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/vr/ - Retro Games

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>> No.5553063 [View]
File: 122 KB, 1024x768, shambler07_screen_large.jpg [View same] [iqdb] [saucenao] [google]
5553063

>>5552937
Quake's levels are far more solid than Doom's aside from KDITD, there's no absolute bullshit like The Chasm or pure gimmicks like Sough of Despair.
Quake was rushed together in the last 8 months or so because the engine took forever to get working, during which time Romero spent all his time in interviews and on BBS hyping the game and promising the world of it.
There was little to no cut content, because most of the content was made at the last minute. Just look at how a leaked beta from a few weeks before release was still missing enemies and weapons, and how the final game's monster and weapon behavior is inconsistently written.
The visuals were a massive step up from Doom, with more realistic and consistent texture work and all of it was unique. No long were monsters plagiarized from DnD manuals or music taken from the top rock and metal songs of the 80s. But as I said the game was pieced to get late into development, there's a document that shows that the level progression was at some point completely different but was changed to make it less monotonous.

Also 2D to 3D? Fucking Chasm > Quake?
Are you fucking retarded?
Chasm was literally Wolfenstein 3D level design with 3D assets, it did fuck all with the technology. Quake was designed to make full use of the 3D architecture, with Ogre grenades designed to bounce around and confuse the player and leaping fiends that you could trick off ledges.
Quake's tech was miles ahead of the competition, it was hard enough to render the scene once, never mind twice for a useless gimmick like a mirror. Also quake did have moveable brushes but they were restricted by the optimization of the tech.

>>5553008
Quake's engine was more open than Doom's and can be used to create far more unique behaviors in QC alone. Doom's sourceports greatly expand on the original engine and Zdoom has only relatively recently added a QC equivalent with ZScript

>>5552980
I have a thing for 2000s volume shadow graphics

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