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11293239 No.11293239 [Reply] [Original]

Discuss anything Quake, QII and III:Arena

>> No.11293341 [DELETED] 

>>11293239
Back to your containment thread

>> No.11293359
File: 56 KB, 151x200, Ranger Run.gif [View same] [iqdb] [saucenao] [google]
11293359

FRAG ON QUAKE CAT!
Lately I've been playing through Quake Enhanced after beating the original game + mission packs with a port; felt off with the default settings, and it still feels kind of off after changing them; also been playing Arena when I've got the time.
Also, do any anons have experience running The Seal of Nehahra demo movie in Quake? Can't get it to work.

>> No.11293409

been playing through combat+ with vanilla maps from quaddicted. begun in 96 almost done with 97, just well rated maps though. brought back the passion for quake, i find AD dull desu.

played nehara years ago remember it being good. not sure if i ever saw the machinima

>> No.11293481

>>11293409
>begun in 96 almost done with 97, just well rated maps though. brought back the passion for quake
I'll have to try out some stuff from Quaddicted when I'm through playing the Enhanced version. I've usually heard good things about Dimension of the Machine; I considered going through Abyss of Pandemonium, but I thought the first level was a bit plain compared to the starting areas in id's stuff.
>not sure if i ever saw the machinima
I know it's probably on the Tube, but I wanted to try and get it working in Quake instead.

>> No.11293645

>>11293481
i recommend combat+, its a tweaked version of quake 1.5 with altered enimes/ai. and the older mapping styles make me nostalgic.

nehara should work, have you tried a few different source ports? fte/mark v apparently run it

>> No.11293660
File: 2.47 MB, 1920x1080, Dehydratation Quake Map.png [View same] [iqdb] [saucenao] [google]
11293660

Quake is a nice game, gameplay-wise. What impress me the most is the quality and effort people put in creating maps for this ancient engine even to this day.

https://www.youtube.com/watch?v=eheKKQdhCs4

>> No.11293708
File: 128 KB, 768x1092, ad-001.jpg [View same] [iqdb] [saucenao] [google]
11293708

Playing through Quake 2 on my Switch, not liking it as much as the first but still a good time.

>> No.11293771 [DELETED] 

>kinofabino
kys

>> No.11294757

>>11293660
There's a lot of great maps there. Dancing in the Golden Sun is one of my all time favorites, love the atmosphere and the open nature.

>> No.11295161

>>11293708
play with gyro

>> No.11295180

i play quake on the sega saturn
it was first official console port of quake
guess what
hexen too

>> No.11295230

>>11295180
Is it good? I played Quake on N64

>> No.11295237

>>11295230
its as good as it gets
both games are better than you'd think
https://youtu.be/YwQOQS5_P3U
i like console fps ports they're always cheap fun

>> No.11295263

>>11295237
I like its audio. I would like to play it.

>> No.11295273

>>11295237
don't listen to this retard, it runs at 5fps and all of the monster models were turned into weird deformed green gremlins that shuffle along like wind up robots. it doesn't run on the quake engine and had to make a million concessions to even resemble quake, like turning the 3D weapon models into sprites. the level geometry has been heavily altered in places too. also there's no way to play it with what approaches dual analog unless you have a 3D pad and don't mind moving with buttons on the right side of the controller (left handed control scheme), and even then you can only enable this with a fucking cheat that has to be input in a half second or it won't register. basically it's a terribly shitty approximation of the game with dpad controls in a 3D shooter where you have to stop in place and hold a button to look up and down. it does have incredible atmosphere and a few cool additions like colored dynamic lighting and a unique level, but otherwise it's a completely stripped down version of the game that isn't even really the same game to begin with.

>> No.11295345

>>11295273
bummer

>> No.11295506

how2lighting gun in 3a

>> No.11295512

>>11295506
first off, learn to configure settings. open the console and type /seta cg_truelightning 0.5.

>> No.11295574

Nightmare mode in Quake 64 is too hard even if you really like the game. There are parts where it's not possible to get through without using speedrunning-like techniques like exploiting glitches in the AI or going online to figure out how to do it. It feels like they just threw more monsters in after making the levels and just enough that they themselves could finish it. Hard is okay, maybe they could have had Nightmare as a cheat or debug mode indicating it's not there to be beaten just playing through normally.

>> No.11296861

is ironwail the best sourceport of quake 1?

>> No.11296917

>>11293409
what are the best maps you played so far?

>> No.11297090

arma2.zip
guard.zip
scorn.zip
erotique.zip
epoch.zip
disturb.zip
hipside.zip
lostwrld.zip
utah.zip
tfl.zip
prey2.zip
some of the ones that stood out to me personally. all pretty short and sweet.
>https://www.moddb.com/mods/quake-combat/tutorials/playing-combat-with-custom-maps
this page has some excellent maps/paks suggested. many good modern offerings here that worked well with combat+

>> No.11297092

>>11296861
depends what you want from the experience. for a vanilla playthrough, then yeah probably. from my experience it seems to play nicer with modern mods than quakespasm

>> No.11297115 [DELETED] 

>>11295574
you are retarded bro. I beat nightmare several times and eventually got good enough that I would try playing without dying and once made it about halfway through the game doing so. learn to map the controls properly so you can use dpad for movement and git gud.

>> No.11297125

>>11297115
based tendie64

>> No.11297278

>>11293239
zoomer 02 was starnded no internet for a few month so finished quake 1,i got through og quake on hard and the expansions on normal(hard is impossible on some stages)
Main game is great the first 3 episodes maps are the perfect length it goes bad in the last episode,but i liked it,as for the mission packs.
I liked eternity the best,aramagedon was kind of boring and abyss feels like a missmatched modpack

also the new guns in all of these hurt you more then they do the enemies wtf is wrong with boomer shooters they all have at least one "pointless suicide gun"

>> No.11297373

>>11294757
>Dancing in the Golden Sun

If someone had shown me this map and said it's from some Halo game I would had believe it. It looks that advanced.

>> No.11297423

>>11293239
How are the console ports of quake 3?

>> No.11298291
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11298291

Quake II PS1 is now playable on the remaster
https://www.pcgamer.com/games/fps/a-quake-2-remaster-dev-has-rebuilt-the-games-unique-playstation-port-from-scratch-and-released-it-as-a-free-add-on/

>> No.11298297

>>11298291
I don't give a shit. Make it playable on non-Bethesdacuck engines and I might.

>> No.11298324 [DELETED] 

>>11298297
It is a nightdive remaster, Chud.

>> No.11298334

frag on, quake cat

>> No.11298639 [DELETED] 

>>11298297
brainrot

>> No.11299214

does Quake II have any good source for maps like Quaddicted?

>> No.11299523

>>11299214
Just moddb. Nothing specialized liked Quaddicted.

>> No.11299572

>>11295506
Like with the Plasma Gun, you need to use it on tight corridors and at middle to close range, and even kiting your enemy so you can predict easily where he will move. What makes it better than the Plasma Gun is that it doesn't have a slow projectile flying through, so if you only practice your accuracy to lock the lightning unto your target while moving you will improve a lot.

>> No.11299874

>>11297423
>How are the console ports of quake 3?

Dreamcast is fine and suport mouse/keyboard but it also have its share of swlowdowns on some of the larger maps. I remember an interview from that time where J. Carmack said he should have made the conversion himself and performance would be much better..

>> No.11300860
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11300860

what's his catchphrase?

>> No.11300892

>>11300860
*snikt* *snikt*

>> No.11301436

Q4 > Q2

>> No.11301473

>>11301436
>>There have been major issues with frame rates for the console adaptation, earning it the award for Most Aggravating Frame Rate/Best Slideshow in the GameSpot.com Best and Worst of 2005 list. In addition, the Xbox 360 port of Quake 4 has very long load times and Xbox Live glitches that result in problematic multiplayer experiences, as documented by game review sites as well as on Activision's support pages for the Xbox 360 version.
A lot of those listen-and-wait moments make a lot more sense.
Anyone else who wants to get into it will want to have multiple bindings to toggle between “timescales”.

>> No.11301489

>>11301473
360 version isn't retro so not relevant here

>> No.11301501

>>11301489
A 2001 desktop PC might have a harder time running the game than the 360 did. Either way, the 360 and PC versions have the same level design which is why I mentioned making custom “timescale” binds to skip through the downtime.

>> No.11301524

>>11301501
Windows XP is that platform the underlying PC hardware is irrelevant. And that downtime is part of why the game is superior to quake 2 which has zero pacing.

>> No.11301531

>>11301524
It’s better if you like waiting and listening to NPCs as opposed to having your own agency/pacing, kind of like the difference between HL1 and HL2.

>> No.11301549

Frag on, Quake cat!!

>> No.11301558

What are some of the more atmospheric Quake 1 map packs? I've played some like Arcane Dimensions, Ter Shibboleth, Warp Spasm, Travail, Rubicon 1/2, Contract Revoked, Honey, Nehahra and others, but it's been a few years and seems like the community has made some big leaps in map design.

I'm not very good at the game and don't care for epic fights or trick jumps, I just want to see some cool level designs with nostalgic graphics.

>> No.11301571

>>11301558
Have you tried Mjolnir yet? That’s appropriately “epic”. There’s also /vr/‘s own Violent Rumble which has a few real good looking maps.

>> No.11301591

>>11295263
It's fun and challenging, feels more like powerslave which is also a good thing. The guys clearly loved quake and included some great easter eggs

>> No.11301605

>>11301558
Alkaline is great if you're into tech base.

>> No.11301609
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11301609

Will there be a Quake 3 remaster like they did for Quake 1 and 2? Seems kinda likely now that they have pulled the plug on Quake Champions and they haven't touched Quake Live in a while.

>> No.11301635
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>>11301609
I hope so, they should add the stuff from DC Q3, Revolution and Arcade as a bonus (wonder if they could add the darkest dungeon characters from revolution).
>Pulled the plug on Champions
It's a real shame because Champions is geniunely a fun game and deserved better.

>> No.11301639

>>11301609
Where’s news of QC getting shelved?
I’m not sure how much interest there is with a “purely competitive older shooter”.

>> No.11302308

>>11301558
dwell 1,2 and peril. i only finished dwell 1, it had some amazing maps

>> No.11302609

>>11301639
https://www.reddit.com/r/QuakeChampions/comments/1fwa9o8/qc_play_will_be_forever_but_accounts_matchmaking/

The game stopped getting proper updates a long time ago anyway. I mean when was the last champion added?

>> No.11303342
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11303342

3 arena is still being played

>> No.11303360

>>11303342
>QuackWoman
very gay. say hi to Ramone for me. Sk0oGe was here.

>> No.11303369

Do you prefer MP or SP.

>> No.11303402

>>11303342
What server's that?
>>11303369
Both.
I like blasting through the eldritch worlds and surviving the Strogg war zones; Quake III Arena's good fun even if I don't get to be the top 3 smacking everyone else. I guess it depends if you're tired of blasting enemies in campaigns or bots in multi-player practice.

>> No.11305395

>>11303369
Both but I like SP stuff more.

>> No.11305685

>>11303342
So is Live

>> No.11307575
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11307575

>> No.11307606

>>11307575
that's a big bitch

>> No.11307650

>>11293239
The Fucking Quake II PSX remake mod is eating my ass alive, fuck the Arachnids.

>> No.11307653

>11298297
>>>/v/

>> No.11307676

>>11301436
>Can't run at a decent speed until halfway into the game.
>Reduced enemy count.
>Can't gib enemies.
>Escort objective after escort objective.
>Clunky weapons.
>NPCs no one cares about.
>Honorary rail shooter.
Lolno.
Say what you want about Q2, but I prefer the freedom of movement and fast-paced action it has over the Spooky Horror House attraction that is 4. Booting the original SP campaign from Ground Zero on Nightmare for the updated CPU behavior is the best way to get the most out of it.

>> No.11307684

>>11307676
Remastered fixed this
The downside is that FUCKING BRAINS are the most deadliest assholes second only to Medic Commanders and The Gunner Commander from Lazarus mod

>> No.11307781

>>11302609
>game is transitioning away from being “a service” and towards players hosting and maintaining their own servers
This is the most I’ve been interested in that game.
>>11307676
>>Can't run at a decent speed until halfway into the game.
It doesn’t even seem like the movespeed is that relevant: “Strogged up” or not, enemies can’t seem to hit you as long as you’re moving and strafing.
>>11307684
The remaster overnerfed the parasites and the turrets imo. The parasite changes are especially weird when put next to the brain buffs.

>> No.11307797

>>11307781
Parasites weren't nerfed, they are still the same, custom maps that still uses them as enemies made them nastier and evading the tongue became a must since you can now use it to cause monster in fight, plus the assholes now can jump off water .
Turrets on the other hand... the nerf was necessary.
Though nightmare makes said turrets still deadly.

>> No.11307810

>>11307797
>Parasites weren't nerfed
Their attack is no longer hitscan, and once evaded they are stunned for at least a second. Huge nerf into the ground all around.
>Though nightmare makes said turrets still deadly.
They don’t lead their attacks at all anymore. Just don’t still stand and drool and all turret damage is easily avoided.

>> No.11308841
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11308841

Not as good as Q1 but still a fun fps, Palace had the most fun levels imo, but the game in general gets much more fun once you get the whole arsenal, specially the rocket launcher and the railgun.

>> No.11310178
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11310178

>> No.11310457

>>11308841
I've heard many people disliking the Palace levels but I enjoyed them and it's a shame how you would rarely see something like that in other games. There is a lot of going back and forth but the secrets, the hidden paths, the game using the load screen to spawn new enemies as you completed objectives and the fact you had to rethink a lot of your approaches for those cramped corridors really elevated the experience for me, or at least back then.

>> No.11310710

>>11310457
I liked the overall exploration of those levels, the level layout and dealing with the horde of enemies even if I find Icarus and Flyers annoying, there was also more variety of strogg enemies instead of gunner commanders/gladiators everywhere.

>> No.11310714
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11310714

quake 4 is better than all of those combined, though

>> No.11310720

>>11293239
Quake 4 was a game.

>> No.11310746

I feel like the odd numbers are the lovecraftian ones and the even numbers are the strogg ones.

>> No.11310757

>>11310457
It might be my favorite part of the original campaign. Very underrated.
>>11310746
Quake 3 was basically everyone: Strogg, “eldritch shit”, and even Doom.

>> No.11310781
File: 699 KB, 2489x1650, qgbt231nb8h91.jpg [View same] [iqdb] [saucenao] [google]
11310781

Thoughts on the expansions for Quake 1 and 2?

>> No.11311752

>>11310781
Quake 2's Ground Zero might be one of my favorite expansions from any game out there.
The enemies are more aggresive, the maps are complex and have interesting mixtures of enemies and the Medic Commander being on par with a mini boss fight if you weren't careful are some of my favorite features. Turrets are awful and I hate the fact that I started hoarding Tesla Coils on my first run, thinking I would find a Lightning Gun just to have them as clunky traps, but I can get over those.

>> No.11311952

Do I actually buy QIII /vr/ or is it as alive as ricochet?

>> No.11312271

>>11311952
i play both 3a and live

>> No.11312614

>>11310781
Q1's are disappointing. "Lava nails" and the alt ammos add nothing meaningful to the mix.

>> No.11312632

>>11300860
TRASPESSA

>> No.11312634

CPMA Defrag is the best thing to ever come out of the Quake franchise

>> No.11313184

I miss the AD period, and if that's a controversial statement then so fucking be it. I know it caused chagrin among some disgruntled boomers scared that this was the Quake mapping community now, but clearly that didn't end up being the case. Its only sin is having a tendency for massive fucking levels with hundreds upon hundreds of monsters, which is a trend that seems to persist to this day. Everything else like the architecture, level design, weapon additions, encounter design, enemy roster and the removal of hitscan is fucking perfect. Triple barrel shotgun is how the SSG should have felt.

>> No.11313696

>>11312614
Being able to carry 400 ammo for the nailguns is a godsend.
I certainly hope you're not a modder with takes like that.

>> No.11313802

>>11313696
I mean, if your most important criteria is "things that makes life easier on players = good" I hope you're not a modder either.

>> No.11314146

>>11313802
Counter argument: the Super Nailgun is really fun and enjoyable to use.

>> No.11314358

>>11314146
Not that anon, I consider the super nailgun the weapon "of Quake" if that makes sense.

>> No.11314371

>>11313184
What's the ideal enemy count in a Quake map for you anon?

>> No.11314687

>>11313184
Quake's SSG is fine. People just misunderstand its place in the hierarchy because of expectations set by Doom's super-weapon SSG. Quakes SG is its starter pistol. Not its tier 2 imp annihilator. Naturally the next step up isn't going to shred most of the bestiary.

>> No.11314694

>>11314687
I really enjoy the mod Reliquary's take on it, where it replaces the shotgun with a pistol that does a shotgun's damage, but the SSG is the triple barrel from AD with a slower firerate.

>> No.11314831

>>11314694
>I really enjoy the mod Reliquary's take on it, it's Doom
Just play Doom.

>> No.11314836

>>11314831
The pistol in Doom does much less damage than Reliquary's pistol, and there's no in-between shotgun between the pistol and the triple barrel shotgun. The axe also gets a buff both damagewise and is given significant heft and knockback compared to Doom's fist. It's not quite the same, and coupled with each game's respective level designs, you get different experiences playing Doom than Reliquary and vice versa.

>> No.11315298

>>11314687
Quake’s shotguns don’t hit as hard but shoot much faster. They’re basically in the same spot.
I suspect a lot of people are getting into Quake after Doom 1 and 2 and want a similar experience to D2: Taking a slow, hard-hitting super shotgun, tearing through a ton of imps and zombies per map.
>>11314831
Violent Rumble and Drake are other mods changing how the shotguns feel, and making them feel more like Doom.
https://youtu.be/tVOYmYUWkmE?si=5-3xW1y-U2-C55Y2
“Literal Doom in Quake” is also a thing now.

>> No.11315352
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11315352

>Legond set out to take revenge on you and display your lifeless body to the citizens of the empire.She wanted to humiliate,desecrate,devour, and torture you.

wtf was her problem

>> No.11316053

>>11314371
No more than 150. Quake enemies are beefy, so having to mow through 300 or even 400+ enemies like some AD maps like to do is just exhausting.

>> No.11316231
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11316231

>>11316053
When last I played, the 'main' AD maps seemed to be over the 200 count with what felt like five over the 300 count. I got curious and looked real quick: It was four that had over 300 kills with most maps having more than 200 enemies on average.
The last one on there felt way smaller than it looks. It was a lot harder to get lost in than ad_swampy.

>> No.11316242
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11316242

>>11315352
She needed the BRC - BIG RANGER COCK

>> No.11317590
File: 154 KB, 768x1065, ad-03.jpg [View same] [iqdb] [saucenao] [google]
11317590

>> No.11317834

>>11313802
That ammo limit is a huge flaw of the game. It's not a mere inconvenience that you can wave away and tell the player to git gud. And of couse most mods ignore it, doesn't mean we need even more of that.

>> No.11318213

>>11317834
>It's not a mere inconvenience that you can wave away and tell the player to git gud.
The “gitting gud” is more on the level designer in this case. A healthy and proper distribution of nailboxes throughout the level will turn the 200 limit into a mere convenience, a big reason why most gameplay mods don’t mind it.

>> No.11318245

>>11307575
sexo

>> No.11318431

What fucking gameplay mods have 400 nails? I don't remember playing AD and ever going above 200. Drake has a nailgun powerup item that increases the capacity to 250 + double damage, but that's it.

>> No.11318454

>>11316242
it ain't gonna HUH itself

>> No.11318460

>>11318213
This. What you can or cannot carry is merely an ammo placement issue for the mapper to tackle.

>> No.11318556
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11318556

>>11310781
The expansions for Quake 2 felt like they improved the game more than the expansions for Quake 1. For what it’s worth, I found the original campaign in Q1 to be more fun than Q2.
>>11318460
Since we’re talking about Arcane Dimensions, that’s a mod solving placement concerns with a lot of respawning ammo boxes. It also increases the shell maximum to 200 and leaves the nail max alone, but I think that’s because they knew how much people were gonna blast that Widowmaker shotgun.

>> No.11320129

Bump

>> No.11320217

Did my comment get eaten?

>> No.11320498

Is there any way to get a list of Impulse commands in game? I played Warpspasm recently which had a new weapon that didn't correspond to any number key, I only found the Impulse for it from some random post on Func_Msgboard.

I'm using the Ironwail sourceport.

>> No.11320761

>>11320498
Warpspasm needs to be ran with Quoth. Do you have Quoth?

>> No.11321110

The Halloween Map Jam packs are excellent so far, I've played through the first two and not a single dud. A perfect choice if you're looking for an excuse to play Quake while still being festive.

>> No.11321209

>>11320761
Yes, the mod works fine, it's just that the new laser isn't bound by default, there's nothing in the mods autoexec.cfg related to the gun and I have no idea how people find which Impulses do what. Do they just rely on trial and error? There's over 200 of them. Also for anyone who is having the same problem, the laser gun is Impulse 250.

Speaking of which are there any other good gameplay changing mods like Quoth and Copper?

>> No.11321231
File: 3.09 MB, 1920x1080, drysorrow_2024-10-16_07-20-15.png [View same] [iqdb] [saucenao] [google]
11321231

For me? It's scr_ofsy -1

>> No.11321254
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11321254

>>11321209
It's on the old Quoth website.
https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth2.html#weapons
>Speaking of which are there any other good gameplay changing mods like Quoth and Copper?
Arcane Dimensions (Arcane Dimensions 1.81 is what you want) Alkaline (1.2), Drake (Arcanum, Something Wicked, Ter Shibboleth Drake Redux), a few others I cannot remember. Each of these also has mappacks made by other authors or just more from the same author (like Tronyn who made more than just Something Wicked and Arcanum with Drake).

Mjolnir is the latest big Quake mod, though right now it's only a demo with episodes 3 and 4 available, with more to come within the next year or three.

You can visit quaddicted.com, go to the maps page, and sort by quoth, or drake, or ad/Arcane Dimensions to find other maps and mappacks made by people using these mods.

>> No.11321268
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11321268

>>11321209
Oh and if you want a real treat of novelty, look up Enyo, a total conversion built upon Alkaline.

>> No.11321271

>>11321209
>Speaking of which are there any other good gameplay changing mods like Quoth and Copper?
Drake got mentioned earlier, it’s a classy/older one like Quoth. A more recent mod is Tomb of Thunder, it has some very nice replacements for both the super shotgun and super nailgun as well as some fun difficulty modifiers.
>>11321231
I’ll be the lefty then at “1”. With our viewmodels combined, we can help ranger dualwield.
You can do something similar for Quake 2: gun_x gun_y and gun_z. By extension you could probably do the same for Doom 3.

>> No.11321315
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11321315

>>11321231
Huh. Drysorrow as distributed on quaddicted lacks the skybox Ozymandias by Kell. Looks neat, but I think I prefer the fucked up Quake sky since there aren't enough open spaces in this map for Ozymandias to shine. Probably why the quaddicted version lacks it.

>> No.11321317

>>11321271
>I’ll be the lefty then at “1”. With our viewmodels combined, we can help ranger dualwield.
Two lightning guns. Imagine.

>> No.11321348

>>11321317
BJ can dual wield them in Champions

>> No.11322357
File: 1.89 MB, 462x427, huh l.gif [View same] [iqdb] [saucenao] [google]
11322357

>>11321254
I've read the Quaddicted Quoth upload page, the Func_messageboard thread and the readme file of the Quoth 2.2 release. Not a single mention of the laser gun impulse whatsoever. It's so absurd to me that you have to go to an archive of an old website to get such important information. How does one discover the Impulse functions? Do you just have to know a guy who knows a guy who knows a guy? This is ridiculous. Yes there are resources out there that tell you the basic Impulses for the original Quake, but where did those people find that information?

A simple command like "list_impulse" or something could fix this.

>> No.11322361

>>11321209
future vs fantasy quake can be run on sp vanilla maps which allows you to play as a bunch of different character classes, like a flying monk or ninja with a grappling hook

>> No.11322401
File: 67 KB, 648x582, quoth page.png [View same] [iqdb] [saucenao] [google]
11322401

>>11322357
>It's so absurd to me that you have to go to an archive of an old website to get such important information.
Seems it went down recently. I ran into the same problem awhile ago.
It's impulse 250 for anyone else who doesn't know.

>> No.11322406

>>11322401
>>11322357
Didn't read the earlier post where you already knew and provided the impulse, oof

>> No.11322745

>>11322357
>A simple command like "list_impulse" or something could fix this.
Impulses aren't written in QuakeC in a way that engines can really interpret and output a list of. This would require some new standard by which mod developers add specific strings to their code with impulse descriptions for a command to output.

>> No.11323064
File: 396 KB, 958x800, 1000387328.jpg [View same] [iqdb] [saucenao] [google]
11323064

Started Quake II 64

>> No.11323407

>>11322357
You're preaching to the choir anon.

>> No.11323618

Anyone know how to turn off that "Available for Download" thing in Ironwails mod menu? My mod list is fucking huge enough already, I don't need this cluttering it up even more.

>> No.11323730

>>11323618
>Anyone know how to turn off that "Available for Download" thing in Ironwails mod menu?
I don't think you can. It was a huge "selling point" of the mod after the Q1 remaster came out.
>My mod list is fucking huge enough already, I don't need this cluttering it up even more.
You could always just type in the mod you want when you're there. But the thing is, doesn't your mod list lock in on id1 when you boot up Ironwail? I don't even see "available for download" unless I scroll up to the A section.

>> No.11323732

>>11323730
>It was a huge "selling point" of the mod
I meant of Ironwail*.

>> No.11324461
File: 51 KB, 640x480, smt displeased.jpg [View same] [iqdb] [saucenao] [google]
11324461

>>11300860
I don't know how ID managed to fix the problem of the Pinky demon being completely useless in DOOM by making fantastic melee enemies in Quake only to pull a complete 180 and make them useless again in Q2.

>> No.11324695

>>11324461
Hey now, the pinky isn't useless. He's great for body-blocking enemy demons and biting enemies to death after accidental friendly fire.

But yeah. I'd be much more terrified of running into a fiend than a pinky.

>> No.11324725

>>11324461
I’ve seen people here blame Willits for a lot of Q2’s shortcomings, but I’ve not looked it beyond the shitposts and it’s just fun blaming him.

>> No.11325232

>>11293409
>i find AD dull desu
I hate the new triple barrel shotgun. Quake fixed the absurdly broken super shotgun and AD devs for some reason felt the need to bring that problem back.

Fixing that busted gun was one of the best decisions ID made in Quake, it resulted it a much healthier gun balance where I find myself switching constantly between every weapon with the only exception being the regular nailgun which is just flat out inferior to the super nailgun. Doom 2 on the other hand practically feels like a 1 gun limit FPS once the super shotgun is in your hands. The most powerful weapon in the game (aside from BFG) that uses the most common ammo type in the game and doesn't even require decent aim. If it was a BFG-esque power weapon with a separate and very limited ammo type/pool then I could understand, instead it's just an absolute mess. I think the main source of people's complaints that Quake enemies are "too bullet spongey" comes from people who got way too used to one shotting hordes of popcorn enemies with the super shotgun and taking down the biggest enemies with 2 or 3 shots max.

>> No.11325251
File: 59 KB, 720x880, seriously cat.jpg [View same] [iqdb] [saucenao] [google]
11325251

>>11325232
Also, simply just adding yet another fucking shotgun to the arsenal is really lazy and uncreative. ADs them is medieval stuff right? so why not add weapons that tie in with that theme and cover some spots where Quakes arsenal is lacking. For example a crossbow Railgun, a ancient forbidden spellbook BFG, mutate your arm and hand into a dragon mouth and now you've got a flamethrower. But no, you get another shotgun instead, fuck you.

>> No.11325316

>>11325232
>Doom 2 on the other hand practically feels like a 1 gun limit FPS once the super shotgun is in your hands.
Doesn't feel that way once you play wads like Plutonia and maps like Caughtyard.
It was also never really solved in Quake with the double barrel shooting twice as fast to make up for having half the damage of a rocket/grenade. Arcane Dimensions also doesn't fully replace the double barrel: The widowmaker still has to be picked up, and some AD maps don't even have one placed.
Some of this got mentioned in >>11315298

>> No.11325513
File: 230 KB, 190x736, sourdude.png [View same] [iqdb] [saucenao] [google]
11325513

what happened to him

>> No.11325527

>>11325513
stuck in the arena eternal, like all the id protagonists

>> No.11325794

>>11293239
is there a pic of just this cat with the helmet

>> No.11325963

>>11325316
Oh come on now. The only time you will ever see anyone using the Quake Super Shotgun on higher tier enemies is when they are out of ammo for every other weapon type/don't have them yet. Even with an explosives damage resistance of 50% the grenades are still a better choice against Shamblers than the SS. This is not true for the Doom SS, which is the ideal choice for the majority of encounters, it's better than the chaingun at crowd control as well, it does 3 times the damage of the regular shotgun for only two shells, it's unreal, ID gave zero fucks when designing this thing, Doom 2 was a rushjob cashgrab. I forgot to mention that the Doom SS does comparable damage to the rocket launcher without the drawback of projectile travel time or potential self damage.

>It was also never really solved in Quake with the double barrel shooting twice as fast to make up for having half the damage of a rocket/grenade
So you require 4 shells to do almost as much damage as a rocket launcher/grenade launcher compared to Doom where you only need 2. In Quake the SS does 4,760 damage a minute. Doom is a bit more of a pain to calculate due to the randomness but the mean damage per minute is 8,820 (which is more than double the Quake SS) and can go as high as 13,230! The Doom SS has a comparable mean damage to the Rocket Launcher (SS: 210 - RL: 218) and a HIGHER maximum damage! (SS: 315 - RL: 288) In addition to that there are enemies with a 50% reduction in Rocket Launcher damage and yet the SS has no such nerf.

You also need to keep in mind that Quake enemies are much more tanky as well. You can wipe out whole crowds of low tier enemies with one Doom SS shot, but using the Quake SS will maybe get a stun animation out of one or two of them and do fuck all for damage. So not only does the Doom SS outpace it damage-wise but the enemies that the Quake SS goes up against are much tougher.

>> No.11325982 [DELETED] 

>>11325963
that's a long way of saying you don't know how to plan out a quad route

>> No.11326271

>>11293409
>i find AD dull desu.
Man I can't imagine how.

>> No.11326316
File: 645 KB, 1920x1080, quake1520241018000209-00.jpg [View same] [iqdb] [saucenao] [google]
11326316

>>11293409
>>11326271
OH you meant as it compares to combat+/1.5. Yeah I can agree with that actually. I always had love for 1.5 and greatly disdained how the developer abandoned it for Quakespasm compatibility in favor of Slayer's Testament. I didn't know Combat+ was a thing, playing it now, but I tracked down an old shotgun replacer mod because I always disliked the 1.5 double barrel shotguns. I forgot how much I really, really love the meaty combat of 1.5. What a fucking mod. If it had been ported to QS I think the Quake mapping landscape would be a lot different.

>> No.11326356
File: 296 KB, 1920x1080, quake1520241018002819-00.jpg [View same] [iqdb] [saucenao] [google]
11326356

>>11326316
Also finished rgfire with 100% secrets for the first time. The final challenge bugged out (a quad damage shambler) and wouldn't move from his teleported location, so I ended up having to play peekaboo with him. I checked the decompiled map and it has 1000 armor so it ate up nearly all my ammo. Funny little bit. Thanks for posting about combat+ anon.

>> No.11326703
File: 3.88 MB, 640x360, gzdoom rl pg ssg killin time.webm [View same] [iqdb] [saucenao] [google]
11326703

>>11325963
>The only time you will ever see anyone using the Quake Super Shotgun on higher tier enemies is when they are out of ammo for every other weapon type/don't have them yet.
I like plinking at ogres with shells before I'm close enough to hit them with a grenade. My lizard brain also tries to refrain from using explosives on lone enemies, and it takes barely three seconds to kill something like a death knight with the double barrel.
>Doom SS does comparable damage to the rocket launcher without the drawback of projectile travel time or potential self damage.
It's still a slower killing machine than both the plasma gun and rocket launcher. If you're worried about "crowd control" you can see how often he gets stunned by the plasma.
It's arguably better than the chaingun or regular shotgun in raw "damage per second" but I'm not agreeing with/touching the rest of your "D2 ssg too good" craziness.

>> No.11326760

Is there an FGD for Quake 1.5? I'd like to try my hand at making some maps for it.

>> No.11326794

>>11324461
Pinkies are used in deadly ways in Tricks & Traps. They're only useless if the author isn't trying.

>> No.11326983
File: 121 KB, 958x720, FDssx4aWQAMAcFL.jpg [View same] [iqdb] [saucenao] [google]
11326983

>>11323618
-noaddons launch option you need. I was shocked when my firewall detected this thing is trying to connect to some amazon crap servers. Searched for the server URL inside the .exe and found this command.

>> No.11327159

>>11325251
>ADs them is medieval stuff right?
Nope, not any more than Quake's is

>> No.11327852

>>11310714
I like it way better than it's other contemporary "cinematic super linear military shooters with AI buddies that do all the thinking for you". I was really grateful they still used non-regenerating health, armor and life pickups, allowed you to carry all the weapons, tough enemies, enemy variety, bossfights, horror elements and some complexity/exploration in the levels (again, compared to their contemporaries). But I did have to use a console command to crank up the movement speed just like Doom 3, holy shit it was so slow. After the increase I ended up using the run key as a walk button lol.

It does still pale in comparison to Q1 and 2 though.

>> No.11328258
File: 389 KB, 600x621, hamtaro shocked.png [View same] [iqdb] [saucenao] [google]
11328258

>>11326983
This worked! Thank you! It's odd that there's no menu option to turn it off, or a pop-up to consent to it. It's weird that a sourceport would need to connect to the internet at all.

So the true number of Mods in my list is 228. (This doesn't account for additional maps made for things like Arcane Dimensions, Copper, Quoth, etc) The number of Maps in the Levels list is 434.

Am I too far gone bros? Do I need an intervention at this point?

>> No.11328316

>>11293239

FRAG ON QUAKE CAT

>> No.11328917

>>11321268
It's criminal that it's only 6 stages, was way better than I thought it would be. It felt like a long lost FPS from the 90s with it's grungy cyberpunk aesthetic. I would love to see some map packs done with the weapon set and it's new enemies, seems so wasteful to have them locked away in this.

>> No.11329020
File: 351 KB, 1920x1080, 2310_96.jpg [View same] [iqdb] [saucenao] [google]
11329020

it would be very nice to have a coagula-themed map jam

>> No.11329025
File: 1.64 MB, 1556x897, file.png [View same] [iqdb] [saucenao] [google]
11329025

>>11329020
Doing some Drake and Mjolnir stuff myself.

>> No.11329061

>>11295273
filtered, the dank & skuz comic alone made this port the superior version.

>> No.11329082

Which is better Quake 3 or Quake Live? When I try play Quake 3 single player it just feels slow compared to QL.

>> No.11329184

>>11326316
yeah, the AD comment was just in reference to my experience playing combat+. AD is a great mod with some of the best level design ive ever seen, though the huge maps with high monster counts feel like a slog to get through sometimes.
some guy on moddb has been working on this zircon engine thing that improves on darkplaces somewhat but its buggy with combat+.
its a real shame about the lack of compatability with modern maps/mods

>> No.11329189

>>11326356
thats a fun map. i didnt get 100% yet though.
did you play the dario casali set prodigy? very fun also

>> No.11329427

>Four solid years of Quake halloween/xmas jams
>community isn't big enough anymore to produce enough output for two mapping events only a few months apart
>Halloween jam and xmas jam get merged into one event before disappearing completely
Feels bad man

>> No.11329812

quake in other games, just found this mod browsing moddb
https://www.moddb.com/mods/sudden-quake
looks like a cool rts.
any other examples?

>> No.11330071
File: 261 KB, 1152x1011, 1000387418.jpg [View same] [iqdb] [saucenao] [google]
11330071

Pretty good game.
How's the PS1 version of Q2?

>> No.11330212

>>11329427
Quake Mapping Dicksword turned into a shitshow that only wants to do dumb gimmick jams with their shitty mods and in-jokes.
Map-Center will be doing a real Christmas jam this year, starting next month.

>> No.11330723
File: 557 KB, 1889x828, tronyn.jpg [View same] [iqdb] [saucenao] [google]
11330723

So if this video is to be believed:
https://www.youtube.com/watch?v=sjL3ppN_7vk

Dustin "Tronyn" Geeraert died this month. For those who don't know he was the author of many classic Quake maps since as early as 2000 (pic related).

R.I.P. fellow Quaker.

>> No.11330729

>>11330071
download the control fix patch and it's the best quake 2

>> No.11330863

>>11329082
QL > Q3 > Q1 > Q4 > QC >>>>>>> Q2

>> No.11330873

>>11330071
They're pretty even IMO. N64 version has much better tech (real skybox, superior lighting effects, more moving scenery etc), it also has much better controls since you can fully remap them. Problem is, 64 version doesn't let you gib enemies with shells/bullets, even if using quad. I have no fucking clue what they were thinking but it's a huge letdown and ruined the flow. PSX left that completely intact, and it also has a proper final boss battle instead of the bullshit oversized regular enemies in 64. Frankly, I'd rather play PSX despite its flaws. It's just more fun.

>> No.11331194

>>11329020
There seems to be a few (okay it's a contest, not a jam, close enough):
https://www.quaddicted.com/reviews/coagulacontest.html
https://www.quaddicted.com/reviews/coagulacontest2.html
https://www.quaddicted.com/reviews/coagula3_pack.html

>> No.11331275
File: 2.46 MB, 1920x1080, vkquake0004.png [View same] [iqdb] [saucenao] [google]
11331275

>>11330723
Fucking tragedy of the worst kind. I always felt like his style of mapping were the best for some sort of sequel or expansion pack of Quake. The entirety of Quake is lesser without him. Good luck to the Mjolnir team.

>> No.11331406

Tronyn, one of the more famous Quake mappers, has passed away at the age of 42.
https://discuss.quaddicted.com/t/tronyn-has-passed-away/7765

>> No.11332015

What's the best way to play Quake?
I played Doom 1 and 2, which were great. Now I want to play Quake
Is the version you can buy on steam good?
How about the version on GoG?
The original version or the one called Enhanced?

>> No.11332515

>>11332015
I have the remaster on my Switch and it plays very well, I remember using ironwail on my PC and it was also a smooth experience.
No idea if you want to use mods or customs maps though.

>> No.11332730

>>11332015
For Quake sourceports you'll want to use either Ironwail or VkQuake. Ironwail is really easy to set up and use, has all the modern settings you could want and it also has fantastic performance.