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/vr/ - Retro Games


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4738016 No.4738016 [Reply] [Original]

Did Quake 2 really need to add a new setting and enemy type when Quake 1 had a great setting already?

>> No.4738021

>>4738016
ye

>> No.4738023

>>4738016
Why do people hate the strogg so much? The lovecraftian shit was nice but changing things up is better

>> No.4738025

>>4738023
why not just make a new IP?

>> No.4738037

>>4738025
Because I think Quake 2 was gonna be its own IP but they just thought lets slap Quake 2 on it. Which as a result fucked single player quake till this day

>> No.4738052

>>4738023
not enough variety, its just dudes with guns

>> No.4738078

>>4738052
Dont forget the extra gore thrown everywhere

>> No.4738101
File: 94 KB, 375x585, q4.png [View same] [iqdb] [saucenao] [google]
4738101

Quake II was original back in the day, doing the whole "Space Marines in a Realistic Military Environment" 5 years before Medal of Honor Allied Assault came out. But now it's just trite thanks to everybody copying it mercilessly, Gears of War single handedly murdered the asthetic and buried it under a dead horse so that the police dogs couldn't find the corpse.

But more seriously it was likely because they kicked Romero out of iD after Quake and probably wanted to start "fresh" since Quake was based of of Romero's interest in spooky dark fantasy stuff.

>> No.4738128

>>4738101
I always thought the strogg were Borg knock offs

>> No.4738145

>>4738037
I know, but I don't think id really needed to that. They were literally the biggest name in PC gaming by far, heroes of the industry. They'd have no problem with generating buzz for their new game. It's not like nobody would have known that freaking id software had made a new FPS a year after Quake's release if it wasn't called "Quake 2".

>> No.4738158

>>4738128
Cyborgized slave soldiers aren't exactly new to science fiction though, the Borg just made them mainstream.

>> No.4738161

It was killed back in the day by OpenGL's lack of overbright, default bilinear filtering and general OpenGL badness. It's being held dowm today by really, really bad OpenGL-only source ports.
Source ports for Quake 2 are also useless because the original source code compiles just fine.

>> No.4738201
File: 763 KB, 1920x1080, 5151456314541514814654114.jpg [View same] [iqdb] [saucenao] [google]
4738201

>>4738158
>>4738128
The strogg are just borg with like 20 times more gore. Quake 4 tried to salvage the strogg plot but failed miserably. The only good strogg game was Quake Wars imo but that is not /vr/ territory

>> No.4738259

>>4738016
They didn't have any faith in it. The development of Quake 1 was a clusterfuck and nobody enjoyed making it.

At the time it seemed like a brilliant move. It was getting away from the "space marine in hell" thing and the brown palette.

Twenty years later, it seems like a terrible mistake and the Lovecraftian setting was much better - and FPS games ended up washed out brown anyway.

>> No.4738289

>>4738101
You spend too much time online. Your post is meaningless buzzword nonsense and unfunny jokes

>> No.4738298

>>4738201
Was Quake 4 that much of a flop it killed single player quake?

>> No.4738463

>>4738259
and then series became multiplayer infested esports shit

>> No.4738468

>>4738289
This. It was a clueless XBL generation faggot attempting a "retrospective" on something he knows fuck all about. Imagine /vr/ in another 5 years lol.

>> No.4739065

>>4738463
That’s Quake 3 broski

>> No.4739104
File: 2.84 MB, 1280x960, Q2 texture filtering.webm [View same] [iqdb] [saucenao] [google]
4739104

>>4738023
bitter, envious people because there weren't many more lovecraftian games but there was a lot of sci-fi/space war games that came out later

so they make up opinions like "Q2 killed quake/the whole fps genre" because they used a setting that turned out to be more popular

>>4738161
it ran smoother at higher resolutions, was not pixelated because of the filtering, and it had colored lighting. also the animations were much smoother by default (even if wobbly). it was objectively better looking because it was visibly more advanced technologically

>> No.4739160 [DELETED] 

>>4738298
It might not had been just Q4, quite a lot of people had the impression that all id tech 4 games are reskins which to some extend was true. It wouldn't had been an issue if all those games weren't some AAA games.

It might had been a "fun" shooter with a few interesting mechanics here and there but the game was annoying restrictive. A bit too much even. The single-player campaign was corridors, scripted events, escort segments and Raven for some fucking reason hated speedruns so they kept patching out anything that might make you move even a little bit faster with every update.
I sure as hell didn't to see how much worse 5 would had been in a post-CoD era.

>> No.4739180

>>4738161
you are retarded
stop posting

>> No.4739480

Quake 2 had better singleplayer while Quake 1 had better multiplayer

>> No.4739676

>>4738016
>>4738025
>>4738037
>>4738145
What would be a better name if not "Quake II"?

>> No.4740013

>>4739676
Tender Flesh and Rusty Metal: the Revenge.

>> No.4740025

What was supposed to be so good about the quake 1 "setting" anyway? as memory serves it was just random spooky stuff thrown around in random spooky environments without rhyme or reason. You autists talk like the fact it made references to Lovecraft's writing alone makes it good

>> No.4740068

>>4738101
I'm convinced this post was made by a script which corbels together dime words and indexed forum rhetoric.

>> No.4740072
File: 69 KB, 1024x768, Quake.jpg [View same] [iqdb] [saucenao] [google]
4740072

>>4740025
The unique atmosphere makes it good. And what about
>random spooky stuff thrown around in random spooky environments
The levels looked like abstract maps, just like the ones in Doom. In Quake we can see a few levels reminding military bases and they just barely reminds them, of course, just like in Doom. But then they changes to weird castles and cities and dungeons when the MC steps into the slipgate and finds himself in some unfriendly, dark and weird dimension with strange creatures and unearthly architecture made without any logic. Those levels may seem kinda empty and boring and random and stupid if you're trying to find any logic and resemblance to the real architecture structures. But they serves the gameplay well and got cool Lovecraftian style.

>> No.4740076

>>4740025
Even though I'm not insulting about it, I agree with that sentiment. They just did "brown" with "evil stuff came through the teleporter" like fucking Doom again.

>> No.4740310

>>4739676
"Enemy Territory"

would have been a cool name for the entire franchise desu.

However id software style tends to be one word (Wolfenstein, Doom, Quake, Rage)

Idk some nerd figure it out.

>> No.4740403

The game itself is fun, both single and multi. I understand and agree with the lame change in setting too. What I don't get is why so many people trash it for its graphics. It looks like they accomplished the setting they were going for. Somehow this seems to be the only game immune to "gameplay matters more than graphics"

>> No.4740409

>>4740025
At the time, it really was a mishmash of bullshit because of poor communication at id resulting in a bunch of artists making medieval textures before Carmack deciding a couple months before release that it was going to be an FPS and not an RPG.

But two decades later people praise it because there's only been a handful of games since then that have that same blend of medieval, otherworldly, Lovecraftian fantasy and grungy technology.

>> No.4740992

>>4738025
>>4738016
It was originally going to be a new IP (because allegedly the id Software guys didn't like Quake), but they eventually decided to call it Quake II because they thought it'd sell better with the name brand recognition.

>> No.4740993

>>4738101
The Lovecraftian concept wasn't from Romero though.

>> No.4740995

>>4739480
It's the exact opposite.

>> No.4740997

>>4740025
It felt like you were transported to this other world "that should not be", some abomination outside of time and space that you may never return from. I don't think ANY other game in ANY genre ever quite captured that feeling.

>> No.4741000

>>4740025
One of the reasons is just because there's no other game like it.

>>4740409
Yeah, it's a pretty unique aesthetic.

>> No.4741007

>>4740310
>some nerd figure it out
Maybe we should just ask Romero?

>> No.4741124

I didn't like Quake 2 back then, but I must say I appreciate the devs for trying something completely new, instead of doing the same thing again in the same setting. I believe this kind of radical changes were more normal in those days, when budgets were not so huge as today AAA games.

>> No.4741136

>>4740997
>I don't think ANY other game in ANY genre ever quite captured that feeling.
Bloodborne is the true lovecraftian vidya kino.

>> No.4741335

>>4738016
No, they initially were gonna name it something else, but that name was taken and trademarked, so they went "Fuck it, we'll just call it Quake 2"

>>4738023
I kinda like the strogg, but I like the setting and themes of the first game a lot more (even though I think that Quake 2 is slightly better).

>>4738101
>Quake was based of of Romero's interest in spooky dark fantasy stuff.
Kind of, but a whole lot of that stuff came from the other guys too, particularly Sandy, he's a gigantic Lovecraft buff, (I love that old fat jolly, mormon nerd).

Thing with Quake was that it wasn't gonna be a "marines and shotguns" game at all, like Doom, Romero was put on lead for Quake, and he had this grand vision for an open world fantasy RPG with melee, magic spells and quests, this was an elaborate idea he had in his head ever since the Commander Keen games, strongly inspired by all the D&D they used to play.
Problem was that Romero has ADHD, and the runaway success of Doom had made his ego really fat, so very often, he was absent from work, "courting the press" (who happily fed his ego and misrepresented him as being like 90% of the driving force behind Doom, when he was like maybe 40% at most), and he was frequently playing Doom deathmatch with fans online during work hours.

Work suffered a lot for this, and the deadline drawing closer and closer, little of the game was done, so iD just decided this wasn't gonna work, and opted to just take what they had and quickly retool it into a Doom style shooter, "We'll do a creative game next time". Romero was furious about this, and this was where he decided he'd finish it as a shooter, but it would be his last game at iD

For being the mess that Quake is, delayed and stalling, then hurried out near the end, it's really good, and probably the reason it's so weird, but you can also tell it wasn't quite finished, due to the completely phoned in bossfights, and some other things.

>> No.4741364

>>4738128
I guess they're kinda like heavy metal borgs.

>>4738145
Yeah, but calling it Quake 2 was something that just happened, it was never thought of as a game like Quake during development.

>>4738161
Shut up.

>>4739104
Well, "in a sense", you could argue that naming it Q2 killed prospects of making a real sequel to Q1, but I'm pretty sure iD had no intention of ever really revisiting it back then, wanting to put it behind them.

Now, given the success of Doom 4, and that Ranger was given so much focus in Quake Champions, I think nu-iD gets that there's nostalgia about the first game.
In my opinion, a true sequel (or reboot, if they have to) to the original Quake, is far more likely in this day and age, than it ever was, especially given that the original devs have all moved on.

>> No.4741369

>>4741364
isnt Wiltis still at Id?

>> No.4741371

>>4741369
Oh, right, he is.

He was never one of the big creative types though.

>> No.4741418

>>4738016
Wasn't it originally going to be called wor?
(pronounced same way as war)

>> No.4741461

>>4741364
> In my opinion, a true sequel (or reboot, if they have to) to the original Quake, is far more likely in this day and age, than it ever was, especially given that the original devs have all moved on.
Do you think it would be a good idea? Will they be able to recreate THAT atmosphere?

>> No.4741462

>>4741461
id did it with Doom (4) pretty well, why couldn't they do it with quake?

>> No.4741464

>>4738016
i really dug the medieval/fantasy setting of quake 1, but another would would just just like doom2 was - nothing that special.

>> No.4741503

>>4741462
I'm afraid they will make boring, "plastic" levels with stupid messed up enemies. I don't think that modern engines are capable of rendering that dark, depressing atmosphere of total despair.

>> No.4741549

>>4741503
>modern engines aren't capable of rendering 256 shades of brown

lol okay

>> No.4741553

>>4741503
Go play Skyrim with some lighting mods. Then come back.

>> No.4741667

>>4738016
Quake 1 kind of exhausted its settings. The techbases were okay but they weren't too interesting, and they'd already been done in Doom. The brown, otherworldly castles were very cool but considering they comprised the large majority of the game, I can see why id wanted Quake 2 to have a different visual style.
The problem is that they made the ENTIRE game generic techbases. Unlike Quake, in which only like one level per episode was a techbase. It gets so fucking boring seeing the same gray sci-fi base shit level after level.

>> No.4741674

>>4741461
Maybe? Doom 4 was pretty good, not breathtaking, but good.
It had a lot of character, and given how insanely well optimized it is for a 2016 PC game (looking good on low settings, running well even on pretty old computers, etc), it's clear there are some people with a professional drive and passion at nu-iD, they wanted to make a good game, and they put the effort in, if these people were all only about the paycheck, you wouldn't see this effort.

Say what you want about the game, I know plenty didn't like it, and there's some good reasons to criticize it (the heavy reliance on locking you into arenas makes fighting and progression predictable a lot of the time, and the outsourced multiplayer was very lukewarm), but you don't see EA or Ubisoft put effort into making sure the game runs like a well oiled machine, especially giving extra content in updates and patches, including an all new singleplayer game mode (Arcade Mode) long after release.

I think if they put in the effort, they could make something based on classic Quake, and it will at least turn out acceptable, even if it would be really pretty radically different from the original, like Doom 4 was.
The question would if they would be lazy and just redo a lot of the gameplay and mapping style from Doom 4, or if they learned from the flaws of Doom 4, took them to heart, and made sure that it actually has a distinctly different flow and gameplay, closer to OG Quake.

The things I'd really like to see is making the axe interesting and useful, maybe some arcane weapons/dark magic, and actual real bossfights, instead of pushing some buttons or being shoved in a room with some vores/shamblers.
A perk/ability system I could give or take, some felt that was unnecessary for Doom 4, but I didn't dislike it.

>>4741503
I disagree, nothing would stop you from making a game with a similarly dark atmosphere and gritty environment.

It's all about art direction, aesthetics, and tone.

>> No.4741681

Did Mook break 4chan AGAIN?
This is the third time in like 10 days, stop fucking with the server you fucking asshole.

>> No.4741683

I have this game on n64, the aiming is so off its hard to kill anything

>> No.4741750

>>4741667
>The problem is that they made the ENTIRE game generic techbases. Unlike Quake, in which only like one level per episode was a techbase. It gets so fucking boring seeing the same gray sci-fi base shit level after level.
because Q2 levels have actual continuity, complete with hub locations, instead of "lol slipgates - theme changes completely"

>> No.4741776

>>4741674
new id could probably do a Quake reboot. Wouldnt be exactly like the old one (because they want to encorporate some modern stuff to update the game)
They did an excellent job with DOOM. Is it old Doom? No, but nothing but OG Doom is. It does however feel like a Doom game. The arena kill rooms can be irritating, but the idea is you have to face the enemy you cant run away from it, most you can do is run in a circle
I doubt they do a quake reboot though, with quake champions coming out theyll probably just stick to multiplayer with quake.
We're more apt to get Doom 5, especially after what Pete Hines said
I would like to see what they can come up with on their own honestly. They can do remakes, reboots, and such, but Id also like to see a new FPS from them.

>> No.4741781

>>4741750
Who gives a fuck about continuity? That's the problem with so many FPS games from the late 90s to present, they try too hard to be "realistic". Abstract level design focused on being FUN TO NAVIGATE AND FIGHT IN always trumps narrative/objective-driven level design.

>> No.4741793

>>4741776
>Is it old Doom? No, but nothing but OG Doom is
Thank you.

I mean I have classic Doom, I play that almost every day. They could revisit Doom 3, and try to make that but better, which might come up lackluster, they could try to recapture genuine classic Doom, but it'd kind of be hard, and modern audiences might not be big on it, especially not if there's already classic Doom available for the people who want that.
So they did a new thing with it, which I think was the best choice, even if it wasn't perfect. They aren't the original iD anymore, so trying to do what original iD did feels quaint and almost false.

>> No.4741802

>>4741781
You can have continuity and abstract levels though. Half-Life did that to a degree, and Duke Nukem 3D did it at times too.

I didn't mind the disjointed and largely non-continuous formula of Quake though, it's really like you are traversing strange dimensional realms and stuff, hopping from one space to another.

>> No.4741808

>>4741503
Have you played / seen Dusk? I think it does a pretty good job recreating the general dark, dank atmosphere of Quake I.

>> No.4741810
File: 95 KB, 212x164, disgust (4).png [View same] [iqdb] [saucenao] [google]
4741810

>>4738161

>> No.4741816

>>4741802
Good point. And really there's nothing about varied setting that discounts continuity. Quake had you travelling through multiple settings in a single episode, while Quake II was the same general setting for the entire game. A distinct progression from setting to setting (like in Doom 1) would be ideal.

>> No.4741886

>>4741808
Yes, I've seen it. It really has THOSE vibes but still that modern engine makse whole rendered picture too realistic., but this is just a little indie game. Unfortunately you can't make an AAA-game like that.

>> No.4741891

>>4741462
they didn't emulate doom at all with their new game

>> No.4741901

>>4740310
>Commander Keen

>> No.4741908

>>4741886
>Unfortunately you can't make an AAA-game like that.
Says who? All you gotta do is do it.

People said you just couldn't make a game like Wolfenstein 3D, it was too violent, the WW2 content was sensitive. iD made it anyway.

>> No.4741931

>>4741461
I would be genuinely surprised if they could capture the feel of the original Quake, and I'd rather they just leave well enough alone instead of having to make sequels or reboots to games that don't need them.

>> No.4741945

>>4741901
>tends to

>> No.4741947

>>4741674
>insanely well optimized it is for a 2016 PC game

It is unbelievable in this day and age. I can run it at 1440p at 144 frames a second (dips very rarely).

No other modern game can even approach that performance. I lock other games at HALF refresh rate.

I'd love a new Quake game in the spirit of Quake 1, the only memorable game in the series. I like Quake 1 very much, one of my favorite FPS games from the 90s, bad graphics and 4 colors and all.

>> No.4741952

>>4741908
Says shareholders. When shallow games come out, it's usually not because some developers had a dream and just didn't execute it well. It's usually because developers want something that seems polished enough to get people to spend full price for a game and only realize they wasted their money until the point where they can't recoup their losses.

>> No.4741954

>>4741947
It's nice that id software stayed true to their PC roots with Doom 4. Feels like a PC game first and console port second. You can hugely feel the gameplay downgrade when you jump between the PC and PS4 versions.

>> No.4741982

>>4741808
The graphics were obviously meant to resemble Quake, but the aesthetics and atmosphere are completely different.

>> No.4742051

>>4741781
>Who gives a fuck about continuity?
the majority of people who buy video games

you can be aggressively delusional about it all you want but don't pretend you're somehow objectively right, it's only your opinion. it's not even about realism, narrative or objectives either - those are separate issues

>> No.4742102

>>4738101
Source of that pic is not some kind of edit?

>> No.4742118

>>4741461
>>4741674
>>4741776
The strogg plot is finished after so they have to continue Rangers story

>> No.4742689

>>4742118
> The strogg plot is finished
Do you mean they finished it in Quake 4?

>> No.4742731

>>4741136
Bloodborne is slow and unfun to play though. Whereas quake is fast and responsive, everything you do in bloodborne has to be preplanned, because like its sister series, every animation takes five full seconds to play out and you're locked into it once you start.

>> No.4742735
File: 2 KB, 256x256, quake palette.png [View same] [iqdb] [saucenao] [google]
4742735

>>4741549
>256 shades of brown
Ok retard

>> No.4742754

>>4740025

I agree, Quake1's setting is just a mishmash of whatever the designers wanted to throw in there, there's no real thought or cohesiveness to it.

>> No.4742757

>>4740072

What's so "abstract" about a bridge and the entrance to a convent?

>> No.4742760

>>4741781

No, I've never gotten the praise for Doom/Quake-style "abstract design". To me it just seems like low-effort. If you actually put in the effort you could design an "abstract" map that fit into a theme and looked like a real location (if it is supposed to be a real location, that is).

>> No.4742832

>>4739676
Shake.

>> No.4742840

>>4741335
I wish Quake IV did something with your character becoming a Strogg. But as the game is that might as well just been a skin you unlocked with a cheatcode, the gameplay would have been unchanged.

>> No.4742850

>>4741776
I want to see Doom Slayer and Ranger star in a buddy cop series where they more or less police hell/where ever that lovecraft shit lives.

>> No.4742862

>>4742760

If that's what you want, look at Duke Nukem 3D, and to a slightly lesser extent, Half Life 1.

>> No.4742863

>>4742754
Considering you're traveling through other worldly dimensions and places "that should not be" as another anon put it that lack of cohesiveness helps with that aspect I think.

>> No.4742890

>>4740409
>because of poor communication at id resulting in a bunch of artists making medieval textures
That wasn't poor communication, that was the original plan, it was meant to be a fantasy RPG from the start.

>before Carmack deciding a couple months before release that it was going to be an FPS and not an RPG.
This was because Romero, as a project lead, hadn't really lead the project for many months and the deadline was uncomfortably close, with extremely little to show for it.

Turning it into a shooter was basically to salvage all the work they already had to actually have a game for the deadline, and the the disjointed nature of the game is what made it what it is, having the unusual quality of being really dragged out and delayed, yet also strongly rushed.

>> No.4742904

>>4742890
Oh yeah, and everyone (except Romero), thought retooling the game was a good idea, because of the state of the project being so devoid of substance.

>> No.4742923

>>4742904
That's Romero though, GRAND vision and ego, but none of the ability to do crunch time and make it happen.

>> No.4742935

>>4742923
Romero has great ability when he really focuses, it's just that his ego had reached critical mass and he wasn't thinking straight anymore.

Don't think he wasn't taught a lesson by Dai-Katana crashing and burning, that was a pivotal point in his life.

>> No.4742940

>>4742935
Right, but after Daikatana sunk, he just tucked his tail and condemned himself to making facebook social games with his plastic surgery holocaust boardgame wife.

>> No.4742971

>>4742940
Those games are a lot like the ones he used to make and sell in his youth when he had an Apple II computer, just with better graphics. I don't think he's miserable, Dai-Katana was just one of those hubris things that forces you to humility.

He did announce that he was making a new game, a real game, a while ago, though he seems to have wanted to go back to the drawing board with it after a lukewarm response by the public, so he has ambition still, even if he's cautious now.

>> No.4742990

>>4742971
I didn't say he's miserable, I just think he's better than the things that he makes now. Facebook games are shit. It'd be like if Carroll Shelby decided when he was 40 he wanted to make those powerwheels cars that kids drive on their parents lawns in suburbia.

>> No.4743029

>>4742990
Fair enough.

>> No.4743031

I think a 3DS port of Quake could make a lot of sense.

>> No.4743482

>>4743031
Isn't that thing capable of running a modern port from a flashcart or something?

>> No.4743502

>>4738016
They weren't able to get the rights of a new licence, so they used one they already had.
Who knows what was going to be it's name

>> No.4743509

>>4738298
No. It was ok. You will, probably, have more fun with it, than with Half-Life.

>> No.4743725

>>4743509
Half-Life was pretty good, so then Quake 4 would have to be pretty good too, by that logic.

>> No.4743937

>>4743502
Ideally, it would have been called Descent into Cerberon or something, that way it would be seen as a decent, if not a bit generic, shooter, instead of having the controversy it does now.

>> No.4743975

>>4743937
But why? Quake I was mediocre, we all know that. It needed to be reset.

>> No.4744050

>>4743482
Yeah but I'm too stupid to do that shit, unless I can find someone to set me up to run that shit for me (possibly in exchange for money, I value skill), I'll never have that.

I have the old Doom GBA carts, which actually aren't awful (2 had a much better port, though), so if I wanted some Doom on the go, that'd work, but the original Doom 2 campaign is kind of meh, and the GBA version of Doom is butchered enough that you don't get full enjoyment.
Final Doom would be great in portable form, and it's not like Zenimax couldn't afford to do it.
Make it a digital download, all the iwads are like not even 100MB, and that's the meat of the content.

I haven't played Quake in ages, and just being able to put a cart in my 3DS and go, having it on a handheld, is great. I can do it with the circlepad, it's just singleplayer.
While I'm fantasizing, I'd love to have Duke Nukem 3D (with Carribean, if whoever bought Sunstorm lets go of the rights), and Rise Of The Triad, even if fuckall people remember it.
I was gonna say Blood, but I think it would generally be too hard for 'gamepad' controls.

Like, a really good classic FPS, but portable, would be the tits. I'll probably get the Switch sometime, just so I can play Doom 4 when taking a shit, but Doom 4 isn't like a 90's FPS, so I'm left lacking.

>> No.4744116

>>4744050
Nigger there's already Quake 2 for 3DS, with multiplayer support even.

https://gbatemp.net/threads/release-quake2ctr-quake-2-port.473957/

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

>> No.4744117

>>4744116
And original Quake as well:

https://gbatemp.net/threads/release-ctrquake-quake-1-port.400170/

https://www.youtube.com/watch?v=2rspyM9Sk1g

>> No.4744140
File: 710 KB, 1280x720, Screenshot_2015-06-18-22-12-34.png [View same] [iqdb] [saucenao] [google]
4744140

>>4744050
You can always use Android devices for that purposes.

>> No.4744158

>>4744116
>>4744117
I don't think you realize just how dim I actually am.
My 3DS has been updated, which as I'm told makes it harder to load homebrews, and I don't really get how to bypass it.

Also do both of those ports have the music? I think that was missing on the Steam versions.

>>4744140
I've played Doom on android phones, and it's just about the most miserable fucking way to play Doom I've ever experienced, touch screens are not for interfacing action games. I'll seriously rather play the 32X version.

>> No.4744175

>>4744158
There are plenty of Bluetooth gamepads you could pair with your android device.

>> No.4744179

>>4744158
There's no issue anymore, any version is hackable.

https://3ds.hacks.guide/

>> No.4744180

>>4744140
Speaking of which, there's a new Android port of Quake that came out just this month. It supposedly has pretty good touch controls.

http://quakeone.com/quakedroid/

It's by the same guy that maintains the Mark V desktop port.

>> No.4744207
File: 1.40 MB, 500x281, aroused.gif [View same] [iqdb] [saucenao] [google]
4744207

>>4744179
Wait, wait, so I don't have to fiddle around with any settings, permissions, or downgrading my 3DS? I can just put Quake or Rise Of The Triad with a compatible sourceport on a flashcard, and the 3DS will just read and play it on the spot?!

>> No.4744235

>New Quake is more multiplayer only bullshit

>No modern Lovecraft-esque single player in a modern engine

Disgusting.

>> No.4744237

>>4744207
the DS flashcart is what enables you to install the stuff that makes homebrew possible. dont need to downgrade.

>> No.4744243
File: 24 KB, 400x241, strogg.jpg [View same] [iqdb] [saucenao] [google]
4744243

>>4738016

Cyborg horror is under-appreciated. The concept of a barren, ruined planet covered in industrial facilities populated by unwillingly assimilated cybernetic monstrosities is metal as fuck.

The whole cyber zombie concept where they harvest the dead bodies of their fallen enemies to use for parts is just the icing on the cake. They are like a more bad-ass version of the Borg.

>> No.4744245

>>4744237
So just get the flashcart, put the stuff in it, put the cart in the 3DS, and then play it from the menu?
Does it come in a ready package or with an easy step by step guide for dummies like me?

>> No.4744272

>>4744245
Buying the flast cart with the stuff pre-installed does simplify the process somewhat.
https://nds-card.com/ProShow.asp?ProID=574

You can skip to this part of the guide with it.
https://3ds.hacks.guide/installing-boot9strap-(ntrboot)

>> No.4744330

>>4741464
>doom 2
>nothing that special
The dynamic of the game was altered from Doom 1, going from exploring thin labyrinthine corridors that all feel cohesively designed with a decent amount of enemies as obstacles like in the first to traversing wide-open levels which explore specific gimmicks with a greater emphasis on fighting huge hordes of enemies.

>> No.4744843

>follow you wanna play quake guide on how to get a source port to accept quake 1's ost
>also follow other guides which specifically apply to the source port I'm using, quakespasm
>will only play the music if I tell it to with the console commands
I'm a dumbass who isn't sure what I've done wrong. All of the files, both in mp3 and ogg just in case, and deemphasized, are correctly labeled, in a correctly labeled music folder in my id1 folder. What more must be done for it to play automatically and be set to loop automatically? Are there certain commands I should put into my autoexec.cfg doc? Sorry if this has been asked thousands of times.

>> No.4744853

>>4744843
Check the file paths. It should be like this:

Quake\id1\music\track02.ogg ~ track11.ogg

Or just download that shit from somewhere if you're too retarded to put files into folders yourself. There are OGG dumps of every Quake add-on on Quaddicted.

>> No.4744874

>>4744853
That's how my file paths are. The Wanna Play Quake guide also mentioned either turning on external music if it's not playing or turning it off if the music doesn't play when it's on. While searching, one guy mentioned getting to somehow get it to work by having his music folder be outside the id1 folder. I've tried every combination of external music change and music folder location and none of it gets the music to play automatically. Like I said, the game can still access it with commands inside the game.

>> No.4744884

>>4744874
Delete config.cfg (in \id1) and try again from scratch? QuakeSpasm should play the music automatically if it's present. Oh, and make sure you're actually running QuakeSpasm and it's not some beta build from 2 years ago.

>> No.4744920
File: 55 KB, 691x625, explorer_2018-05-01_05-07-51.png [View same] [iqdb] [saucenao] [google]
4744920

>>4744884
It's version 0.93.0. Here's how my music files are. Along with the combinations from earlier, I've also done all that would have the music files only be .ogg, .mp3, and both inside the music folder. To test some more, I went into the game, put in the command "music track02" as well as "music_loop 1" and the music played. In the next level, it went to the next track and this persisted as it should have throughout the play session. Then I opened up an older save file which started at a specific level and that level's music played even though that save was made without the music ever being turned on. Then I started a new file, went into E1M1, and there was no music again until I input the same commands.

>> No.4744921

>>4738016
>>4738037
I thought it was because the Quake 1 setting had John Romero on board so when he left after that game iD decided to make a brand new one in order to purge his influence after his leave.

>> No.4745214

>>4744921
That's one way to look at it.

>> No.4746341

>>4738016
Quake 2 was originally supposed to be game completely unrelated to Quake, but noone at id could agree what should be its title. So shortly before release they decided to simply call it "Quake 2".

But make no mistake, it was never meant to be a sequel to Quake.

>> No.4747041
File: 62 KB, 1280x720, 1524081246720.jpg [View same] [iqdb] [saucenao] [google]
4747041

>>4744272
Gonna bring more than one form of brown horror to my bathroom this summer, lads.
I wonder if any port of ROTT is compatible with the 3DS? That game is perfect for brief arcade fun.

>> No.4747303

>>4744921
quake 1's chapters were all made by different people with the knowledge that the game was set in a fantasy medieval RPG world like in their early D&D game days. Romero was too busy fucking about being a faggot and getting his ego rubbed to be there for Carmack to bounce off of so the development of the quake engine suffered. The end result was them cutting their losses and making the game another doom and chucking all their levels in due to insufficient time to actually create something great like with wolfenstein and doom

>> No.4747453

>>4747303
They did a pretty good job retooling the game though.
It's rough around the edges, but it's very fun to play.

>> No.4747476

>>4741335
You're fucking flat out wrong. Romero didn't sit on his ass during Quake's development. It's just that they spent a whole year developing the engine, the newbies on the team whined and didn't want to put in any effort to make the game, so Romero was forced to make most of it by himself, frustrated that he had to make a Doom clone.

>> No.4747491
File: 29 KB, 492x640, romero-drink.jpg [View same] [iqdb] [saucenao] [google]
4747491

>>4747476
>so Romero was forced to make most of it by himself
Even Romero will tell you that isn't true.

>> No.4747509

>>4738016
>>4738016
No. I didn't enjoy Quake Two, Three, or Four nearly as much as I did Quake. They had a real honest to god sequel to the Doom Series and they mucked it up entirely.

>> No.4747518

>>4738101
>Romero was only as good as the people around him were to tell him his ideas were fucking retarded.

Romero left to his own devices is DaiKatana. No one was there to tell him he was being stupid. Thus the project was a failure.

>> No.4747523

>>4740995
This is correct. Quake 2 CTF was godly.

>> No.4747526 [DELETED] 

>>4742731
Bloodborne is only slow if you choose to play it that. Stop using heavy equipment and speccing your character to be a slug. That is to say... git gud.

>> No.4747534

>>4742731 #
Bloodborne is only slow if you choose to play it that way. Stop using heavy equipment and speccing your character to be a slug. That is to say... git gud.

>> No.4747915

>>4747523
I didn't get to play it much, but yeah, Quake 2 had very good multiplayer.

>> No.4747960

>>4741808
I would have disagreed with you till I saw the Episode 3 preview. The first episode feels more like Blood - dark and depressing but earthly and very different to Quake. Episode 2 starts to get pretty freaky but it still doesn't capture Quake's otherwordly feel till the very end.

Episode 3 is explicitly meant to be based on The Elder World and Ep 2's final levels were insanely bleak so I'm hopeful.
>basing the Quake style levels on Quake's worst episode

>> No.4748745

>>4744920
Try renaming the Quakespasm folder so it doesn't have the periods/dashes/underscores in it? Sometimes Quake gets finicky about full file paths with special characters.

>> No.4749440

>>4747960
Have they announced the release date?

>> No.4749469

>>4748745
Alright. I'll try that.

>> No.4749656
File: 1.44 MB, 1920x1080, example.png [View same] [iqdb] [saucenao] [google]
4749656

>>4739104
>filters

>> No.4749681

>>4749656
This is GL mode without filtering?

>> No.4749723

>>4749681
The only good way to do OpenGL IMO

>> No.4749732
File: 349 KB, 800x600, quake02[1].jpg [View same] [iqdb] [saucenao] [google]
4749732

>>4749723
But what about lighting? In OpenGL mode everything becomes yellowish.

>> No.4749821
File: 2.03 MB, 1920x1200, 1374920794547.png [View same] [iqdb] [saucenao] [google]
4749821

>>4749732
look at the color of the sky in the game

do you think "white" light would look more in place?

>> No.4749846

>>4749821
I guess you're right. BTW is your pic a high res sky texture from Q2?

>> No.4749968

>>4749846
probably just a wallpaper based on it, found it on /wg/ a million years ago

>> No.4750536

>>4749681
yes gl_texturemode gl_nearest. i also like to use gl_lerpmodels 0, it makes weapons no longer wobbly at the expense of looking jerky

>> No.4751005

New Quake 2 longplay senpai:

https://www.youtube.com/watch?v=tN5gz3J3vPM

>> No.4751213

>>4751005
watching someone else play a video game? that's stupid and boring

what could be actually interesting is a 100% speedrun in co-op where players do things in parallel

>> No.4752296

>>4751213
>a 100% speedrun in co-op where players do things in parallel
Like two to four guys working together to ensure the level gets done as fast as possible?

Could be pretty neat to see coordinated action like that. Would it be glitch assisted or would they just have to do it legit?
Would be neat to see that on splitscreen at any rate, one player goes for the gold key, the other goes for the silver key, then they meet and go for the exit together.

>> No.4752304
File: 1.23 MB, 1920x1080, quake107.jpg [View same] [iqdb] [saucenao] [google]
4752304

>>4751213
>>4752296
you guys new to quake 2 scene?
https://www.youtube.com/watch?v=hjkLMKgIlG0

>> No.4752317
File: 7 KB, 1152x864, QUAKE2 2018-05-05 06-21-06-49.png [View same] [iqdb] [saucenao] [google]
4752317

>>4752304
what part of
>co-op where players do things in parallel
do you not understand?

>> No.4752334

>>4752317
fair enough

>> No.4752341
File: 1.59 MB, 300x225, giphy.gif [View same] [iqdb] [saucenao] [google]
4752341

>>4752304
>segmented

>> No.4752418
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4752418

https://www.youtube.com/watch?v=XRQQQ4SC5cs

>> No.4752428
File: 1.51 MB, 1920x1080, quake033.jpg [View same] [iqdb] [saucenao] [google]
4752428

>>4747523
still is godly
come join us sometime

>> No.4753473

>>4749656
Quake 2's biggest flaw is by far the lack of muzzle flashes on the guns.

>> No.4753604

>>4753473
i see the n64 autist has arrived

>> No.4753745

>>4753604
I never played the N64 version, it had that boring Aubrey Hodge soundtrack, instead of Quake 2's kickass rock soundtrack.

I'm just saying, a requirement to make a gun satisfying in a shooter, is muzzle flash.
Even Wolfenstein 3D had satisfying muzzle flash.

>> No.4753764

>>4753745
lol nice try douchebag

>> No.4753795

>enemies may be cyborgs but they all feel like generic guys with guns
>same boring sci-fi base aesthetic for the entire game
>boring backtracking and loading screens
>constant obnoxious "badass" metal music (rather than the more subtle metal of doom/doom 2 or the dark ambient of quake)
>no muzzle flashes
>horrible model warping
the more i think about this game the more i hate it

>> No.4753836

>>4753795
>subtle metal
rofl are you even trying

>> No.4753846

>>4753836
https://youtu.be/0gEkNVq1ct0?t=1m48s
most of it is atmospheric, at doom's gate is only one track

>> No.4753989
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4753989

>>4753764

>> No.4754926

>>4753846
It's pretty mixed, really.

>> No.4755978

>>4739676
Blake Stone 3

>> No.4758105

>>4738016
What's with all the Quake 2 posting lately? Some e-celeb make a video?

>> No.4758398

>>4758105
Maybe a bunch of different people just wanted to talk about Quake 2?