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/vr/ - Retro Games


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File: 33 KB, 320x240, quake1.png [View same] [iqdb] [saucenao] [google]
1756415 No.1756415[DELETED]  [Reply] [Original]

I find quake kinda boring compared to doom. Any player maps that have a more trigger happy doom like experience rather than the slower quake gameplay?

>> No.1757243

>>1756415
It just doesn't work with Quake's true 3D engine. Enemies have too much health and there are less of them compared to Doom.

This is why Q3A felt good though.

>> No.1757490

Might as well just play Doom, lol. Enemies in Quake are spongier, and you don't as quick a top speed, but your movements are quicker and so you can dodge enemies' attacks up close better than in Doom. The physics are well-suited to the tight maps you run through, for sure.

>> No.1757503

Not OP but I recently played the Hexercise mod for Hexen that rebalances the game to be played on -fast, so everything dies quicker with new secondary attacks and class abilities but the enemies are more a threat. If there's anything that rebalances Quake in a similar way I would love it I think, I get tired of EVERY Ogre taking so many shotgun blasts and would prefer weaker but more dangerous foes.

>> No.1757538

>>1757503
The shotgun dominated Doom.
Quake was based around a shotgun as its starting weapon.

The fact that the shotgun doesn't work as well is just that. In Quake, it doesn't work as well.

It's just a different game. Different strokes for different folks and all.

That being said, the Quake modding community really knows how to make some great Quake maps.

>> No.1757931

>>1756415
Have you played mission pack 1? Monster placement is more Doomy. Hipdm1 in particular is a non-stop violence orgy with something like 134 monsters that spawn all over the place as you explore a fairly small map.

>> No.1757956

>>1756415

I HATE the weapon animations in Quake 1. It doesn't feel like you're shooting a shotgun at all. There's no impact or reloading. It feels like you're waving this wand around which is floating around not being held by anyone.

>> No.1757969

Quake doesn't flow as well as doom. I find myself retreating much more often because dodging isn't really a viable strategy against grenaders, which leads to more stilted, slower gameplay

doom really was something special. what a fucking amazing game that was

>> No.1757993

I really don't get all of the quake hate, to me it honestly feels faster than doom... by a pretty good margin.

I love doom don't get me wrong, but every enemy either shoots bullets or fireballs. Also there are a lot of enemies that just take a LOT of fire and arent that hard to deal with (barons of hell). Most of the game you double barrel and strafe, saving better weapons for big enemies.

With quake i feel like there is an actual purpose to every weapon. You also can't really leave enemies alone in quake, they have high damage and a variety of attacks (homing missile, ogres lob grenades, shambler shoots lightning). The fact that weapons switch so fast allows you to use all of the weapons equally for efficiency. For example to take down an ogre i would lob a grenade into him then use 2 shotgun blasts to kill. This kills him quickly while not sucking up a lot of ammo. The game feels pretty fast paced to me, the physics allow you to do a lot more as you get used to the game.

>> No.1758027

>>1757956
On the other hand, instantly switching between weapons gives me a feeling of freedom I don't normally have in Doom, and it makes hectic combat situations a little less tedious. The shotgun itself is basically the Doom pistol but better, and every weapon after that ups the ante for power (though the BFG > Thunderbolt).

>>1757931
Scourge of Armagon really reflects its roots in the Doom mapping community: Tom Mustaine and company simply brought their past experience to Quake, to their benefit.

>>1757969
Grenadiers lead their shots, so predicting where they're going to shoot based on your inertia/velocity and their animation frames is important. Play more and you'll get a feel for what to do.

Most of all, I love that Quake lets you play as quickly and skillfully as you can muster. Regular run-speed and movement's responsive enough, but strafe-jumping adds a new dimension to moving quicker through tighter spaces. Why use a walk or run button when you can use the mouse movement and jumping to set your speed?

>> No.1758031

>>1757969
>>1757956

That's probably because it became a "shooter" at the last possible minute, while 99% of the game was built to be a sword and sorcery game.

>> No.1758047

>>1758027
fuck off

>> No.1758067

>>1758027
>and every weapon after that ups the ante for power
I dunno about that. Doom's rapid-fire spamcannon of a rocket launcher feels much more powerful against monsters than Quake's RL. Multiplayer is a different story, of course, but against dumb targets Doom's RL seems to be better both at fire-rate and pain-per-missle.

>> No.1758078

>>1758067
There are often many more monsters to gib in Doom with rocket spam than in Quake, though that's what the Zombies are for. You can blame the bestiary having more sponginess to it in Quake, at least. Rocket jumping's never going to get old.

>> No.1758732

>>1757993
>With quake i feel like there is an actual purpose to every weapon

This.

Even though weapon balance isn't exactly fair (super nailgun still feels way too OP for me) it makes up for some really fun to use weapons. Grenade launcher was fun as all hell to use against fucking EVERYTHING.

Don't tell me having a nailgun as a chaingun replacement wasn't fucking genius.

>> No.1758737
File: 12 KB, 250x160, new_classic_doom_enem_pinky.gif [View same] [iqdb] [saucenao] [google]
1758737

Its this guys fault

>> No.1758738

>>1757969
>dodging isn't really a viable strategy against grenaders

If you have the reaction time of a geriatric.

>> No.1758749

>>1758732
>Grenade launcher was fun as all hell to use against fucking EVERYTHING.

Normally I can't stand the grenade launcher in FPS games. But in Quake it was extremely useful and fun to shoot as well. It seems like they actually built the game around the fact that you can bounce grenades around instead of it just being an inferior rocket launcher you use when you run out of ammo for the latter.

>> No.1758781

>>1756415
>Any player maps that have a more trigger happy doom like experience rather than the slower quake gameplay?
There are maps that play around shooting and fighting multiple monsters. Really though any 'trigger happy' SP levels need to be designed solely around SNG/LG/RL/GL to get any speed. Dropping down to NG or either shotgun will just slow things down.
I haven't really seen many that treat the top four as primary weapons and are designed around them though. They usually treat they as 'rewards' to be had instead of core weaponry that they keep you fueled in.

I did play on a PVE server once that re-spawning monsters over a large field with obstacles and such and frag scoring for it. It wasn't uncommon to have a few fiends, multiple grunts/enforcers/skrags and shamblers attacking everyone at once. It was pretty hectic. Don't remember what/where the server was though.

>> No.1758806

>>1758031
Then why is the axe so terrible and you only get one melee weapon?

>> No.1758898

>>1758027
>(though the BFG > Thunderbolt).
There's limited tracers. and such. For their worlds they're both decent weapons. The BFG is more interesting a weapon as well. But for the Quake world, the LG when stacked with a Quad for example crushes everything in the game with more ease than the BFG does in Doom. The heaviest thing in the game takes 0.5 seconds. It also goes through enemies. If you stacked 5 shamblers back to back and you had a quad. You'd do 3000 damage every .5 seconds or 360K damage a minute in that situation. The BFG puts out ~3200 damage average every time it shoots. 52.5 shots per minute. 168K a minute. The two largest things in Doom have 3000/4000 health.
It's also possible for the LG to stack more shamblers than five given the length. ~10 to hit the beam.

Is that a fair comparison, not exactly. What I'm demonstrating here is that the thunderbolt given the circumstances has potential to be absolutely and utterly devastating. In the right circumstances. It also plays to the fact that Doom has enemies that have broader health range comparatively. In something like nuts.wad with a Quad, the thunderbolt would beat the ever living shit out of a BFG for damage. Though that kind of setup is rare. It could theoretically (assuming non translated dimensions) take down 8 cyberdemons every 4 seconds. As for little guys, either one is more efficient depending on the spacing/position and encounter. The LG you can expend quick taps on a single enemy and use less ammo for it. The LG can kill smaller enemies quicker than you can get off a shot with the BFG as well. The BFG can kill 'more' smaller enemies in a spread group than the LG can.

Neither gun is really 'better.' They're largely just different and do better or worse depending on situation. You might enjoy one more than the other depending on your perspective. One is good for slow bursts of huge damage and ranged spread. The other is for very high speed continuous low-medium damage with limited range.

>> No.1758917

Quake was all about the multiplayer though

>> No.1759107

>>1758917
I don't entirely agree, I think the SP component is actually better than Doom's.

>> No.1759316

>>1758898
That's a very good analysis of the weapon. The Thunderbolt's definitely more powerful when paired with the Quad, so that becomes a matter of map design and whether the mapper feels a hidden power-up's going to help that encounter work better. Maybe I just haven't played maps where the Thunderbolt really feels essential. The BFG feels important because, whenever I'm trying to avoid a Cyberdemon at a range, the safest thing I can do is strafe up close and launch tracers. You can more easily deal max damage from far away with the Thunderbolt, even if the same level of risk is involved.

>>1758806
Axe is pretty good. Neither punching nor axing in these games is as fun as high-speed punch-out in Marathon!

>>1758749
I still love that moment in The Elder Gods World where you have to time a grenade jump in order to reach a secret cache of ammo and armor. Petersen was ahead of his time in making players experiment with the in-game physics.

>> No.1759360

>>1756415
Anyone else really enjoy Ziggurat Vertigo? Was a fav map to fuck around in.

>> No.1759371

>>1757993
I would not say it's "faster" overall, but combat in Quake definitely gets more frantic in tight quarters. Enemies are much faster and you do a lot of dancing around. Doom is like, you just get into this rhythm that's perfect to me though, everything is so smooth and flowing and you really get in the zone as you zip around. I like both.

>> No.1759558

>>1759360
One of the best vanilla maps, with a lots of Shamblers even compared to the last episode. Really great mood to it, too; I bet it inspired Valve when they were working on the Nihilanth maps.

>> No.1759708

>>1758917
Pretty much.

Doom has better singleplayer, and Quake has better multiplayer. I actually think it's kinda silly that there are still people who play Doom for the multiplayer.

>> No.1759726

>>1759360
It's my favorite vanilla map. All of McGee's maps in Quake are absolutely amazing anyways.

>> No.1759845

I'm absolutely baffled how so few people here actually grasp Quake's SP and its nuances. It's not meant to be like DOOM, a game which is more reminiscent and structured of games like smash TV and other arcade shooters. Quake is a game which explores 3D spaces and creates combat built around having areas above areas, locations where enemies can hit you and you can't hit them, weapons that properly enable and orient you in combat where you can target enemies above and out of sight. What didn't you folks like about the SP?

>> No.1759970

>>1759845

The introduction of underwater sections, platforming and more vertically oriented levels like Ziggurat Vertigo was huge back in the day. They really took advantage of all the new toys they had to play with in 3D. I forget what level it was, but diving underwater, finding a structure, going inside and exploring the dungeon within was the coolest goddamn thing. Doom was really fun in a SMASH TV sort of way like you said, but Quake really seriously nailed the exploration aspect.

One of the most common complaints I see against Quake is that the enemies take way too much damage to kill. This I think comes from people too accustomed to Dooms way of doing things where larger weapon ammo was very scarce and needed to be used carefully. What many people don't seem to realize is that Quake hands out ammo for larger weapons like crazy, it's only the LG that has somewhat scarce ammo. Quake is built around using the grenade and rocket launchers all the time, shotgun and nailgun really only come into play when you're in very close combat. People see enemies like the ogres as a basic enemy and thus not worthy of rockets or grenades when in fact you should be raining down hard on them with those weapons.

tl;dr People play Quake like Doom and don't understand that it's not Doom.

>> No.1759986
File: 227 KB, 1024x768, func_mapjam1.jpg [View same] [iqdb] [saucenao] [google]
1759986

>>1759845
That, and making good Quake maps requires a lot more thought and trial and error than Doom maps, hence why you don't see as many releases (and 3D is usually harder to make than 2.5D).

Speaking of which, have any of you guys tried this pack that was released recently? 12 maps with at least 7 really excellent. Give it a try! There is already a second pack with another theme scheduled for the end of the month.

https://www.quaddicted.com/reviews/func_mapjam1.html

>> No.1760029

>>1759970
Yeah but the problem is, the vanilla Q1 maps don't give you the rocket launcher until the second-to-last level every episode. So the NG and SSG really are your bread'n'butter weapons most of the time.

>> No.1760035

>>1759360
I've never seen another mod do a vertical map like Ziggurat. It's so amazing.

>>1759970
>it's only the LG that has somewhat scarce ammo.
It's a risk-reward weapon. It does insane damage but only if you're conservative and have a steady hand.

>>1758917
>>1759107
>>1759708
There are a large amount of people who mention that Doom's weaponry is actually largely more balanced for MP and Quake's is more for SP, which is why the arsenal recieved a complete overhaul in Q2 (Example: an RL that wasn't absolutely devastating) and Q3 (An RL which provided adequate damage and allowed maximum mobility.)

>> No.1760065
File: 1.89 MB, 416x234, awwwwyeah.gif [View same] [iqdb] [saucenao] [google]
1760065

>All those Vanilla Quake maps that had placed you outside the fortress you were going to infiltrate

It was always such an awesome feeling fighting to get inside a giant ass castle, WAY better than simply being spawned inside it and running around. Exploring to find alternate and secret entrances was so awesome, no game has been able to truly match it since.

>> No.1760075

>>1760065
I played one Quake map, I can't remember what it was called now, but it starts you off in a cave. And when you exit the cave, you can see this huge castle looming in the distance, with a long winding road leading up to it and there are hills and bridges and everything. Just getting TO the castle feels like an adventure. It's a huge fucking map.

>> No.1760082

>>1759845
> Quake is a game which explores 3D spaces and creates combat built around having areas above areas, locations where enemies can hit you and you can't hit them, weapons that properly enable and orient you in combat where you can target enemies above and out of sight.

You nailed it.

The problem is: Quake is outdated. The use of 3D spaces to create combat evolved a lot since Quake.

At least Doom still is a good arcade shooter.

>> No.1760120

>>1760075
That's The Horde of Zendar.

>> No.1760121

>>1760082
Since 3D became the standard, it sure did evolve. Its too bad we don't see more FPSs in 2.5D during this time of throwback gaming- we see platformers/action games like Shovel Knight a lot, peeps should try and recapture that Doom feel. That being said, its very possible a game could dwarf Doom and make it outdated in the same way Quake has.
PS, glad to see this thread is still up, I posted about Zig Vertigo and took a nap. gg /vr/

>> No.1760125

>>1760082
>The problem is: Quake is outdated. The use of 3D spaces to create combat evolved a lot since Quake.

Not for me it hasn't. Quake is still the king of 3D FPS by far, even with its 'limited' bestiary.

>> No.1760138

>>1760120
Yes, thank you! I knew it was Zendar or Zentar or something.

>> No.1760149

>>1760121
Wrack tried it. It's made by the Skulltag guys.

>> No.1760163
File: 499 KB, 1944x2592, IMG_20140712_015700.jpg [View same] [iqdb] [saucenao] [google]
1760163

This is meant to be good.
Haven't played it yet. Only arrived today and I haven't set my Saturn up yet.

>> No.1760195

>>1760163
I dunno man. Looks pretty spooky.

>> No.1760271

>>1760065
Not even Thief? Because that's EXACTLY my feeling when playing that game.

>> No.1760279
File: 333 KB, 1000x1000, fpsmapdesign2.jpg [View same] [iqdb] [saucenao] [google]
1760279

>>1760082
>The use of 3D spaces to create combat evolved a lot since Quake.

To me it feels like it's done nothing but go backwards.

>> No.1760293

>>1760279
They don't make games any more. They create 'cinematic experiences'.

Please keep your arms and legs inside the plot at all times.

>> No.1760310

>>1760293
It's possible to create a Cinematic Experience that's fun to play. See Half-life.

Modern games are just shit.

>> No.1760587

>>1760310
>Half-life
>Cinematic Experience

>> No.1760592

>>1760279
What map is on the left?

>> No.1760634

>>1759986
A community pack inspired by CZG's Honey? I'm in.

>>1759845
Last thread we had about Quake's SP seemed to reflect a more positive interest than before. It's taken a while, but /vr/'s warming up to Quake more.

>>1759970
Grisly Grotto's definitely one of the standout maps in vanilla Quake. As for ogres, you have to chip away at them with the shotgun quite often, but that itself builds skill and is fun relative to how long the process takes.

>>1760065
This is definitely a difference between Quake and Doom: there's more build-up before the action starts, which makes every enemy encounter more profound.

>>1760149
>tried
Still in Early Access, gonna be a while before it's ready for assessment.

>>1760592
Notice the curving, wide tunnel leading up to a bunch of nothing? That's the part of Half-Life where you're on a tram and you suddenly see a pit of nukage, forcing you to abandon the line.

>> No.1760646

Quake and Quake 2 solo are fun while blasting your own music with the game's bgm muted.

Try it.

>> No.1760659

>>1760634
Oh Blast Pit? The blueprint sure makes it look bigger than it really is.

>> No.1760682

>>1760646
I really dug Q1's moody ost by Reznor. Used to jam on certain tracks while playing Halo (Reach) online.
Couldn't get into Q2 as much overall, though. It just felt too different and I didn't care for the direction they took. Obviously multiplayer got better, but the sequels didn't capture Q1's sp experience.

>> No.1760717

>>1760659
It just looks really odd because there's no in-game automap, not to mention you rarely get to see what these areas look like from top-down.

>> No.1760723

>>1760682
I wish I had heard it when I actually played the game. I loved NIN when I was an edgy teenager. But I copied it from a friend's disc and played silent Quake.

>> No.1760726

>>1760723
That sucks mang. I was lucky to have a dad mildly interested in computer gaming at the time. Dude can't be bothered to play anything more than candy crush nowadays. fellsbadmen.png

>> No.1760768

>>1760726
Doom and Quake are the first video games I ever saw as a child. My dad isn't a huge gamer, but he started casually playing PC games around the time I was born, which meant first-generation FPSes and base-building RTSes galore. My copy of Quake's DOS 106, assets unpacked directly from the CD we still own. Funny how he played Quake but couldn't even get past the opening bits of Half-Life.

>> No.1760772

>>1760768
The "opening bits" of Half-life is one of the worst things in gaming. 30ish minutes of listening to npcs talk about nothing.

>> No.1760778

>>1760772
He somehow didn't crouch under the broken duct to enter the computer room, instead thinking he had hit a dead end at the tram catwalk.

>> No.1760824

>>1760768
I feel ya. I think he also got into Warcraft 2 when I borrowed it from a bro. Never asked him why he stopped playing games..was a busy dude with work, but that hadn't changed from when he started to when he fell off. He even bought cheap shovelware fps' and second-rate mechwarrior type of games that I couldn't bring myself to play. By then I prob had a ps1 and never looked back.

>> No.1760842

>>1760029
The grenade launcher exists yo

>> No.1760851

>>1760842
Thats not enough for some peeps...dey need missles an big fuckin guns with big ol booms

>> No.1760856

>>1760851
RAWKET LAWN-CHAIR!

Action Quake SP needs to happen.

>> No.1760867

>>1760723
I had that issue with a few games but even the ones I had the CD for didn't have CD audio because it was missing the wire between the sound card and CD drive, remember those things?

>> No.1760878

Quake, like Doom, was a much faster paced game if you knew where all the secrets and powerups were. If you didn't know the levels then you had to play slower and more cautiously.

Basically all id games were as fast paced as you were good at them. Part of being good require you to know the level design inside and out. Something which you won't ever know on your first play through.

Obligatory
http://www.youtube.com/watch?v=ZhzXKMqZBBc

>> No.1760909

>>1760878
>dat obvious Monst-E-r troll
I loathe the direction the human race is marching towards...

>> No.1761218

>>1760592
Actually that's the whole Black Mesa complex, not just Blast Pit. Notice the beginning of the game with the tram sequence on the left?

>> No.1761223

>>1760163
It's a really good game, but don't expect a pure FPS. It's more like a first person 3D platformer/adventure game with FPS shooting elements.

If you ask me the console versions of Powerslave/Exhumed are overrated, at least by its fan who claims that it's "METROID PRIME BEFORE METROID PRIME" just because you use new items/powers to unlock areas in previous levels, while it's nothing like Metroid Prime and this kind of things was done in plenty of games before MP, too.

On the other hand, the PC version, complete different game, is a pure FPS, and if you ask me it's very underrated and one of the Doom-era FPS with the best level design.
The game has its flaws (since you can't strafe while going forward/backward; and the enemy AI is pretty simple) but the fantastic level design and atmosphere, alone, make it a fantastic game.

>> No.1761228

>>1761223
FUN FACT the Saturn version of Quake was made by the devs of Powerslave/Exhumed, so this is more on topic than it seems.

These guys were some of the only ones to know how to make 3D games on the Saturn well.

>> No.1761248
File: 353 KB, 1920x1080, 60nsCnX.jpg [View same] [iqdb] [saucenao] [google]
1761248

I visited this func_msgboard that organized this pack here >>1759986 and stumbled upon this.

>> No.1762272

>>1761248
mmm...mmmoody

>> No.1762296

Anyone have any huge compilation packs or torrent collections of Quake or Quake 2 mods? Or anyone know of any sites or the like where they host a comprehensive list of Quake and/or Quake 2 mods? I've been looking but most of them only feature a handful of mods, or have completely broken download links.

>> No.1762314

>>1762296
Just grab Quake Injector.

>> No.1762328

>>1762314
Does this work with the STEAM version of Quake, or will I need to torrent it?

>> No.1762379

>>1762328
Should work just fine. If nothing else, you can just download another source port and then use the content files from your Steam files with it.

>> No.1762456

>>1760279
He's not wrong that it evolved a lot since Quake. It's too bad evolved doesn't mean improved. It means changed. It's evolved to match the level of casual console players who now dominate modern day game industry.

>> No.1762513

>>1762456
I remember about ~15 years ago when people would complain about "mindless" games like doom and quake were.... in 2014, doom and quake are still fun as hell, and games like half-life are incredibly dull

>> No.1762561

>>1762513
>15 years ago when people would complain about "mindless" games like doom and quake

That never happened.

>> No.1762583

>>1762561

http://www.edge-online.com/review/doom-review/

DOOM actually got lots of flak for being a dumb shooting game. This review also includes the infamous quote:

"lf only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances… Now, that would be interesting."

>> No.1762586

>>1760587
It is nigger and it's fucking glorious

>> No.1762594

>>1762513
Half life never was and never will be dull

>> No.1762606

>>1762583
>http://www.edge-online.com/review/doom-review/

That hardly counts, it was one of Edge's most controversial reviews. Only 2 year's later it was already being ranked as one of the greatest games ever made.

Also:

""lf only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances… Now, that would be interesting.""

Is this guy fucking autistic?

>> No.1762615

>>1762583
*ahem*

>>http://www.edge-online.com/features/ten-controversial-edge-reviews/3/

Edge is notoriously similar to IGN and Gamespot in terms of review quality.

I mean, hell, just look at the games they've ever awarded a 10/10.

>> No.1762616

>>1762513
I remember when you were a complete douchebag and said things that didn't actually happen.

>> No.1762632

>>1762561
>>1762616

You're seriously denying game reviewers and journalists claimed older FPS were mindless and dumb while new shooters like CoD were "tactical" and "strategic" despite being neither?

>> No.1762639

>>1762632
>You're seriously denying game reviewers and journalists claimed older FPS were mindless and dumb

When they released, of course. Millions of people didn't download/buy DOOM and Wolfenstein because they were "dumb and mindless". The majority of people who I know who ever play CoD also acknowledge it's a shit game and they only play it because their friends do, or they're 12.

No ones going to look back at COD and start calling it deep and revolutionary, in fact, journalists are already openly mocking COD4 which they used say was a godsend from the heavens.

>> No.1763225

>>1759316
Are you referring to this cache?
http://youtu.be/YsDbsQe3psI?t=3m47s

>> No.1763248

>>1762639
>Millions of people didn't download/buy DOOM and Wolfenstein because they were "dumb and mindless".

I knew of a couple of people who said this about Doom and Quake. But thought Halo was a thinking mans game and good. All of which were opposite. These people weren't active gamers to say the least.

>> No.1763291

Moving to this thread because it's dumb we have two Quake threads right now.

Does anyone have a link to Quake 1 + Expansions that they'd be willing to host to finish this up?

>> No.1763294

>>1757956
This is how I felt about the Quake 2 shotgun.

>> No.1763297
File: 1.65 MB, 800x3848, so you wanna play some quake.png [View same] [iqdb] [saucenao] [google]
1763297

>>1763291
Guh, pic wouldn't upload.

>> No.1763315

>>1758078
Quake is still better because just about all enemies can be gibbed, at least with Quad Damage or reverse telefrags. Also there's better games for splatting enemies like Rise of the Triad with \EKG mode, maybe even Duke Nukem 3D.

>> No.1763324

>>1763315
>Quake 2 and 3
>Going around with pistol/gauntlet and gibbing other corpses for the hell of it.

>> No.1764084

>>1763324
I just did it in Quake 2 because they sometimes dropped items. I think, maybe that was in Hexen II.

>> No.1764552

>>1763297
>>1763291
plz respond

>> No.1764572

Quake isn't DOOM, keep that in mind. I myself prefer Quake because of its eerie atmosphere.

Seems to me you're in one of the earlier maps, may I note that the game gets harder as you go through the levels.

>> No.1764575

>>1757956

To be fair, the game was rushed due to time constraints. It was meant to be a medieval RPG, but they decided to make it a FPS a few months before its expected release. Still a great game though...

>> No.1764595

>>1757969
>I find myself retreating much more often because dodging isn't really a viable strategy against grenaders
Some people on /vr/ man, some people...

>> No.1764605

>>1763297

GLQuake is shit.

>> No.1764609

>>1764575
I'd like to get my hands on the rpg beta

>> No.1764615

>>1763291

Ok, so I tried posting a download link but I am apparently spamming for doing that.

>> No.1764619
File: 30 KB, 320x200, Q6.gif [View same] [iqdb] [saucenao] [google]
1764619

>>1764609

Me too, all we have is a bunch of screenshots.

>> No.1764642
File: 8 KB, 148x155, worsthell.jpg [View same] [iqdb] [saucenao] [google]
1764642

>Quake will never be anywhere near as popular as Doom on /vr/

>> No.1764654

SP Quake, at least, isn't as big as SP Doom in terms of maps made on average, same with mods.

>> No.1764659

>>1764654

Id Software's only really popular games are the first DOOM and Quake III Arena. Pretty much it really, Quake gets left in the dark most of the time. It's usually remembered as "that game we played back in the day."

>> No.1764663

>>1764659
Where you of an age that could purchase Quake when it was new? It was fucking huge till Quake III came out.

>> No.1764670

>>1763297
I don't like the focus on GL engines and saying DirectQ is pointless unless you can't run the others
IMO software look is much more preferable and DirectQ is more "vanilla" in many respects

>> No.1764674

>>1764663

No, Quake III Arena was my first video game in 2001. I didn't first play Quake until 2006.

I wasn't aware it was actually a huge hit, I know there is a cult fanbase though (and I consider myself apart of it). But it seems to me that most hate Quake or just talk about how they use to play it.

>> No.1764692

>>1764642
Yeah, we need Brutal Quake!

>> No.1764694

>>1764692

THIS! THIS! THIS! THIS! OH MY GOD THAT WOULD BE... AMAZING! YES!

>> No.1764707

Would be a fun mod. It'd have to do for Quake for BD does for Doom; the mod slows the vanilla game down just a tad to focus more on freelook play and more cautious battling with enemies.

>> No.1764720

>>1764694
THAT WOULD BE LIKE... TWO BRUTAL DOOMS TOTAL!

>> No.1764727

>>1764707

I would never leave my computer... I don't anyway, but you know what I mean :D.

>> No.1764783

use double-spoilers within the link.

http://mylink..com/myfile.rar

>> No.1764786
File: 76 KB, 680x782, no.jpg [View same] [iqdb] [saucenao] [google]
1764786

>>1764692
but

but why

>> No.1764787

>>1764783
Meant to reply to >>1764615

>> No.1764791

>>1764786
Sarcasm :3

>> No.1764828

>>1764783

Ok, thanks.

http://goo..gl/t9CGVi

>> No.1764878
File: 1.65 MB, 800x3848, so you wanna play some quake.png [View same] [iqdb] [saucenao] [google]
1764878

>>1764828
Neat. Much obliged anon.
>>1764670
There aren't a lot of Software engines, though. Updated with less "GL" prefixes, I guess. I did mention stuff like "FitzQuake is meant to look as good as Software Quake" and shit. DirectQ is my choice of port too anyway.

>> No.1764881

>>1764828
Great, thanks. Does it come with the music?

>> No.1764903

>>1764878
That's better

>> No.1764904

>>1764881

It does if you run it through DirectQ.

If you want to have the music play through another client (like WinQuake), look at this: http://steamcommunity..com/sharedfiles/filedetails/?id=113399618..

>> No.1764908

>>1764878
I use DirectQ too but I have serious problems with the expansions, maps just fuck up and make me fall through walls
I think I'll try WinQuake and see if I can get the music properly going

>> No.1764910

>>1764904

The music files are stored in Id1\sound\cdtracks. The only pain about this program is that to have the music for the expansion packs to play, you need to create separate directories otherwise if you run the expansion packs it will just play the original soundtrack.

>> No.1764926

>>1764904
Thanks dood.

>> No.1764945

What are some good mapsets for this?

>> No.1765035

>>1764945
All the 5 and 4 stars on Quake Injector.

>> No.1765294

Yep, this thread's gonna die too it seems...

>> No.1765346

>>1765294
Maybe. /vr/ is a slow board tho.
Question, did the original Quake have a crosshair?

>> No.1765374

>>1765346

No.
Yes.

>> No.1765381

>>1765374
The yes is to the crosshair part right?

>> No.1765387

>>1765381

Mhm...

>> No.1765469

>>1764904
Your links comes with Darkplaces right? Does that count?

>> No.1765475

>>1765469

No.

>> No.1765481

>>1765346
It wasn't enabled by default but you could enable it in the console.

>> No.1765486

>>1760125
I am sure I can find 6/10 3D shooters for the PS2 which has better 3D gunplay mechanics than Quake has.
Like Earth Defence Force. And thats the start of the pile.
I mean: Why the fuck did the first set of larger enemies have to be bullet sponges?

>> No.1765498

>>1762561
This happened, and it was mostly a feedback from Doom being very very popular.

The problem is that Doom is far from mindless.
You don't "run and gun", you have to do a lot to navigate levels. Sure multiplayer is just a lot of shooting.
And for Multiplayer, earlier CoD was a lot more impressive than Doom. Its a shame its not up to par anymore, because of lame map design and weapons.

>> No.1765550

Hey, no one here has mentioned Engoo: http://leileilol.mancubus..net/engoo/..

It's a cool source port, but for some reason it can't play tracks.

>> No.1765552

>>1765486
>PS2

>> No.1765570
File: 2.88 MB, 548x696, 1353641172956.jpg [View same] [iqdb] [saucenao] [google]
1765570

>>1760279
Older FPS maps were designed around whatever nonsense the map designer came up with. Today, modern maps are expected to be semi-realistic with believable spaces; most of the times, this means that said spaces are blocked off by rubble blockades. Sure, it might be nice to return to otherworldly map design. OTOH, I don't miss those shitty maze levels old-skool FPS game used to have.

>>1760293
You can thank Half-Life for this. It was the original "cinematic FPS experience" which so many tried to copy. The big problem is constraining the player without him realizing it.

>> No.1765612
File: 269 KB, 376x449, 1311924530087.png [View same] [iqdb] [saucenao] [google]
1765612

>>1765486

>> No.1765632

>>1760279

I hate images like this. If you want people to take you seriously, use actual maps instead of constructing retarded strawmen.

>> No.1765641

>>1757969
i've been playing a lot of quake in the past few days and i think i was wrong about what i said here

>> No.1765645

>>1765641
Sounds like you got gud

>> No.1765748

>>1765632
While I agree with you, there was a version with an actual modern fps map and it wasn't all that different. It was kinda like
|_
|_
_|

that. Can't remember the mission name though, but I think it was from CoD.

>> No.1765761

>>1765748
I have that image on my computer. It's from "Second Sun."

There is also an image comparing a level from System Shock 2 to Bioshock 1 and Bioshock Infinite

>> No.1765769
File: 636 KB, 2768x1022, shock.jpg [View same] [iqdb] [saucenao] [google]
1765769

>>1765761
That one?

>> No.1765886

>>1765550
Y'know, I like the work LeiLei does, but sometimes LeiLei just needs a chill pill.

>> No.1765967

>>1765886

He once claimed I was an alt of someone on a forum, then I got banned from there.

I wasn't an alt, I was new to the forum...

Seems he has a lot of power over the Quake community.

>> No.1765978

Qbism is a cool port if you like oldschool software-like graphics. It also runs most limit breaking maps right off the bat, like Quakespasm.

>> No.1766865

god damn, quake 1 is scary as shit. the monsters, traps, and abstract level design make you feel like you're playing through some horrible nightmare. and it does it without making you feel weak or immobile like most horror games, too.

>> No.1766949
File: 1.49 MB, 1440x1080, quake0003.png [View same] [iqdb] [saucenao] [google]
1766949

>>1766865

I've always thought of Quake as being reality infected with nightmare. I don't know how else to put it, it's like you're dropped in this eerie, senseless and twisted world.

In my opinion this was id Software's peak in terms of art, atmosphere and design.

>> No.1766995

>>1766949
it was alternate realities, hence the dimensional shambler.

Doom was clearly set in hell, but there's something more Lovecraftian about Quake. Like... there's the devil, a known and thus understandable evil, and then there's Cthulhu, so far beyond mankind notions of good and evil no longer make sense. Quake had that feel :)

>> No.1767078

>Boring map design
>Lack of enemy variety compared to doom
>Lack of weapon variety compared to doom
>enemies are bullet sponges
>Sterile color palete which consists primarily of brown and grey
>Doesn't have "personality"

I could never stomach more than one Quake level at a time.
Romero didn't want to make that game and it shows.

>> No.1767080

>>1767078
For me the worst about the game is how un-fun it is. It's like tons of things about the enemies design and the level design are built specifically to piss the player off.

>> No.1767082

>>1766865
pussyyyyyyy

>> No.1767084

>>1756415
The only thing Quake has going for it is level layout (particularly the verticality). The nailguns are cool, too. Everything else sucks.

>> No.1767085

>>1767078
>>1767084
>>1767080
>shitting on the best FPS ever made.

>> No.1767091

>>1767085
lol cute opinion kiddo

>> No.1767095

>>1767091
It's better than your poor arguments on why Quake sucks. :^)

>> No.1767102

>>1767078
>>1767080
>>1767084
Looking at these three criticisms, we get a better understanding of the 'fact' that people have varying 'opinions'. It would appear you folks like Doom more, and I would wager at least one of you contributes to the non-stop Doom threads. I appreciate your tenacity, and accept your poor taste.

>> No.1767103

>>1767085
But I'm not shitting on Doom bro

>> No.1767106

>>1767095
>abloobloobloo don't insult my favrite vidya guyz
lol life much?

>> No.1767109

>>1767102
I appreciate your tenacity and accept your poor taste.

>> No.1767121

>>1767102
But even then all these criticisms are invalid.

How is the level design of Quake bad when you have masterpieces like e1m5, e1m8, the entirety of episode 3 and most of episode 4? The use of 3D space made levels way more interesting than Doom's, and Doom already had masterful level design (if you forget Doom 2 that is). Bullet sponge enemies? Try not using fucking rockets on Shamblers you faggot. Lack of enemy variety? At least you don't have copies of other monsters and they have perfect synergies. Ogres + Fiends + Hell Knights will rape your ass depending on how they're used, and Ogres can generally be used in billions of situations. We still find some very deadly ogre setups today. Personality and color scheme is subjective but I think Quake has way more personality than flashy Doom. It's not surprising I think Doom 64 is the fucking best Doom in terms of personality and atmosphere.

>> No.1767140 [DELETED] 

>>1767121
I didn't say Quake had bad level design in terms of layout. That's the one thing I praised, along with its nailguns. Quake's verticality was really sweet and resulted in some pretty interesting situations when compared to other single player FPS's.

The problem is however that the game has fucking nothing else. The gunplay is unsatisfying as fuck. Your guns feel like BB-Guns and there's just no fun squeezing the trigger (excluding nailguns) which is one of the most important parts of a shooter. Though the level layout is great, the actual LOOK of the game is fucking sterile and beyond boring. Everything is just one big mesh of abstract browns and the game as a whole is incredibly dull to look at. There is nothing memorable about Quake, from the world to the dull and repetitive gunplay. Just fuck off with your shithole opinion faggot. What you say is not fact; you're just another dweeb online who probably sucks balls at video games as most do on this board.
>Bullet sponge enemies? Try not using fucking rockets on Shamblers you faggot.
I replayed this game on Nightmare recently (which was piss btw) and Shamblers still take a ridiculous amount of shots with the rocket launcher. Strafing back and forth from cover to take shots while he does that stupid lightning animation is not fun. It's just fucking BORING.
>It's not surprising I think Doom 64 is the fucking best Doom in terms of personality and atmosphere.
ahahahaha you dickheads really don't understand subjectivity at all. Doom64 was ass as far as I'm concerned. Just because it gave you a wet dream doesn't mean it's universally amazing you fucking assclown.

>> No.1767147 [DELETED] 

>>1767121
>Try not using fucking rockets on Shamblers you faggot
USE ROCKET LAUNCHERS ON SHAMBLERS? REALLY? HOLY SHIT WE GOT A GAMING GENIUS HERE BROS.

>> No.1767151

>>1767121
I didn't say Quake had bad level design in terms of layout. That's the one thing I praised, along with its nailguns. Quake's verticality was really sweet and resulted in some pretty interesting situations when compared to other single player FPS's.

The problem is however that the game has fucking nothing else. The gunplay is unsatisfying as fuck. Your guns feel like BB-Guns and there's just no fun squeezing the trigger (excluding nailguns) which is one of the most important parts of a shooter. Though the level layout is great, the actual LOOK of the game is fucking sterile and beyond boring. Everything is just one big mesh of abstract browns and the game as a whole is incredibly dull to look at. There is nothing memorable about Quake, from the world to the dull and repetitive gunplay. Just fuck off with your shithole opinion faggot. What you say is not fact; you're just another dweeb online who probably sucks balls at video games as most do on this board.
>It's not surprising I think Doom 64 is the fucking best Doom in terms of personality and atmosphere.
ahahahaha you dickheads really don't understand subjectivity at all. Doom64 was ass as far as I'm concerned. Just because it gave you a wet dream doesn't mean it's universally amazing you fucking assclown.

>> No.1767162

>>1767140
>The problem is however that the game has fucking nothing else. The gunplay is unsatisfying as fuck

For you maybe. I find the SSG, SNG, GL, RL and Thunderbold a joy to use. The GL is the most satisfying weapon I've ever had the pleasure to use in a game. Popping monsters with it is hilarious and requires some skill if you want to use boucing tricks.

>Everything is just one big mesh of abstract browns and the game as a whole is incredibly dull to look at. There is nothing memorable about Quake, from the world to the dull and repetitive gunplay.

Shit opinion coming through. Most of the designs are very memorable to me. The Grisly Grotto with its huge underground lake, Gloom Keep with its terracotta castle, Ziggurat Vertigo with its runic ziggurats in some huge structure, the very eerie episode 3, the Palace of Hate and Azure Agony in episde 4. Episode 2 is a tad dull but other than that the visual themes are amazing, especially the runic style of episode 3. So fuck off.

>What you say is not fact; you're just another dweeb online who probably sucks balls at video games as most do on this board.

Funny, that's how I imagine you as well.

>I replayed this game on Nightmare recently (which was piss btw) and Shamblers still take a ridiculous amount of shots with the rocket launcher. Strafing back and forth from cover to take shots while he does that stupid lightning animation is not fun. It's just fucking BORING.

Dude, I just said don't use the fucking rocket launcher on Shamblers you asshat, they shrug off explosives and only take half damage. It's written in the fucking manual for God's sake. Use the SNG or the Thunderbolt to take them down. And Shamblers are fun to fight especially if you're ballsy and go for the Shambler dance with the SSG.

How much of a faggot are you?

>>1767147
Read the sentence again you cretin.

>> No.1767163

>>1767151
don't be a jerk in the quake thread please

>> No.1767169 [DELETED] 

>>1767162
>replying to ever single point
M8, do you REALLY think I have the time to do this with some obnoxious autist online with terrible opinions? Do you REALLY think I care enough to even consider your shithole opinions properly and go back and forth in a shit flinging contest with some retard, validating your pathetic existence with my important time? I KNOW video games and I for a fact you don't know shit. So this a very simple call for me: tl;dr. Quake fucking sucks and you'll never change my mind.

>> No.1767172

>>1767169
Don't start with your shitty opinions then, nigger. You took the wrong game to shit on.

>> No.1767175

>>1767162
>replying to ever single point
M8, do you REALLY think I have the time to do this with some obnoxious autist online with terrible opinions? Do you REALLY think I care enough to even consider your shithole opinions properly and go back and forth in a petty shit flinging contest with some retard; validating your pathetic existence with my valuable time? I KNOW video games and I know for a fact you don't know shit. So this a very simple call for me: tl;dr. Quake fucking sucks and you'll never change my mind.

>> No.1767183

>>1767175
You know video games and yet you don't even know Shamblers take half damage from explosives. Yeah sure buddy. And stop deleting your fucking posts.

>> No.1767184
File: 34 KB, 413x395, 1310483412100.jpg [View same] [iqdb] [saucenao] [google]
1767184

>>1767172
>You took the wrong game to shit on.
>being this serious about children's toys

>> No.1767191

>>1767184
>tfw I first played Quake when I was about 7. It's one of those games that never leave my hard drive.

>> No.1767192
File: 60 KB, 200x195, you.png [View same] [iqdb] [saucenao] [google]
1767192

>>1767172
>You took the wrong game to shit on.

>> No.1767196

>>1767192
>tipping my fedora :^)

>> No.1767204

>>1756415
>Quake SP
top kek. If I wanted a good sleep I'd gladly play that game.

>> No.1767207

>>1767204
Oh look, looks like it's that autist from the HL thread yesterday. How are you today fine chap?

>> No.1767209

>>1767207
Delusion much?

>> No.1767213

>>1767209
There's some autist going full sperg over Quake itt. It appears this is all he has in life. Just leave him be.

>> No.1767218

>>1767209
Your post seems to be as interesting as this guy's, so I made the link.

>>1767213
I'm on holiday and I like to argue. My poor sperg self apologizes.

>> No.1767224

>>1767172
>You took the wrong game to shit on.
People like this exist?

>> No.1767234
File: 63 KB, 728x718, 1394237051153.jpg [View same] [iqdb] [saucenao] [google]
1767234

>You took the wrong game to shit on.

>> No.1767240

That was totally not posted to make you guys react. You never disappoint.

>> No.1767241

can we go back to having a nice thread talking about quake instead of whatever this bullshit is please

>> No.1767243
File: 121 KB, 790x1229, f.jpg [View same] [iqdb] [saucenao] [google]
1767243

>>1767240

>> No.1767246
File: 117 KB, 300x300, Metallica_-_Master_of_Puppets_cover.jpg [View same] [iqdb] [saucenao] [google]
1767246

>>1767240

>> No.1767249

>>1767241
Looks like they're too busy posting some reaction images. Guess the thread is fucked. It's the lot of all Quake threads when you have shitposters like that.

>> No.1767250
File: 10 KB, 338x326, 1312699114503.jpg [View same] [iqdb] [saucenao] [google]
1767250

>>1767109

>> No.1767263
File: 760 KB, 400x219, 1396519912935.gif [View same] [iqdb] [saucenao] [google]
1767263

>>1767249
>reaction images.

>> No.1767269
File: 362 KB, 654x340, AwfullyLazy.png [View same] [iqdb] [saucenao] [google]
1767269

>>1767263

>> No.1767271
File: 40 KB, 562x437, 1205559988348.jpg [View same] [iqdb] [saucenao] [google]
1767271

>>1767172
>You took the wrong game to shit on.
this is why I love 4chan. you can't even make this shit up.

>> No.1767276

Did you know that the US version of Saturn Quake's e1m8 has fucking rain in it?

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

>> No.1767331

Quake is a good shooter with a memorable art style and design
I prefer Doom like most people here it seems, but Quake is definitely worth a play
You haters always have to shit up the thread

>> No.1767410

I don't understand, there's a Darkplaces mod and a Darkplaces engine?

>> No.1767889

>>1767410

this. ive downloaded darkplaces and several high texture packs but have yet to pie e everything together.

i know theres a helpful infographic above that details the differences between engines but im confused how to implement each.

>> No.1767895
File: 64 KB, 184x184, 1404935981202.png [View same] [iqdb] [saucenao] [google]
1767895

>>1767410
>>1767889

bumping in the hopes we save the thread and discuss how to install various updates to quake

>> No.1767907
File: 184 KB, 1024x768, 1403654906638.jpg [View same] [iqdb] [saucenao] [google]
1767907

>you will never make a map this beautiful

>> No.1767909

>>1767907
Holy shit. What's the name of the map?

>> No.1767935

>>1767410
Pretty sure the mod adds high-res textures and more stylized lighting, running on DarkPlaces.

The Wizard's Manse has some gorgeous multi-color stained-glass windows, and I think Azure Agony's plenty colorful, with some blue-brick texturing and some red in the secret area. But yeah, the setting themes for Quake require a more monolithic texture to them, unlike Doom which could have colorful, '80s-sci-fi-movie sets to shoot around in. That doesn't make the game look any worse, just different, so YMMV.

>> No.1767936

>>1767909

i dont think i remember, but im thinking to get pic related youd need to install some colored/dynamic lighting mod?

>> No.1767937

>>1767907
Here's a good example of how you *can* make Quake colorful, even if it requires Knave and a limitless source port.

>> No.1768000

>>1767224
I for one am glad people like that exists. Without people like that, this board wouldn't exist. Without people like that gaming would have been shit from the beginning. Having people who actually like games is a good thing.

>>1767184
Why are you here? You should be at work or sleeping while waiting for work. Because anything but doing work is something children do. Chatting with people casually is an activity for kids, reading about games is an activity for kids, not working is an activity for kids. Must suck having zero passion in life.

>> No.1768010

>>1767909
That's Nyarlathotep by Tronyn.

>> No.1768019

>>1767936
No, this is what you get when you play it with Quakespasm/RMQ. No need to install anything else. Most ports have colored lighting support.

>> No.1768023

>>1768010
Thanks dude.
I'm already feeling I will have a mod binge with this like I did with Doom.

>> No.1768036

>>1768023
The map depicted is the second map, the first map is some low-gravity egyptian thingy set inside some biomass or something, it's very strange. Tronyn's maps are often super hard and feature new weapons/enemies and horde combat. You should check out Something Wicked This Way Comes and Masque of the Red Death by the same author as well if you dig this one.

>> No.1768043
File: 957 KB, 2004x1650, 1401414444919.jpg [View same] [iqdb] [saucenao] [google]
1768043

are there limits to the scald of buildings you could make in quake?

are there any massive levels or levels with really grandiose scales?

>> No.1768071

>>1768043
Oh yes, you have some fucking huge levels. Off the top of my head:

Something Wicked This Way Comes
Conference of the Shamblers
The Marcher Fortress
Warpspasm
Unforgiven
Bastion of the Underworld
A Roman Wilderness of Pain
Honey
Stark Monstrosity
Masque of the Red Death
Castle of the Dark Ages
Penumbra of Domination
Arcanum
For My Babies - Bin Dunne Gorne 2

And probably a few others.

>> No.1768236

>>1764828
you should update your darkplaces m8

>> No.1768250
File: 21 KB, 400x300, tr34b.jpg [View same] [iqdb] [saucenao] [google]
1768250

anyone recognize this map?

>> No.1768254
File: 12 KB, 320x320, 249635-QuakeRule_63Shambler.jpg~320.jpg [View same] [iqdb] [saucenao] [google]
1768254

what would sex be like with quad damage?

>> No.1768259

>>1768254
inb4 HQuake

>> No.1768262

>>1768254
You'd be stuck with ejaculate thick like juicy kibble.

>> No.1768269

ive perused quaddicted and the personal sites hosting mods, texture packs, engines etc.

what are the best websites for quaje community news? is there anything like the cacoawards?

>> No.1768291

>>1768269
func_msgboard, but nothing like cacowards.

>> No.1768494

Quaddicted's the community's /idgames, but there's really nothing like Doomworld to speak of.

>> No.1768874

>>1768043
>are there limits to the scald of buildings you could make in quake?

Yes, the same with all games. Though the limits in some can be manipulated to extend far greater scales. But yeah, any game is by definition capped by the amount of memory and disk space to swap that it can hold period. Beyond that, it depends on how the engine handles data positions, amounts of bits for it and how they scale and possibly align to in game grids.

For example, if an engine designer arbitraritly uses a single integer to track your position along X, Y and Z. depending on the system, for example you might say climits in C for an int would be 32767 typically. 15 bits. At 32767 units that would be pretty smooth if the distance was short. If it were long it wouldn't. So you might use floats or track integers between integers to smooth out the position data or just use longs. Likewise. Well you say, okay so the bits is the maximum? Not specifically. Depends on the technique as well. For example you break up worlds into blocks and bits and scale between. So you could for example use a floating point long to have finer units as described and then have another long to keep track of which unsigned block you're in and then you've exponentially increased it. So you could have 32K and 32K intermediate steps and have 32K of those blocks. You could technically shift the blocks the around with more dynamic array that tacks on exponentially more bits until the you hit memory limits and so fourth. So any game you play has limits based on either engine design itself, manual level design limitations (since you don't have infinite manpower) or memory constraints. Most of the time though, there's hard coded limits.

Here are some limits for various Quake engines. Obviously sticking to the normal Quake limits gives you the largest compatibility. But if you want to go massive, Darkplaces is probably what you want to go with.
http://quakewiki.org/wiki/Engine_Limits

>> No.1769102
File: 660 KB, 2000x2060, 2000px-Quake_-_family_tree_2.svg.png [View same] [iqdb] [saucenao] [google]
1769102

bumping with the id tech 1 family tree

>> No.1769115

>>1756415
Quake was all about the multiplayer. One of the best MP games of all time. I played it for about 7 years and dominated nearly every opponent I wver came across.

>> No.1769120

Anyone remember The Adventures of Dank and Scud?

>> No.1769121
File: 1.12 MB, 1920x1080, somethingwicked2.jpg [View same] [iqdb] [saucenao] [google]
1769121

my mind is blown at how beautiful some of these quake levels are

the level of artistry seems unmatched. do other games even come close?

>> No.1769126

>>1769115

My only connection was a 56k through AOL, so I played with tons of bots. Still, it was so thrilling and dynamic.

>> No.1769134

>>1769115
I still play some of the old fags that have been playing for nearly 20 years, I am unbeatable at dm6. I wish I wasnt a poorfag in the 90s and could afford a cablemodem. I even tried the shotgun modem, but i still had high latency.

>> No.1769138

>>1769126
I started with 28k on mplayer, Ahhh so much nostalgia.

>> No.1769141

>>1756415
>Any player maps that have a more trigger happy doom like experience rather than the slower quake gameplay
>Quake
>slow

Pick one.

>> No.1769146

>>1769115
Indeed.

Great multiplayer, horse shit single player.

>> No.1769148

>>1769121
What mods are you using?

>> No.1769149

>>1769138
I never got picked for the team games so I used a ping faker called pquake to mask my shitty ping.

>> No.1769150

Shamblers are fucking scary.
So I treat them like Doom archies right? Dance around their shit popping in and out of cover.

>> No.1769161

>>1769150
Retreat and strafe shoot around corners. Once you can cirxle strafe and rocket jump all of the enemies are easy peasy.

Fuck i miss this game now. I used to get called a bot all the time with my precise aiming. Them were the good ol days of owning n00bs

>> No.1769163

>>1769150
is that how you deal with them? i always just use the plasma gun to interrupt it

>> No.1769171

>>1769163
That's the dance around their shit part. SSG works too.
Also some wads throw an archie at you before you have PG.

>> No.1769174

>>1769150
The best way to fight a shambler is to bob in and out of melee range, so it won't shoot lightning. It'll just claw at the air.

>> No.1769176

>>1769174
Oooh, like revenants. Got it.

>> No.1769193

>>1769141
>I don't know what relative comparisons are
Really dude?

>> No.1769205

>>1769176
Yeah exactly. I knew there was a Doom monster with a similar strat but I couldn't remember what.

Death knights can also be feinted, but it's a bit harder because they can run and slash at the same time.

>> No.1769206

>>1769193
You're an idiot if you think DOOM is faster paced than Quake. Even the speedruns are fucking insane when it comes to speedruns.

>> No.1769219

>>1769205
Ya I learnead about them already.
Man, movement in this game is so fluid and shit.

>> No.1769259

>>1769206
No one is talking about which speedruns are fastest. Standard Quake play is slower because movement is slower (by a lot, I think it's like 50% Doomguy speed) and there are fewer enemies that take considerably more hits on average. Yeah, everyone knows it's possible to play Quake blazingly fast if you know all the movement tricks and practice your runs, but that's clearly not what OP is talking about.

>> No.1769270
File: 175 KB, 1680x1050, timtanin.jpg [View same] [iqdb] [saucenao] [google]
1769270

I wish I knew what level this is. I love how well you can craft a sci-fi/spaceship theme in quake. That said, I like how quake's level design was rooted more in fantasy and gameplay.

Levels became so dull and linear when they grew "realistic." That whole effort seemed to suck the life out of the FPS genre.

>> No.1769278
File: 190 KB, 1680x1050, titanpod.jpg [View same] [iqdb] [saucenao] [google]
1769278

>>1769270

>> No.1769282

Did Jailbreak start with Quake 2?

I thought i remember playing it in Quake 1, but I guess I'm wrong.

>> No.1769286

>>1756415

my favorite mod for quake was the grappling hook.

>q1 grappling hook > gravity gun >>>>>> portal gun

>> No.1769289

>>1769270
>Levels became so dull and linear when they grew "realistic."
True that. Some of the modern ones don't really even take advantage of being 3d. No verticality at all.
>>1769259
Not that guy but Quake is still pretty fast, even without all the tricks. It's kinda Doom64 levels, or a bit slower.
You gotta remember that in Quake you have jumping and freelook so it's gotta be a bit slower. I think the speed's perfect.
>and there are fewer enemies that take considerably more hits on average
That's true to an extent.

To add a complaint of my own, Doom enemies die in a much more satisfying way.

>> No.1769292

>>1769259
>No one is talking about which speedruns are fastest

Neither am I genius, I included it as a side comment.

>Standard Quake play is slower because movement is slower

That's only because of the map size. Doom maps were a lot larger than Quake maps.

>and there are fewer enemies that take considerably more hits on average

There's around 2 mini-bosses which re-occur throughout the game, shamblers and vores. The rest of the enemies are either single or 2 hits with the double barrel, and then a couple other enemies which takes a few seconds to dispatch with either the nailgun, or the grenade launcher.

>Yeah, everyone knows it's possible to play Quake blazingly fast if you know all the movement tricks and practice your runs, but that's clearly not what OP is talking about.

First time I played quake, I was jumping/hopping around like crazy. The ability to jump gives you AMAZINGLY easy/fast navigation capability, way more than in DOOM. They made the maps more complicated and smaller in Quake because they wanted it to feel slower paced, but because of how new the genre was and they didn't really know exactly HOW to pace a game at a certain speed at that point, they made Quake incredibly fast-paced.

The enemies also do a lot less damage than in DOOM, where a typical imp can take out 24 health in a single hit. Now, compare this with the Enforcer in Q1, who's laser blast takes away only 15 HP with each blast. Even the Shotgun Guy in DOOM can take out a potential 45 HP in a single hit.

The Death Knight, one of the top-tier mooks in the game, can take out, at most, 36 damage in a single hit.

>> No.1769294

>>1769289

I used to think that having played doom and quake growing up, then graduating to Halo, Crysis, Far Cry, Stalker etc, that my FPS skills had accumulated and evolved with each.

Now that I'm playing quake 1 again, the vertical dimension to everything makes me feel retarded. I'm used to only scanning a narrow horizontal plane in front of me. Quakes levels unfold before you in all sorts of directions. Other games feel claustrophobic now.

Quake also has these great whimsical touches, like floating pools of water that you fall through into another (dry) space, plummeting through chutes with noisy trap doors opening and slamming shut, countless booby traps...

I'm so glad there's a community that is keeping this game alive.

>> No.1769297

>>1769294
>I'm so glad there's a community that is keeping this game alive.

Tell me where it is. People like to be pricks apparently and not tell me where all the custom content for this game is being hosted.

>> No.1769308
File: 281 KB, 1920x1080, ascending3.jpg [View same] [iqdb] [saucenao] [google]
1769308

>dfw no mc escher level in modern FPS:

quaddicted(d0t)com/tronyn-reviews/ascending_and_descending_by_negke

>> No.1769309

>>1769297
Not that dude but people said in this thread where the shit's at, whatcha talking about?

>> No.1769359
File: 104 KB, 541x635, they_like_me_they_really_like_me.png [View same] [iqdb] [saucenao] [google]
1769359

Seems like a good time to repost this thanks to all the h8 in the thread.

>> No.1769381

>>1769359
i don't understand

>> No.1769429

>>1769381
There are people who like all kinds of retro shooters.
Fuk da haters. They're all great games in their own right.

>> No.1769443
File: 1.96 MB, 300x400, 1398333829439.gif [View same] [iqdb] [saucenao] [google]
1769443

>>1769359
>screencapping your own posts

I didn't think people actually did this.

>> No.1769474

>>1769429
I love shooters from the first half of the 2000s too, these elitists are annoying
Doom is an amazing game but you can't play it forever, there's a lot of stuff out there.

>> No.1769479

>>1769474
>there's a lot of stuff out there.
yep like Perfect Dark, Timesplitters, etc

>> No.1769483

>>1769479
I'm a pcfag so I loved RTCW, NOLF, Soldier of Fortune, AvP
I feel that this era was the best for FPS, I mean the 90s have all the classics but they were also filled with uninspired clones that were extremely mediocre. The 2000s just exploded with original ideas and it kept going good until they started putting cover and regen mechanics into everything.

>> No.1769552

>>1769474
>Doom is an amazing game but you can't play it forever

watch me.

>> No.1769671
File: 6 KB, 390x470, Crying laughing man.png [View same] [iqdb] [saucenao] [google]
1769671

>>1769474
>Doom is an amazing game but you can't play it forever
Depends on if the database and /vr/ keep updating. There's enough Doom maps right now that would last me over a decade just playing them alone.

>> No.1769924
File: 16 KB, 500x400, img.jpg [View same] [iqdb] [saucenao] [google]
1769924

id tech 1 nudity is best nudity

>> No.1769926
File: 21 KB, 252x195, nudechk2.gif [View same] [iqdb] [saucenao] [google]
1769926

>dfw no qt quake gf

>> No.1769945
File: 220 KB, 1024x768, mid01_l.jpg [View same] [iqdb] [saucenao] [google]
1769945

quakd really pushed the trans-species barrier

>> No.1769949

>>1769924
>id tech 1 nudity is best nudity
>posts unreal engine

>> No.1769950
File: 148 KB, 1024x600, screenshot 58.png [View same] [iqdb] [saucenao] [google]
1769950

>>1769926
>>1769924
Not too long ago I warped the vertices of the ranger model to make a female

>> No.1770049

>>1769949

isnt deus ex built off the quake engine?

>> No.1770051

>>1770049
>>1769950

whoops. totally wrong. unreal 1 it is.

>> No.1770056

>>1770049
It is on the Unreal engine.

It not only looks extremely similar (though uglier, despite being newer); the soundtrack is even by the same guy as Unreal.

>> No.1770110

>>1770056

yeah the pointy hands shoulda given it away

>> No.1770117

what kinds of questions do you guys have about quake?

id like to create a pastebin of the best quake things and am wondering what people are interested in, what bugs them, what they wish they knew how to do etc?

>> No.1770119
File: 27 KB, 375x367, re-zilem-s-wow-patchzer-s_198-1.jpg [View same] [iqdb] [saucenao] [google]
1770119

bumping with q2

>> No.1770240

>>1770119

I preferred Quake II's physics, but the artistic direction and atmosphere were shit compared to Quake.

>> No.1770295

>>1760082
level design has unarguably never been flatter compared to Quake.

>> No.1770323

Here's the thing about Quake content generation compared to DOOM.

DOOM content generation and its tools and depth is a lot simpler to tap into than Quake. It's got great tools that make creating content really simple and straight forward, where there's not much room for error, and the matter of tweaking how the game plays is really, really easy. Probably the easiest it'll ever be.

But it breeds and promotes rookie efforts and ideas...this presents opportunity for interesting, and unique, experimental designs and modifications, but this has the adverse affect of generating A TON of really bad, bland, derivative ideas too!! This is a great and a terrible thing. This is undeniable.

Quake's editing community is really different. It demands dedication, lots of time, learning, understanding, it's also more portable because of 3D BSP engines being largely similar. The thing is, however, that there are a number of identifiable characters in the Quake community, people that have been churning out content for nearly 20 years even, and show no signs of stopping. People who have or still work in the industry releasing insanely polished mods, levels, and concepts. Sock is the icon of this level of innovation, and the guy is a goddamn wiz when it comes to Quake, and level and game design in general.

Quake breeds and demands a level of professionalism, inventiveness, and understanding. DOOM however embraces experimentation, awkwardness and weirdness.

I find that the Quake community generates less content, but more content I actually love. It's sort of like my views with Nintendo. they may not be pushing out installments yearly, but when they do, they're meaningful, unique, and clearly a different thing.

I say this as someone who observes and hopes to integrate themselves with the Quake community with my first release, and someone who has loved the DOOM levels and wads I've played. I love both communities, for different reasons.

>>1770110
s'got nothin' to do with it!!!

>> No.1770356

hey guys. OP here. sorry I'm a week late on this post, (been off /vr/ for a while). Didn't expect it to get this popular since nobody replied for the first few hours, was surprised it got this many replies after finding it in the catalog.

anyways, thanks for suggestions and input. I'm going through the thread right now looking for mods and maps to download.

>> No.1770364

I have been breezing through the "realms" with >>1764828 and was pretty shocked at myself finding Ziggurat Vertigo as if I was on autopilot. It is been easily more then ten years I touched Quake. And it was largely multiplayer.

But I found myself asking the same questions I did long ago; "why do half the guns even exist?" and "why the fuck am I collecting runes? That game needed "some" narration. You could piece it together in Doom even without the end of chapter screens, Quake 2 had the right amount via radio and objective text. So you are never completely lost in those two.

But Quake... even reading the manual it doesn't help. Are there any mods that add/have-its-own fluff?

>> No.1770410
File: 3 KB, 126x121, quakeguy.jpg [View same] [iqdb] [saucenao] [google]
1770410

>>1770295
>>1767084
>>1767151
Of course there's no question that current FPSes tend to be much flatter, but I think you guys are exaggerating Quake 1's verticality. There are some levels that show it off like Ziggurat Vertigo as others have mentioned but there's really not that much combat going on above or below you. I mean most of the levels are fairly smallish interior spaces.

If I was going to point to an old FPS for verticality, I would pick Dark Forces II: Jedi Knight or maybe the alien levels in the 1999 AVP.

>> No.1770414 [DELETED] 

>>1770323
Too bad Quake SP sucks dick. You can have it m8.

>> No.1770424

>>1770410
Jedi Knight is pretty crazy with level design. Huge levels with huge spaces, all of which you can access, even if for no reason.

>> No.1770474

>>1770323
>the matter of tweaking how the game plays is really, really easy.
Yeah, because of all the source port modifications.
Quake already has QuakeC and allows for custom weapons and monsters.

>>1770364
>why do half the guns even exist?
Because sometimes a DB Shotgun is just too slow and inaccurate, so a regular shotgun gives a nice, small, quick pop. It's better for finding secrets and shit.

>why the fuck am I collecting runes?
They're McGuffins. Catch 'em all and such.

>> No.1770475

>>1770323

wow. nice mansplaining.

>> No.1770480

>>1770364

I don't think so, not even the expansion packs really explain.

>> No.1770497

>>1770323
That's a pretty good analysis. The good thing is that these jam sessions he's organizing will bring a lot more maps in the coming week/months, which is a good thing.

>>1770414
Says the mongoloid who probably hasn't played SP for more than 5 minutes.

>>1770474
That and it's more precise than the SSG and can be used to snipe distant monsters. The NG is a bit redundant though, yeah, but the SNG is a wee bit too powerful so I tend to only give it to players when they reach at least 50% of the map, or hide it in secrets.

>> No.1770521

>>1770497
lol I replayed the whole thing on nightmare recently you fucking asscock. it sucks dick. that's my opinion and you're just going to have to deal with it you pathetic autistic permavirgin.

>> No.1770543

>>1770410
As far as its 3D-ness goes, I think the way it is utilized in Quake is not so much for the combat but the general labyrinth-y dungeon level layouts. Levels like Grisly Grotto or Gloom Keep do a good job of showing you a place, but you have to do all these twists and turns and end up dropping out a hole and it turns out you had ended up above that place you saw initially. Really cool dungeon crawling-type feeling.

As far as exploration/freedom and combat, I think Duke 3D was actually better on that front, but in Quake you feel the solidity of the architecture and the sense of winding your way through twisty multilevel tunnels full of monsters and traps.

>> No.1770547
File: 42 KB, 600x449, Kristen-De-Luca-Feet-505118.jpg [View same] [iqdb] [saucenao] [google]
1770547

>>1770521

>ameriblob detected

i think you need more cornsyrp, friend.

>> No.1770559

>>1770521

"autistic permavirgin"

Seriously, what is this shit?

Anyway, are there any medieval Quake mods around?

>> No.1770571

>>1770559
Coven of Ebony is pretty medieval.

>> No.1770723

>>1770474
>Because sometimes a DB Shotgun is just too slow and inaccurate, so a regular shotgun gives a nice, small, quick pop...

I only remember using ssg to finish off people in axe range... man I used to be pretty good in DM...

>> No.1770730

what texture packs do you all prefer?

>> No.1770803

>>1759986
I'm really liking these maps so far. Clean and simple, fun to blast through quickly.

>>1756415
OP might like them. They have a lot more open space than vanilla Quake and you can run and gun more freely.

>> No.1770807

>>1769671
>>1769552
Yeah real smart, I know there's THEORETICALLY a million wads to play, but normal people get bored of things and need some variety

>> No.1770894

>>1770571

Thanks, I also found a few here: http://quakeone..com/files/4-mod-files/

>> No.1770918

>>1770894
http://quakeone.com/files/4-mod-files/

You really don't have to do with every link. Just some of the wonkier sites.

>> No.1771096

>>1770894
And I didn't mean double periods, just use the spoiler tag twice.
http://puu.sh/acVob.txt

You really should only have to do that when it gives you "Our system thinks your post is spam."

>> No.1771882

>>1770807
>Normal people
Do you even know where we are?
Nostalgiafag Grand Central Station.

>> No.1772062
File: 12 KB, 350x248, 07_1180579a.jpg [View same] [iqdb] [saucenao] [google]
1772062

>>1770547
Don't. Dude...don't.

>> No.1772550
File: 126 KB, 1920x800, 1402472819347.jpg [View same] [iqdb] [saucenao] [google]
1772550

bumping

>> No.1772561
File: 173 KB, 1024x768, 1402213760090.jpg [View same] [iqdb] [saucenao] [google]
1772561

if only quake 5 could return quake to the fantastic and intriguing horrors of the first game, in contemporary splendor

>> No.1772581
File: 775 KB, 1024x768, 1402213333112.jpg [View same] [iqdb] [saucenao] [google]
1772581

would quake benefit from killstreaks?

>> No.1772608
File: 325 KB, 1459x1094, 1402211993324.jpg [View same] [iqdb] [saucenao] [google]
1772608

>> No.1772616

>>1769134
> I am unbeatable at dm6.
Unless you're one of the qhlan regulars like Milton, Paradoks or Griffin, Reppie or Locktar and shit I seriously doubt it.
Those guys are seriously something else.

>> No.1772631

>>1769259
>No one is talking about which speedruns are fastest. Standard Quake play
That depends on your definition of standard quake play. If you mean netquake vanilla. A bit. If you mean just fucking about singleplayer with quakeworld, no.
Quakeworld allows for bunnyhopping which is the 'standard' of Quake multiplayer these days and which carries over to SP when using Quakeworld. Bunnyhopping alone makes your movement speed faster than Doom's and that's all you need. Doom is also slower if you don't know to straferun but anyone whose played it actively in ages knows about straferunning. Both games are far slower than their typical speeds if you don't anything about the games.

>> No.1772828

>>1764878
my friend gave me his physical copy of quake today, pretty cool of him.

>> No.1772890

>>1764878
Fitzquake also supports legacy mods, maps and wads, many newer engines introduce bugs and weirdness (for example, lifts may stop working on some maps). One of the best things about it is how it still plays old maps very well.

>> No.1772927

>>1772581
Honestly only slow ass console shooters that constantly turn into stalemates benefit from killstreaks.

>> No.1773853

Does anyone know how to get Quake running at a normal speed in DOSBox? I lowered the CPU cycles, but that just made it go slow in a large area while it still kept running too fast in a small area (like a hallway).

>> No.1774215

>>1773853
No idea m8. Why not just use a sourceport?
>>1765475
It does though, Darkplaces plays the music.

>> No.1774258
File: 542 KB, 2560x1440, 2014-07-02_00010.jpg [View same] [iqdb] [saucenao] [google]
1774258

>>1760120
>>1760075
No, it's not the Horde of Zendar. Sounds a lot more like the Marcher Fortress, pic related.

>> No.1774275

>>1774258
Wow, nice picture. I'm going to have to check that one out.

>> No.1774295

How do I make my Darkplaces mod screen not retarded? The one that comes with the download link itt works fine, but the latest version doesn't.

>> No.1774314
File: 524 KB, 1281x717, durrplaces.png [View same] [iqdb] [saucenao] [google]
1774314

>>1774295
Forgot pic.

>> No.1774317

>>1772581
No. The top Quake players can already dominate rounds with 30:1 KD ratio; killstreak awards would just widen the gap and alienate new players even more than they already are.

>> No.1774340

>>1772608
>>1772581
This was a SCP right?

>> No.1774360

Whats the best fan engine to run Quake on in windows 7?

>> No.1774370

>>1774360
Darkplaces is pretty and supports the soundtrack, so that.
Quakespams is more vanilla but it requires patching and shit to run with the music.
Use >>1764828 then update to the newest darkplaces.
or pick one of >>1764878

>> No.1774390

>>1774360
If you want pretty graphics but fucked up, shitty gameplay then Darkplaces is the one to pick.
Quakespasm is objectively the best sourceport, prove me wrong,

>> No.1774402

>>1774390
>but fucked up, shitty gameplay
Explain. I heard DP changed the physics a bit but not much more.

>> No.1774415
File: 22 KB, 509x322, do this.png [View same] [iqdb] [saucenao] [google]
1774415

>>1774402
"A bit" is a slight understatement. The speed, gravity and inertia is all configured in such a way that it makes certain sections of the game impossible, e.g. secrets that require precision jumping. It also changes the behaviour of jumping enemies like fiends, who will almost always get stuck in walls and shit.
Not a very faithful Quake experience if you ask me.
Darkplaces is basically GLQuake but with all the bugs fixed, expanded engine limits and increased resolution support.
Also, you don't need a patch to get music working in Darkplaces. Just convert the audio files to .ogg and rename them to this format, and put them in Id1/music.

>> No.1774418

>>1774415
>Darkplaces is basically GLQuake [...]
Whoops, I fucked up, this should read:
>Quakespasm is basically GLQuake [...]

>> No.1774425

>>1774415
Ok then, I guess I'll use that.
I've also heard FitzQuake get praised a lot, how is it?

>> No.1774430

>>1774425
Quakespasm is the still-active fork of FitzQuake, which is now defunct.

>> No.1774473

>>1774430
>>1774425
fitzquake is still useful for "legacy" maps, so to speak. It is a modern sourceport which still retains good support for very old custom maps, and there's still a number of good, old maps.

Worth having around for that reason.

>> No.1774482

>>1774430
Ya I checked the wiki after asking, I'm silly.
Thanks for the help, using Quakespasm now. Disabled the texture filter because I don't like it.
Thing I noticed, it doesn't have the integrated mod loader thing. I should use Quake Injector right?

>> No.1774484

>>1774370
>Quakespasm is more vanilla but requires patching and shit to run the music

It doesn't. All you have to do is create a music folder under the id1 folder and paste the ogg tracks in there.

>> No.1774502

>>1774482
you can type "game x" into the console to load mods. (for example "game bbelief" to load Beyond Belief, or "game quoth" to load Quoth).
But yeah, Quakeinjector is the more comfy solution.

>> No.1774540

>>1774502
Alright then.
I switched to DirectQ now though because my integrated Intel video card didn't like the explosions and particles. Runs much better now.

>> No.1775810

I honestly never understood why DarkPlaces gets so much recommendations. It plays like shit and on top of that has disappearing geometry and completely messed-up lighting in most custom maps with wrong shadows or brushes that are flat out pitch black even if they're properly lit in other engines. That baffles me. Stay the fuck away from DarkPlaces.

>> No.1776138

>>1774215

I just wanted to see if I could get it working properly.

>> No.1776141

>>1774215

I didn't realise it came with Darkplaces, I thought that one came with DirectQ. Nevermind...

>> No.1776148

>>1774360

Just run WinQuake and use _inmm.dll if you want a vanilla experience.

If you experience any rainbow colours, just use this: http://static.macuyiko.com/files/palettestealersuspender/PalettestealerSuspender.zip..

>> No.1776203

>>1775810
ultimate quake steam patch uses it, and it also has support for rygel's textures, and it looks pretty

beyond that it's not a proper quake experience and the physics are not the same and it also has bad performance even today

>> No.1776350

>>1770730
For Quake 1? None, just Dark Places with effects and lighting turned to Full.

Imo the Quake HD texture packs look like overdone garbage.

>> No.1776352

>>1772608
What is this? It's amazing.

>> No.1776383

>>1775810
I said in a recent post that Darkplaces is how I played quake. After trying Quakespasm it seems more like the best quake experience because fiends dont get stuck on the geometry.

Darkplaces did have awesome lighting though.

>> No.1776393

>>1776352
>What is Google?
>Dark Magic

grimreviews.blogspot.com/2008/01/mark-powells-visceral-art.html
sevasevol.blogspot.com/2011/11/mark-powell.html
leiulf.com/2012/11/28/meat-puppets/

>> No.1776625

Just played through E1 of Quake for the first time. It was pretty good but I like Doom a lot more. Also, the boss of the episode seems like something that /vr/ would absolutely hate and cause them to call it a bad game.

>> No.1776638

>>1776625
It's generally regarded that Chthon is a weak boss but more gimmicky and E1 was used as a shareware episode to hook in new players. One small, short level doesn't ruin an otherwise entirely excellently designed game.

That, and /vr/ is usually not so sensitive to small things. Episode 2 is also the best episode. It is fantastic.

>> No.1776676

>>1776625
>>1776638

I wish Quake had more bosses, it seemed to be a lacking element in Quake. It would've done nice with a Cthulhu-like boss.

>> No.1776694

>>1776625
I don't think many people are going to say Chthon is a great boss battle, but I don't know why you'd think it would make people say that the whole game is bad. Besides, good FPS bosses are hard to come by even in the best games.

>> No.1776697

>>1776676
bosses didn't really add much I think. Quake is a game that focused on level design and enemy encounters. No two rooms are really alike in either placement or geometry, and it really enables some spectacular game play.

>> No.1776703

>>1776694

I actually liked Chthon, what I didn't like is how you kill it. It should've been more complicated and harder than it was, but I guess due to id's "time constraints" they couldn't make a good enough boss battle.

>> No.1776704

>>1774258
Playing this map really drives home how much I lose my relative sense of place in Quake maps. I don't have any trouble navigating or solving the levels, and I can remember "this room connects to that room" and so on just fine, but man, a lot of parts of this level I have no idea how far away I am from the starting point or main hall. I wish Quake had an automap not to make navigation easier (levels tend to flow well and getting around isn't hard, I'm not complaining), but just to see how twisty and dense some of these maps are. It's crazy what people have made.

>> No.1776718

>>1776704

An automap would've ruined the experience for me, what makes Quake so great is how you got lost in those dark dungeon crawler type places which were filled with numerous of corridors and traps. It just gave you a feeling of confusion and fear which added to the Quake experience.

>> No.1776738

>>1766949
>>1761248
>>1759986
>>1769308
>>1769121
Is DarkPlaces enough for these maps, or do I need something more powerful? I doubt the good old GLQuake is enough.

>>1767907
And what about this one?

>> No.1776867

>>1776738
Get Quakespasm, it's by far the best port and it runs everything ouf of the box. DarkPlaces will spew lighting errors in half of these maps anyway.

>> No.1776871

>>1776867
how can i get the music to actually sound like the original. its all messed up no matter where i get the source from. quakespasm

>> No.1776883

>>1776867
Make a shortcut of Quakespasm and type this in the command line: -sndspeed 44100

>> No.1776886

>>1776883
Woops, meant to >>1776871 obviously.
That'll make the game play the music with CD quality. The default speed is 11025 in Quakespasm.

>> No.1776943

QuakeCon stream: http://new.livestream.com/quakecon/events/3192775

>> No.1776945

>>1776867
All right, I'll give Quakespasm a try. Going to be a funny weekend.

>> No.1776960

>>1775810
Prettier lightning I guess.
>wrong shadows and shit
Weird, Darkplaces does fix the overbright issue.

>> No.1776974
File: 401 KB, 1920x1080, zendar20140717203400-00.jpg [View same] [iqdb] [saucenao] [google]
1776974

>>1776960
I'm not talking about overbright stuff, I'm talking about erroneous shadows. Here's a screenshot I took to show you.

>> No.1776995

>>1776974
Is The Horde of Zendar good? It looks good, but does it play good?

>> No.1777029
File: 485 KB, 2560x1440, zendar-2014-07-02_00002.jpg [View same] [iqdb] [saucenao] [google]
1777029

>>1776995
Yes. It's considered by many to be the best Quake map of all time.

>> No.1777041

>>1777029
Right. Adding it to my playing list.

Imagine if the original retail Quake had had levels like in that screenshot. That looks absolutely stunning now. Doubtful how well the PCs of the day could have run it. 320x200 isn't too hot resolution.

>> No.1777053

>>1776638
>>1776694
I've seen people on here say stuff like "the beginning of Half Life ruined the game".

>> No.1777060

>>1777053
It was bad enough for me to keep a save file right after the intro.

>> No.1777106

>>1777041
This level of architecture's up there with early Unreal maps...you really couldn't make out some of the more advanced brushwork in that low a resolution, lol.

>> No.1777118

>>1777053
it is pretty bad, and really drags on, especially in repeat playthroughs. There's a reason why Speed Runs start nearly 7 minutes after a new game is actually started!

>>1776995
It might even be the greatest map ever made, it is really that good.

>> No.1777448

Rapha got owned: http://www.twitch..tv/quakecon

>> No.1777984

>>1774258
This map was great! Maybe it's because I don't have the mapping background to notice all the details, but this one impressed me more than Horde of Zendar did. HoZ started out really strong but most of the map felt like a cozy village, very nicely detailed of course but rarely giving me the grand architecture feeling. And then it ended just when I thought I was going into a cool new area.

Marcher Fortress is pretty linear but it's a fun twisting ride down and up to the top with a great sense of scale.

>> No.1778471
File: 914 KB, 499x269, somethingsfucky.gif [View same] [iqdb] [saucenao] [google]
1778471

>A Quake thread on /vr/ that didn't only reach 4 or 5 replies before 404ing

The hell is going on?

>> No.1778698
File: 430 KB, 1280x960, dosbox 2014-07-17 23-23-42-76.png [View same] [iqdb] [saucenao] [google]
1778698

>>1777041
You do know retail Quake can do higher than 320x200 right? Like significantly higher.

>> No.1778708

>>1777106
>This level of architecture's up there with early Unreal maps
That's a little insulting, I should think! I mean, Unreal is a good-looking game, but Quake mappers are quite a bit more advanced than that these days. Go back and look at any Unreal map and see how blocky it is.

>> No.1778832

>>1778698
Yes, but back in 1996 not many computers could run it in higher res than 320x200. Some rich people had computers that could do even 640x480. Intel engineers probably could do 800x600 and 1024x768.

>> No.1778864

>>1778832
What. I knew plenty of lower income people who had systems that could run Quake in at least 640x480, or some odd resolution. Where did you live in 1996? Not around a lot of people, I'd imagine.

>> No.1778920

What is the Chocolate Doom of Quake source ports? WinQuake? DirectQ?

>> No.1778938

>>1778864
Good for you if you were surrounded by people with powerful machines. Us commoners had to settle for less. Most screenshots in magazines etc. often weren't higher than 320x200 and people regularly complained how slow the game was. Pentiums were quite new at the time and not many had them. The damn thing required an FPU, something most CPUs of the day didn't have, even if they otherwise could have run Quake.

I didn't even see any 640x480 or 800x600 screenshots of Quake until I read the first 3D accelerator card reviews in late 1996 or early 1997.

>> No.1779154

>>1778920
WinQuake, if you can run it.

>> No.1779195 [DELETED] 
File: 137 KB, 765x832, 1377519487081.jpg [View same] [iqdb] [saucenao] [google]
1779195

>this whole thread
http://www.youtube.com/watch?v=ZhzXKMqZBBc
Go eat shit Doomfags. Your game is stale as fuck.

>> No.1779198 [DELETED] 

>>1763248
Halo's not a bad game at all. It's definitely not as much as a "thinking man's game" as Doom or Quake, but it does have a lot of good things going for it (particularly in the enemy design department). It just feels like an FPS-lite compared to it's predecessors.

>> No.1779213

>>1779198
Please take your trash back to /v/. Modern cancer like Halo is exactly what /vr/ exists to take refuge from.

>> No.1779258 [DELETED] 

>>1779213
Fantastic response, you sure showed me. Anon, I'm not saying you have to like Halo, I'm just saying it's not the piece of shit it's often made out to be. You could actually refute that and tell me why I'm wrong, but I guess it's easier to just shitpost, huh?

>> No.1779298

>>1778832
Are you implying that people with retail Quake couldn't use those resolutions in 1997, 1998, 1999... Because people didn't get good framerate in 1996? I've played Quake 2 at 800x600 & 1024x768 in software mode back in 97-98. I'm no benchmarkologist but I'm pretty fucking sure it could handle Quake 1.

In short, not everyone stuck to minimum requirements and stopped playing Quake a week after it came out for fucks sake. You could still play Quake 1 retail, no source-ports at higher resolution. So if they stuck those levels in Quake, bitching that 320x200 isn't a hot resolution because of how stunning it at high resolution is meaningless. The content would still be there regardless of when you personally got a better computer to use it.

I'm guessing you'd also bitch that showing pictures of Quake 3 at 1600x1200@32 bit color with lightmaps is unfair because a lot of people were using 640x480@16 with vertex lighting to get decent playability. Nevertheless, 32 bit color and lightmaps is the standard these days for it, even AA which virtually no one would have used because it would have shit all over their frame-rate.

tl;dr fuck off.

>> No.1779304

>>1779258
Well you're wrong, Halo is in fact shit.

>>>/v/

>> No.1779308
File: 743 KB, 1600x1200, Quake3 2012-01-30 20-00-33-57.jpg [View same] [iqdb] [saucenao] [google]
1779308

>>1779298
Also here's a picture of retail Quake 3. I'm sooooo fucking glad it's capped at 640x480@16/vertex.

>> No.1779314

>>1779304
>Halo is in fact shit.

You want to elaborate on that? Or are you just going to spam >>>/v/, because putting any actual thought into your posts would require some basic thinking skills and a mild amount of effort?

>> No.1779316

>>1779258
>>1779314
>You could actually refute that and tell me why I'm wrong
Oh I absolutely can, the problem with that is it would involve taking this off-topic discussion bait and venturing even further off-topic. Any discussion of non-retro shit is itself "shitposting".

Now just take your trash and leave, please.

>> No.1779320

>>1779314
Don't bother, he's either a close-minded Luddite or just a troll.

>> No.1779323

>>1779304
This is true. Halo is shit. It's not just slow as shit, the balance is broken, the level design is terrible and cookie cutter. The AI is bad. If you have the PC version you also get one of the worst netcodes in history for multiplayer - it also requires installing xml parser seperately to see text in chat so that's hilarious to boot.

>>1779314
He really shouldn't there's been ten years of discussing it and it's been absolutely torn to pieces by everyone who isn't a dipshit. It's also not retro and is fact the very essence of shittiness that /v/ peddles.

>> No.1779346

>>1779308
>>1779298
Holy hell you're angry. The very first thing you should do is to calm down. You're fuming with anger on an anonymous image board for absolutely no reason.

The next thing you should stop is making up things. You're putting words in my mouth. I've never said anything about Quake 3, 1600x1200 resolutions, anti-aliasing, vertex lighting, etc. or bitching anything.

>Are you implying that people with retail Quake couldn't use those resolutions in 1997, 1998, 1999
No.

>not everyone stuck to minimum requirements and stopped playing Quake a week after it came out for fucks sake
Of course not. I never said anything like that.

Now, here's what I said:

>320x200 isn't too hot resolution
>back in 1996 not many computers could run it in higher res than 320x200
>Pentiums were quite new at the time

That's what I said. It does not mean that no one could have played Quake in higher resolution than 320x200. It just means that there were many people who could only play it in 320x200 (I was one of them), because we didn't have those new-fangled Pentiums yet. We had them only some time later. Some had only shared family computers that were not high-end (for the time) gaming machines. This seems to be an alien concept to you, but I understand.

Many game reviews that I read at the time complained about boring and dull colors and slow framerates. They noted that if you use higher resolutions like 640x480 the game starts to look a lot more beautiful, but it requires a powerful computer. One noted dryly that if you don't have an FPU, don't bother to buy Quake. That tells you a lot about the machines at the time.

Yes, I was running 800x600 Quake 2 hardware-accelerated in 1999, but three years earlier I ran Quake in 320x200 resolution because that was all I could have. Many people I knew didn't have a computer that could run Quake at all.

TL;DR: Calm down and stop overreacting. Go play Quake or something.

>> No.1779402

>>1759845
It does play different, but not to it's advantage. The only way to enjoy Quake's SP is to learn the maps first. There is no enjoyment in it's exploration. Halo and Half-Life did similar archetype much better.
Probably the only thing I enjoyed in Q's gameplay were the zombies and grenade launcher.

>> No.1779421
File: 1.49 MB, 632x480, Video_1405650469.webm [View same] [iqdb] [saucenao] [google]
1779421

So I'm trying out a map collab called 768_pack. It's pretty neat. Apparently the designers were told they could do whatever, as long as the maps could be confined in a rectangular prism 768 units in depth and width.

It's neat seeing a lot of what the developers did with the verticality of the maps. It's definitely something you won't see in Doom anytime soon.

The first map in particular is great at setting up the mood. Webm very related.

>> No.1779426

>>1779323
Halo's aesthetics are fantastic the gameplay has nice composition, and the AI was better than anything on PC until FEAR.
Say what you will but it is one of the better shooters out there. You just mad because popularity.

>> No.1779460

>>1779426
All of that is incorrect.
You're just defending it because it's popular.

>> No.1779464

>>1779346
>Holy hell you're angry.
Holy hell you're projecting. Calm your own titties down.

>The next thing you should stop is making up things.
The next thing you should do is stop letting points fly over your head.

>No.
It was the crux of your statement afterall.

Nice sidestep and ignoring the point of the whole discussion. Link to /v/ is at the bottom, in case you forgot.

>> No.1779479

>>1779464
"Discussion".

Nasty overreaction would be a better term. The only thing I said was that some people played Quake in 320x200. You don't have to go apeshit over how people played games 18 years ago.

I consider this... "discussion"... to end here. If you want to continue overreacting, be my guest.

>> No.1779587

I play Quake at 320x200 today...

>>1779426

I liked the first Halo, after that it was all bullshit.

>> No.1779717

>>1779320

Epic win dude.

>> No.1780192

>>1779421
Looks interesting, I like creative and unusual maps so I'll give this a shot.

>> No.1780234

>>1780192
You should give digs' maps a try then, he makes maps with unusual gameplay twists. See the Anomaly series or more recently RJ Zone.

>> No.1780265

TyrQuake, QuakeSpasm, or DirectQ?
FTEQW, FodQuake, or ezQuake?

>> No.1780383

>>1780265
>QuakeSpasm, or DirectQ?
Choose between those depenging on what's your vid card. If it's an integrated intel go with DirectQ.
Dunno about the others.

>> No.1781151

>>1780265
TyrQuake is really fucking outdated by now, and DirectQ is the least faithful of them all. Go with either QuakeSpasm or Fitzquake Mark V.

>> No.1781279

>>1781151
>and DirectQ is the least faithful of them all
Explain.

>> No.1781370

I must be the only one here who actually likes the software rendering for Quake.

>> No.1781384

>>1781370
I don't see a point in using it, as it distorts long pixels, but if you filter textures in quake the game looks like shit. looks best sharp, with unfiltered texturse.

>> No.1781412

gl_nearest_mipmap_linear master race.

>> No.1782089

>>1781384
Depending on the version software does overbrights properly which a lot of engines and renderers don't, including the original glquake.

>> No.1782419

>>1781412
What's the difference between that and gl_nearest? They look exactly the same.

>> No.1782590

>>1782419
gl_nearest_mipmap_nearest uses nearest for the mipmaps instead of bi/trilinear. Look at the distance not up close. gl_nearest_ and gl_linear_ specify the up close filtering _mipmap_nearest and _mipmap_linear specify the long distance filtering (the mipmaps)

They also don't look the same.

>> No.1782810

>>1764904
I can't get this to work, Winquake sends up an error "Can't render track02.ogg"
What do? I just wanna play vanilla Quake ;_;

>> No.1782864

>>1782810

Did you remember to put the tracks into Id1/sound/cdtracks? And did you remember to add the tracks to the "_imnn.dll" setup tab?

>> No.1783408

>>1763297

What about Tyrquake?

>> No.1783432

>>1781412
Agreed.
>>1782089
A lot of the "standard" ones do.

>> No.1783561

>>1783408

Does TYR-Quake have modified physics?

>> No.1783691

how to install quakespasm im a spaz

>> No.1783737

>>1783691
Just extract in your Quake folder and run the exe.

>> No.1783739

>>1783737
o
thanx

so
how is /vr/ doing

>> No.1785210

QuakeCon's happening, but Quake sale. Wut the wut, Beth.

>> No.1785214

>>1785210
*No Quake sale.

>> No.1785704

>>1785214
looks like they're doing different sales every day

still, no shame in pirating Quake.

>> No.1785713

>>1785704

I remember buying Ultimate Quake back in 2006.

>> No.1785725
File: 1.60 MB, 3264x2448, quaketomoko.jpg [View same] [iqdb] [saucenao] [google]
1785725

>>1785713
I've got that too.

>> No.1785840

>>1781370
i prefer it. early games running on opengl had ugly colors. seriously, i don't see why opengl got so popular, its fucking stupid

>> No.1785862

>>1785725

I use to have the box, but I lost it.

>> No.1785872

>>1782864
Did both of that, doesn't work.
Whatever, I'll use QuakeSpasm, I'm always too autistic about ports.

>> No.1785906
File: 47 KB, 124x104, 1391584636621.gif [View same] [iqdb] [saucenao] [google]
1785906

I found pretty much all of the id Software games to be too scary. I guess I'm a baby or something, but to this day, I feel true dread while running through the dark areas. It's part of the appeal of Doom to me, arcade action + constantly fighting your fear, but I'd like a fast-paced Doom-like shooter without the spook.

>> No.1785908

>>1785872

Hmm weird, I did exactly what it said in Steam and it worked. Works for WinQuake at least anyway...

>> No.1785934

>>1785840
OpenGL was great. It was fast, and flexible, and really competitive too. Glide was better, but it being proprietary, the moment a competing card got ahead in another API, things were quick to fall apart for 3DFX's attempt to hold the market.

It still is great, although it had been stagnating for a few years, it's currently the better API of the big two, it just needs better adaptation and hopefully we can get some competition rolling again.

>> No.1785943

>>1785906
That's really cute.
I want to hug you.

>> No.1785949
File: 1.70 MB, 640x360, 1376153541735.gif [View same] [iqdb] [saucenao] [google]
1785949

>>1785943
Y-you too...

>> No.1785950

>>1785906
Wow what a sissy. Try playing AvP you'll run away from the screen or something.

>> No.1787580

>>1783408
I'll replace the Fitzquake section with "TYRQUAKE:
ARE YOU ON AN ANDROID?
YES? GET RETROARCH.
IF NOT, FUCK IT."

>> No.1787595

>>1785906
doom i think is too cartoony to be scary nowadays, but yeah, quake is some scary shit. the later levels feel like the manifestation of pure evil rather than actual places, it's great.

>> No.1787596

Who owns the vrdoom weebly website?
Needs a couple QuakeWorld engines or at the very least a link to nQuake

>> No.1787754

>>1778698
Didn't Carmack have a ridiculously high resolution monitor for the 90s?

>> No.1788263
File: 34 KB, 580x386, 28hd96.jpg [View same] [iqdb] [saucenao] [google]
1788263

>>1787754
Yeah, a 28" widescreen 1080p CRT... in 1995. Damn.
http://fabiensanglard.net/quake2/

>> No.1788667
File: 174 KB, 640x480, kvak.png [View same] [iqdb] [saucenao] [google]
1788667

>start QuakeSpasm
>everything seems well
>enter the first episode
>see this

Wat. This doesn't happen in DirectQ or WinQuake. I thought this was a vanilla port or something...

>> No.1788735

>>1788667
...Deathmatch items? Maybe?

At first glance it looks like you got a pirated copy of quack bro.

>> No.1788739

>>1788263
if they made one of those today i'd buy one

>> No.1788753

>>1756415
Which sourceport keeps Quake original, best graphics (3DFX?) look, but fixes the mouse issues and makes it work for modern systems?

>> No.1788756

>>1788753
Quakespasm

>> No.1788761

>>1778698
>dem mangled vertices

>> No.1788768

>>1788753
winquake

>> No.1788770
File: 90 KB, 640x480, kvak2.jpg [View same] [iqdb] [saucenao] [google]
1788770

>>1788735
I've run through some other levels and only E1M1 seems to have these huge deposits of items in the first and last room. It's really fucking weird.
It could be something multiplayer related as the console says "Fitzquake Server" when I start the singleplayer game.

>> No.1788775

>>1756415

Serious Sam?

>> No.1788781

>>1788770
Oh, try adding -fitz to your launch options.

>> No.1788943

>>1788753

WinProQuake 4.10, that's the port I use. I don't use any later ProQuake versions because they don't support WinQuake.

But this one doesn't change any of the physics or graphics, it has more options in the menu though. You can disable gun movement and disable the crosshair.

>> No.1789396

>>1788943
cl_bob 0
crosshair 0

Every port has these
:U

>> No.1789443

>>1789396

Yeah, but they're actually implemented as options in the menu.

>> No.1790151

>>1788263
>When Romero wandered over to id's booth, [...].

>He pushed his way through the crowd to see the demo of Quake II. His face filled with yellow light as his jaw slackened. Colored lighting! Romero couldn't believe what he was seeing. The setting was a dungeonlike military level, but when the gamer fired his gun, the yellow blast of the ammunition cast a corresponding yellow glow as it sailed down the walls. It was subtle, but when Romero saw the dynamic colored lighting, it was a moment just like that one back at Softdisk when he saw Dangerous Dave in Copyright Infringement for the first time.

>"Holy f*ck," he muttered. Carmack had done it again.

Carmack has made John Rommmmmmero his bitch

>> No.1790659

>>1789443
A lot of ports just don't integrate useful options in it's menus. Why is that?

>> No.1790669

>>1790659

Probably because most know the commands.

>> No.1791601

>>1790669
Would be more convenient though.

>> No.1792064

>>1791601
I have to agree with you. I've yet to see a sourceport really have a nice, full menu.

>> No.1792210

>>1792064
It would also be better than say, having to retype the same commands every time you re-install the sourceports, and having to mess around with cfg files.

>> No.1792368

>>1792064
EZQuake does and it's menu is a clusterfuck.

>> No.1792416

>>1792368
But at least they're there and you can even turn that off. Who knew that to turn off the interpolation you need r_lerpmodels 0 and r_lerpmove 0?

>> No.1792897

>>1792210

Or you can just save the autoexec.cfg file and re-add it when you've reinstalled it.

>> No.1792917

>>1792368
well, a better menu would be nice. EZquake feels like it just has the default quake menu interface, which is navigable with a keyboard as well as a mouse. something mouse centric would be good.

>> No.1793010
File: 242 KB, 500x359, 1363242900503.gif [View same] [iqdb] [saucenao] [google]
1793010

I hope you fuckers are happy, this thread got me to finally play Quake and I'm fucking spooked.
>Music starts out as incomprehensible whispering
>moves onto the wind blowing with whining in the background

>> No.1793020

>>1793010
You're going to love it when Reznor adds grenade bounce sounds into the ambience later on. Always spooks me out.

>> No.1793051

>>1793020
>monsters in the ceiling lobbing grenades already got me once.
>music adds in fake grenade sounds.
All of my love and hate.

>> No.1793234

>>1793010
To me it sounded more like someone being tortured with a drill press.

Really, like I think that actually encapsulates Quake's techno-horror theme. Ambient torture and scratches for dear life.

>> No.1793389

>>1793234
And that is one of quakes failings.

Awesome techno music blasting in a castle while fighting mutated flying wizzards and knights...

...and then of course there are ogres with grenade launchers and chainsaws that stick out like a sore thumb...

>> No.1793391

>>1793389
the music is never out of place. That's the title theme I'm describing. The tech music is reserved for the opening levels, which are all tech based, and the later ones are all ambient horror.

>> No.1793414

>>1793389
>Awesome techno music blasting in a castle while fighting mutated flying wizzards and knights...
>...and then of course there are ogres with grenade launchers and chainsaws that stick out like a sore thumb...
I thought all that was awesome but ok

>> No.1793659

>>1793389

The music isn't techno, wtf are people talking about here? The music was dark ambient which fits perfectly into Quake.

>> No.1793904

>>1793414
It is awesome, music meshes well with it, but it keeps reminding me "this feels like it was going to a sword and sorcery game but has doom weapons for some reason.". After all those years I am still stuck at "why wasn't shotgun a shotgunspell?"... guess that's why I felt at home with Hexen II even though it was worlds apart...

>>1793391
There are like 2 tracks without mechanical drones, electric buzz or straight up compressor sounds like track 2.

Also new thread when?

>> No.1793907

So I'm playing Quakespasm and I've noticed there to be a subtle aim assist. This doesn't make a difference for most monsters, but for those giant blue exploding cum things there's a noticeable difference. Without aim assist it is certainly more intense as the nails don't all automatically head towards those bouncing blobs.

I couldn't see an option to turn off the auto-aim. What do? Am I allowed to play like this or is it pleb?

>> No.1793946

>>1793904

Hexen II always comes in mind of what Quake might've turned out to be as an RPG type game.

>>1793907

sv_aim 0.

>> No.1793947

>>1793946
>sv_aim 0.
Is that how everyone plays? If I don't do it am I a pleb?

>> No.1794036

>>1793947

People who play with keyboard only usually have it enabled.

>> No.1794704

>>1793946
Correction, sv_aim 2 disables it entirely.

>> No.1795054

>>1793659
The problem is that people don't know that techno is actually a word that means something. Lay people who hate music mean it suggest anything electronic, which is stupid because it's many things contain at least some electronic instruments or effects and even in many cases it can be impossible to tell. You might even have a drummer using electronic drumpad kit and people would be hard pressed to tell.

The term for anything electronic based, is electronic music. It's simple enough though it's essentially one of the least descriptive adjectives in human kind. You might as well say sonically reproduced music.
For those who don't know - Techno is EDM (electronic dance music - at least it's clearer about it's origins than simply electronic music) that come from eletro and HI-NRG. Typified by repetitiveness, industrial-tech motifs and often four on the floor drums. There are particular genre styles/instruments that come into play that differentiate that can be difficult to discern. A lot of music genres specifically fall under what's essentially a potential continuum fallacy where some are so between it's hard to distinguish them clearly from one another. Suffice to say Techno is close to electro and disco combined with it's own unique blends.

Calling it techno is similar to calling Quake's soundtrack complextro/eletro house (IE what you think is dubstep but actually is nowhere near it. Listen to some dub - IE reggae bass - that's the dub in dubstep. Then listen to two step garage, shit like craig david. take the raggae dub mix it with two step drums and you have dubstep. It's also notoriously difficult to find good examples without knowing them off the top of your head.)

>> No.1795061

>NIN
>techno

I don't even...

>> No.1795098

>>1795061
I wouldn't go so far as to suggest that NIN is diametrically opposed to techno.
Given that you could find similarities in the likes of 'you know who you are', closer, head like a hole. Some of NIN can push into industrial techno as much as it does into industrial rock.

You can't listen to say this
https://www.youtube.com/watch?v=PKJzLrCiot0

Then reasonably suggest that this
https://www.youtube.com/watch?v=_hcn06INsyA

shares absolutely no similarities.

>> No.1795113

>>1795098
Yeah, but the Quake soundtrack doesn't sound like Head like a Hole. At all.

>> No.1795137

>>1795113
I'll agree to that in a general form. It's intrinsically wrong that it sounds 'nothing' like Head Like A Hole or even Pretty Hate Machine. There are stylistic distortions and instrumental variations that sound 'like NIN' in both compositions. But stylistically genre wise, yeah it's not similar.
But NIN is not the Quake soundtrack.

>Quake soundtrack
>techno

Would be appropriate. Likewise Quake soundtrack didn't make Head Like A Hole.

>> No.1795151

>>1795137
Eh fair enough. When I said "sounds like" I meant in the sense that Quake isn't electronic pop music like Pretty Hate Machine.

I'll be the first to admit that "techno" is so misused that I couldn't define what it is.

>> No.1795250

>>1795061
I like to call it "techno industrial horror".

>> No.1795263

>>1795151
Agreeable.

It's just that NIN is fairly wide ranging in composition from electro-industrial/industrial-techno, rock and metal, to ambient like the Quake's soundtrack, to symphonic like piece, some that sort of have jazz influence. It's cutting his work short to consider nothing of it close to techno. When it's a centralized point of his beginnings and to production style of his music. He mixes in a lot of various influences and sounds into a very well put together cohesive pieces and unlike a lot of bands doesn't stick to nearly specific style. Even throughout an album it shifts around a lot and is diverse. He keeps gritty/industrial edge to his music but it's quite dynamic.
It's a disservice in all actuality to really to lump all his music into any specific genre even across albums. So I'm not saying NIN is techno but he's not not techno as well. He's a great fusionist.

>> No.1795273

>>1794704

"sv_aim" - the default value of 0.93 gives the player a small amount of autoaim. Setting the value to 1 eliminates the autoaim, while lowering the value allows for more autoaim."

Although this may vary from client to client.

>> No.1795274

>>1795250
None of Quake's soundtrack is techno.
The soundtrack is largely industrial ambient and dark ambient.

>> No.1795289

Play it on nightmare difficulty with the original NIN soundtrack. It's the only way to play Quake.

>> No.1795292

>>1795289
>nightmare

those fucking ogres

>> No.1795301

>>1795292
What about them?

>> No.1795307

>>1795274

Yeah, I don't even understand how you could call it that. It fits more in the dark ambient and dungeon synth genres. The only song that isn't like either is the title track, but even that has ambient sounds in it.

>>1795289

Is there even a difference between hard and nightmare? I don't feel any difference.

>> No.1795352

>>1795301
they shoot fast

>>1795307
in nightmare everything shoots and moves twice as fast

>> No.1795364

>>1795352
Eh, I always play nightmare. It's not really all that fast.

>> No.1795380

>>1764878
What the fuck happened to directq anyway? I've been looking for it all over but the download links are apparently all broken.

>> No.1795416

>>1795380

http://tinyurl..com/n26fl7x

>> No.1795464

>>1795416
Thanks anon.

>> No.1795491

>>1760587
Like it or not Half-Life started a lot of the trends FPS games follow today.

>> No.1795528

>>1772581
They actually kind of already do.

The tactical map control, the focus on the timing of the items is in its own way a killstreak -- a bonus for multiple frags. But you have to exploit the killstreak with finesse, not just press a button.

People might think just because a game has a lot of modern military settings and weapons that it is a tactical game, but cod is 1000X more arcade like than quake. Which is weird because in quake everyone is set on lighting and blown up and doing acrobatics. But the strategy you need to employ to maintain map control and catch your opponent off guard, compared to shooters today -- you must be kasparov.

>> No.1795571

Anyone know how to get expansions/maps/mods to work in retroarch?

>> No.1795631

>>1778471
That's pretty normal. What's shocking me is how civil it is. Usually Quake threads just evolve into a shit flinging contest with the Doom fans.

>> No.1795645

>>1795137
quake has much more in common with the downward spiral with its static, distortion, screams, etc. It's not exactly akin to it, but you can sorta see how they wanted to continue the downward spiral's style and integrate it into Quake's audio.

>> No.1795648

>>1795491
yes, but most modern games don't do it in the same vein. Half-Life is really different in how it approaches scripting compared to most modern games. HL tends to involve the player directly, or actively with its scripting, rarely is it ever sit back and watch. Even then, when it is, it directs the player with its intention, such as when you launch the rocket or even do the rocket test you get the heat warning in your HUD despite not being damaged, it triggers the player into a response, emotional or physical, their state is altered.

Modern games have more akin to cod in 2003, building either game play around set piece scripted events, or just having it as a backdrop in a level.

Yes it can be traced a bit back to HL, but honestly it has more in common with CoD's originator, Medal of Honor.

HL style games are more like No One Lives Forever. Games that embrace that sense of pacing in their level design, the slow moments where you soak in details. Max Payne, etc...

>> No.1795651

>>1795631
I don't think anyone has anything to "prove" anymore. We just want to talk about video games.

>> No.1796074

New Thread (that no one will pay attention to): >>1796072

Site, IRC, pastebin, sources...

>> No.1796485

>>1796074
but we ain't over the bump limit yet

>> No.1799492

>>1756415

quake is boring fucking shit

>> No.1799494

>>1799492
I disrespectfully disagree with your opinion.

>> No.1799515 [DELETED] 

How come no one ever mentions or recommends the Quake expansion packs? Wouldn't it be the case of more content = better or are they all bad enough that they don't deserve mentioning?
I think I remember reading somewhere that John Romero worked on a couple of levels of one of the expansion packs, but I don't know if it's true. I tried searching around and couldn't really find any info about it. Could someone confirm/deny.