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/vr/ - Retro Games

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>> No.7723052 [View]
File: 506 KB, 450x540, trent ranger.png [View same] [iqdb] [saucenao] [google]
7723052

>>7722714
There's one which straight up makes the weapons into Quake's, what was it called now? Descent Into Heresy, I believe, it even had an optional Quake texture pack.

>> No.6441514 [View]
File: 506 KB, 450x540, trent ranger.png [View same] [iqdb] [saucenao] [google]
6441514

>>6441363
Because the game that became Quake was kind of a hurried compromise after a protracted time of stunted development. It was going to be an open world fantasy RPG, which barely got anywhere aside from graphical assets (hence a lot of the medieval fantasy looking stuff), they just wanted to get a game out the door and be done with the project already, so they said "Oh fuck it! Let's just make a shooter like Doom again and move on!"

These were unhappy times at the iD office in Dallas, people were not getting along, and Romero, who wanted to do the medieval fantasy RPG thing, felt creatively stifled and repressed. Partially this was because Romero himself was stalling and underperforming as a project lead (so others felt like they were just spinning their wheels doing little to nothing), however, a big part of this was also because Carmack was tearing his hair out trying to make the software 3D engine function like it should, it took much more time than Doom's rendering did.

Effectively, nobody gave the lore much thought at all, and wanted to move on as quick as they could, there was no thoughts about promotional comics or novelizations like there was with Doom.
That we got a really fun game out of it I think has to do with the creative talents of all the people involved in making it, in spite of hurriedly hammering this big compromise together out of obligation, and the reason it's so weird and cool in its setting and presentation I think is because of its fractured and troubled development cycle.

>> No.6107165 [View]
File: 506 KB, 450x540, trent ranger.png [View same] [iqdb] [saucenao] [google]
6107165

>>6107124
The other ones are straight off of Ghosts, just recut to loop for the game.
https://drive.google.com/open?id=1XPS0izCyxaSpiF4qWDka9V1Wq4YALM91

Some guy shared this pack with me once, it has the original music files for Quake, as well as for the Dissolution Of Eternity and Scourge Of Armagon expansions, which is good because the music is often missing in many of the digital re-releases of Quake.
It also has a version of Ghosts, an experimental freeware album Trent Reznor made with the intention of letting just whoever use it as they see fit, it's listed as used for Scourge Of Armagon, but you can use it however, I used it for Dimensions Of The Past and Arcane Dimensions, they fit nicely, as Trent Reznor did the music and sound design for Quake.

>> No.5917827 [View]
File: 506 KB, 450x540, trent ranger.png [View same] [iqdb] [saucenao] [google]
5917827

>>5917351
Trent Reznor did the music for Quake, but also the sound, this included sound libraries, but also his own recordings.
The ranger's voice is almost certainly him with a pitch shift applied.

>> No.5143929 [View]
File: 506 KB, 450x540, Trent Huhznor.png [View same] [iqdb] [saucenao] [google]
5143929

I WANNA HUH YOU LIKE AN ANIMAL.

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