because it's mutilated to death.

While I don't set my picmip to wash out the textures, leaving little room for misjudging anything happening in the game. I don't mind that people do it.
In QL I do have set up the game to force player enemy models to Keel with the sport skin (Bright green). Since it sucks to play against models like bones and such. (I do the same in Skulltag forcing skins to be Doomguy.) It also helps me determine if it's friend of foe coming around a corner, since I also have the friendly models set to a specific model and as such I can hear the difference of jump and footstep sounds. I also got music turned off, a fov of 120 and a adjusted HUD which gives me better overlook of the clock (so I can more easily time spawning of items and powerups)

The people who really take the competitive game seriously, this is pretty much an obvious action. You don't mutilate the game itself, just the visuals of it to be non intrusive.
Most skilled players also play without gun models in the HUD.
If you play to win, visual prowess becomes meaningless.

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leileilol said:

This picture says everything:

Man tell me that's just a semitransparent longer Quake 1 rocket launcher.

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printz said:

Man tell me that's just a semitransparent longer Quake 1 rocket launcher.

You haven't noticed something odd with the textures?

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Krispavera said:

Winning is fun to some people.

Nothing wrong with playing to win. That is, unless you're the kind of person who expects to win every time, and goes and complains because it's everyone's fault but his.

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arrrgh said:

Good maps for it?


I am in the process of working on a simple Quake mission pack which some info and screenies on this project can be seen here. Of course its still WIP but its a project that I am focused on getting done so expect to see progress.

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printz said:

Man tell me that's just a semitransparent longer Quake 1 rocket launcher.

Higher FOV (Field Of View). Usually it's 90, but this looks like 120 or so, which looks a bit like the reflection in a convex mirror and gives you a wider range on the screen. Either that or this guy found the hidden Viagra powerup.

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DuckReconMajor said:

Nothing wrong with playing to win. That is, unless you're the kind of person who expects to win every time, and goes and complains because it's everyone's fault but his.

But those people aren't the ones optimizing their UI to give them the most possibility to win.

The people that complain about not winning are the tards that come on forums to complain about how this fag they played only used this or that weapon, or how he camped, or how he used "forceenemymodel" etc.

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Quake is pretty cool, but unfortunately it's almost impossible to play with the keyboard alone (no mouse). A gamepad isn't any better. Definitely don't try multiplayer unless you're using keyboard+mouse.

Personally, I think the original id levels are the best. There was a website long ago called "Single Player Quake" or something that had level reviews. It might still be around...

As far as mods go, "Fantasy Quake" was pretty nifty. And "Quake Rally" was a lot of fun. :)

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Was Quake Rally the one with vehicles? I was pretty fond of the rocket ball one, y'know, the mix between pong, volleyball, and rocket launchers?

I didn't really get into quake until after Quake 2. I still haven't played quake online (with bots yeah, but not online), but Quake 2, I played the bejesus out of that on sega's Heat.net.

Quake isn't a bad game, but I wasn't overly fond of anything other than the gameplay. The graphics are kind of shit (I always thought Duke looked better, even with sprites), the complete lack of a story (unless you want to infer one yourself, or if you think the Seal of Nehara is adequate), and the inclusion of gimmick fights (Charon, Shub-Niggurath), all combine to bring a really fun game down from greatness, and into mediocrity. I suggest Quake 2 if you want "storyline", and if you're just looking for a good fragfest, I think it's called Quake World, it's a free, standalone quake thing that's only online, at least, I think that's what it is, I haven't tried it. I was looking for quake engine mods and saw it and read a brief description.

If you want to try an engine replacement, I suggest darkplaces or EZQuake, they make the game look a lot better. Of course, those are the only ones I've tried... so there may be better.

EDIT: It's not too bad on a gamepad, at least on a modded xbox it isn't...

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I constantly see Quake 2 as a 3d Doom 2 rip off. Its gameplay is very similar to Doom 2's:

thin former humans -> shotgun/machinegun guards
heavy dude -> enforcer
imp -> blaster guard
revenant -> gunner
lost soul -> flier
demon -> berserker
cacodemon -> icarus (they even take 2-3 ssg shots or rockets)
archvile -> medic
mancubus -> tank
hell knight -> probably iron maiden
cyberdemon/spiderdemon -> supertank/hornet

More importantly the weapons appear as direct analogues to Doom 2's. You have the SSG for casual combat, the machine gun for sustained damage, the rocket launcher for crowd control, the chaingun/hyperblaster for panic mode, and the BFG for mass destruction, like in Doom 2. Under worse graphics and sounds (they always lagged on me). It also takes the [enter]-activate powerup tactic from Heretic. Quake 2 just doesn't seem very original to me.

Quake has a stranger selection of weapons and monsters with stats more in the middle; I think it plays differently. It's more like Wolfenstein, seeing how it has 2 keys only, gold and silver, and instantly switching weapons (which the hero picks up whether he needs them or not) ;)

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If you think about it, Quake 2 actually does have some huge differences. Most notably armor works completly different from Doom. In particular armors can actually stop various forms of attacks (such as bullets). Some of the weapons (Look at the SSG! It's probably over twice as fast!) act similar, but different to the doom counterparts. The Quake II rocket launcher is definitely different and weaker. And the enviroments make the gameplay different. All in all although it borrows some ideas it's still really fun.

Those enemy analogs aren't very accruate though. Although they cover general ideas some are completly different from what you listed.

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Kaiser said:

I am in the process of working on a simple Quake mission pack which some info and screenies on this project can be seen here. Of course its still WIP but its a project that I am focused on getting done so expect to see progress.


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