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id Interested In Returning To Quake And Wolfenstein

Well yeah, that was my point. It's actually a shame, the dude who made the full texture replacement pack is obviously a talented artist but they just don't look cohesive in-game. There is another high-rez pack which is a faithful recreation of the original textures without all the bump/luma/env mapping which I was going to have a look at today, but I have a feeling I'll end up back on vanilla.
 
Joseph Merrick said:
You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. An enemy codenamed QUAKE is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap.. The hell of it is we have no idea where he's from. Our top scientists think QUAKE's not from Earth, but another dimension. They say QUAKE's preparing to unleash his real army, whatever that is. You're our best man. This is Operation Counterstrike and you're in charge. Find QUAKE, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable.."

While scouting the neighborhood, you hear shots back at the base. Damn, that QUAKE bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate.

Since QUAKE's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving.


seems perfectly clear. pump a round into your shotgun and get moving!

I love that the weakest gun is a shotgun. forget pistols, it's axe or shotgun. also I loooooooooooooooove that QUAKE is the name of the "bad guy". lmao
Quake was actually supposed to be the name of the player character, based on one of id's D&D campaigns. Some kind of Norse warrior who fought with a hammer and thunderbolts (Quake was originally meant to be a first person melee RPG).

jim-jam bongs said:
What, you think this is over the top?

http://dl.dropbox.com/u/1093026/images/high-rez/quake-dp/dp000025.jpg[IMG]

Nahhhhhhhhh[/QUOTE]
oh god whyyyyyyyy
 
twofold said:
I don't actually know what a new arena shooter could do to better Q3A/QL, to be honest. The gameplay is so pure and the design is perfect. It'd have to be something really mindblowingly amazing.

It`s like the McLaren F1 of FPSs. Honed to perfection to stand the test of time
 
jim-jam bongs said:
Well yeah, that was my point. It's actually a shame, the dude who made the full texture replacement pack is obviously a talented artist but they just don't look cohesive in-game.

Yeah I just checked it out. According to the site, the pack was created over the space of 8 years and involved people that joined/left the project during that time, which would explain some of the incohesiveness. Couple that with the fact that the textures weren't created when the maps were, and you're gonna have some problems.

Still, walking through the first few levels using that pack with Darkplaces has given me the urge to bust out my Quake level editor and see if I can come up with a small deathmatch map specifically designed around that texture pack (or some of it at least), and have a play around with the coloured lighting stuff while I'm at it.
 
Barberetti said:
Yeah I just checked it out. According to the site, the pack was created over the space of 8 years and involved people that joined/left the project during that time, which would explain some of the incohesiveness. Couple that with the fact that the textures weren't created when the maps were, and you're gonna have some problems.

Still, walking through the first few levels using that pack with Darkplaces has given me the urge to bust out my Quake level editor and see if I can come up with a small deathmatch map specifically designed around that texture pack (or some of it at least), and have a play around with the coloured lighting stuff while I'm at it.

That would be really cool, I'd love to see some levels made with it in mind. Out of curiosity, I haven't made a Quake map since the late 90s; which editor ended up being the most feature-rich and user-friendly? I know that for Q2/3 Radiant is the king, but I remember never really settling on one single editor for Quake.
 
Teknopathetic said:
It's easy to make an arena shooter better than Q3A/Quake Live. Just make Unreal Tournament.

The war will never end

Applaud this man. Maybe in a world without UT I would have enjoyed Q3... but that world doesn't exist.

UT had a lot of diversity, it felt rich. Still fast as hell, still top notch competition... man did Q3 ever feel dull in comparison.
 
Teknopathetic said:
It's easy to make an arena shooter better than Q3A/Quake Live. Just make Unreal Tournament.

The war will never end

Isn't that Unreal Tournament 3?

trollface
 
ID, I for one would adore new entries in these series as long as you guys are personally handling it.

Also, DOOM 4 mother fuckers.
 
All the UT/Quake talk was lol back in the day :D

Unfortunately, i never really got into Q3. After Q1, Quakeworld, Q2, i was an Unreal Tournament chap. iLMS for life.
 
They're such different games though, that's the thing I never got about the whole thing. UT is all about variety. Every level and weapon has a gimmick which you need to use to dominate; like Morpheus has the whole zero-g floating high above the world thing going on, and then you have the rocket launcher which fires 8 rockets at a time, and the I-AM-A-BALLISTIC-MISSILE steering mode for the redeemer.

Q3A on the other hand was all about balance, which is why it ended up being more popular in the e-sports realm while UT dominated the consumer space.
 
Teknopathetic said:
I don't think anyone wants anything fresh from Quake. Let's be real. A new, decent Quake is fresh enough on its own.
Quake IV was okay, but it would have been better had they NOT given away the plot twist months before it was released.

If there's to be a Quake V, I hope there's a really good survival-horror-esque single player that makes me shit my pants in fear, and multiplayer that brings back the good days of Quake III Arena. Preferably a PS3 version with Move controls, that could be accurate enough for me to do headshots with the railgun on some bunnyhopping losers... good times.
 
That sound track above was awesome. Is that packed in with the steam release anywhere?
olore said:
It`s like the McLaren F1 of FPSs. Honed to perfection to stand the test of time
The McLaren F1 did not have power steering or anti lock brakes. It can be considered a very difficult and unfriendly car to drive. No compromises were made in reaching the absolute highest performance. The driver even sits in the middle.

Quake 3 is a newer super car with luxury features. It has climate control. The car has features to keep the driver alive. It can be considered a superior machine in some measures but it has lost the primal brutality of the McLaren F1.

Quakeworld's overkill damage, trick speed carried around corners, and tiered armor protection values make it the F1. Quake 3 has been refined and made a sporting gentleman's game with enough health to be protected from spawn fragging, socialist armor stats, and a more equally weighted set of weapons.
 
jim-jam bongs said:
That would be really cool, I'd love to see some levels made with it in mind. Out of curiosity, I haven't made a Quake map since the late 90s; which editor ended up being the most feature-rich and user-friendly? I know that for Q2/3 Radiant is the king, but I remember never really settling on one single editor for Quake.

Hmm .. not sure. I settled on Quest early on, and continue to use it to this day for all of my Quake and Quake 3 mapping. I can't stand Radiant. The early versions were buggy as hell, and wouldn't even do basic things right like save your layout settings correctly. Unfortunately for me, the guy maintaining Quest stopped work on it years ago, and Radiant was pretty much only other editor left by then, so rather than bite the bullet and learn it I quit mapping. I think I got as far as starting a CoD map using it, but deleted the whole thing after a few hours of pulling my hair out in frustration lol.

However, I've recently been toying with the idea of building a Quake style map but using a more modern engine. I'm deciding between using a modern Quake engine, or RAGE when it comes out. If I go the modern Quake engine route, I get to use my trusty old Quest editir. If I pick RAGE, then I'll have to learn the editor that ships with it, which I assume will be a Radiant style editor similar to Doom 3's.

So, a couple of weeks ago I said to myself "Dude, grab a few beers then sit down and get yourself up to date with the latest id tech editors". I've got a copy of Doom 3, so I fired it up and downloaded a couple of tutorials. I've put about 2 hours into it so far. I hate it :lol


Teknopathetic said:
It's easy to make an arena shooter better than Q3A/Quake Live. Just make Unreal Tournament.

The war will never end

No. I refuse to be drawn into it!

*resists urge and hits submit*
 
spoon! said:
Please God don't let them outsource the multi to Raven

Raven's busy being CoD Factory #133242412, and now that ZeniMax owns id I don't think they'll outsource portions of a game to an Activision studio.
 
Seems like I have to post in here ;)

I'd love a new Quake. Especially if they make it a modable, multiplayer focused game that brings arena shooters back.
 
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