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/vr/ - Retro Games

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>> No.3542593 [View]
File: 312 KB, 426x240, keep.webm [View same] [iqdb] [saucenao] [google]
3542593

>>3542350
>For looking down, you're hardly ever going to further down than the angle in this pic, because then you're firing at the ground.
Even without jumping this happens often enough in Quake when you're on a platform higher than the enemies below you. Quake is full of level design like that. Like the other anon said, this situation doesn't come up much in Duke because Duke wasn't designed around that, since you can't fight enemies from a higher platform that they can walk under due to ROR limitation. The angles would thus be not nearly as steep in Duke and you'd probably use a pipe bomb for enemies below anyway. Webm related level design is literally impossible in Duke, as are all the other combat situations in Quake when you're on a higher platform that enemies below can walk under. Similarly fighting enemies on higher platforms that you can walk under are also impossible in Duke but commonplace in Quake.

This is probably why id utilised so many narrow platforms in Quake as they were thrilled they could finally do ROR in a way that was relevant to combat (rather than just have closed off rooms above and below each other throughout the entire game). It's sad that we never really saw much of this again, apart from in Quake multiplayer, which is another reason why I love Quake SP so much.

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