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>> No.5452906 [View]
File: 89 KB, 306x250, NIN box.gif [View same] [iqdb] [saucenao] [google]
5452906

>>5452878
Also Quake 1 came out in 1996 so by the time I got ahold of it in the early 00's the multiplayer scene shifted to QW and TF and a number of other mods that you simply had to have to play the game in multiplayer. I didnt want to play those, and I didnt know how to get them to work, it was a hassle.

When I was in college I found a way to install stuff on the computer lab comps. So if I had to skip class, I would go there with Q2 and play that in the lab for probably 8 hours and end up with a dehydration headache and needing to piss really badly.
Quake 2 has a Railgun you know, it was a much more badass game than Quake 1.

I didnt know Quake 2 had music to it either until I accidentally left the disk in the drive after installing it. But I didnt like the music so I played Dark Side Of The Moon to my fragging fests.
(which fits perfectly with the industrial theme of the game)

I hate the way Quake 1's rocket launcher looks. Its like something handcrafted out of folded metal, it looks like shit, while everythhing in Quake 2 looks high tech and awesome.
I was also unaware that Quake 1 had its own deathmatch maps (which to this day I have never seen).
So I played Quake 2 multiplayer when I had the chance and never bothered with Quake 1.

The biggest mistake in my opinion that iD Software made with Quake 1 was releasing a shareware version. They absolutely should NOT have done that. Because if you dont get the CD version you dont get the Music either which its supposed to be famous for, and you dont get the Thunderbolt or the real meat and bones of that game (which I consider to be Episode 3 and 4).
Marketing for it should have been done with tv advertisements showing off the video and visuals of it. Since online video wasnt really a thing back then. Along with releasing modding tools so people could do the same shit with it that they produced the game with, so that word of mouth would spread even more.

>> No.4874870 [View]
File: 89 KB, 306x250, NIN box.gif [View same] [iqdb] [saucenao] [google]
4874870

>>4874757
>>4874762
>>4874771
>>4874781
Its probably something like .50 beowulf or a similar round which is half inch bore but only has about as much firepower as a standard rifle round (possibly even 300win mag class).
What you get with it is alot of meat penetration and capability to smash through bones and carapace without the bullet being deflected as much. Ideal for taking on large animals (demons).
Defense Contractors for black ops sites like these could put out all sorts of crazy orders for equipment and since its tax dollars hard at work they would supply it and just wouldnt ask.

Ive had this assertion all along that the Nailguns for Quake 1 were just meant to take advantage of these large propellant driven nails (think of a Hilti stud driver) because they were planning on expanding settlements through the slipgates. Nailguns would have shit for range maybe 200 yards maximum even considering ballistic drop. But like metal crossbow bolts they have alot of takedown and armor penetrating power.
Standard Nailgun must be a prototype before the company requested a gatling version after which only the SNG would have been delivered to them.
But since there's thousands of these nails in packages due to the future construction needs it settles logistics, no need to stock belted 7.62mm ammo
> who the fuck needs range, we have rocket launchers and railguns for that

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