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/vr/ - Retro Games


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File: 6 KB, 206x244, quake.jpg [View same] [iqdb] [saucenao] [google]
7452032 No.7452032 [Reply] [Original]

Honestly, Quake feels a lot more like Half-Life than just a Doom clone. American mcgee's levels are straight up linear and focused on action, and there's a much more emphasis on pacing throughout Quake. The gameplay is a lot focused on player movement in comparison to just shooting like in Doom's levels. Strangely, Romero's levels are probably the most basic in all of Quake despite him being legendary - American Mcgee's and Sandy's are a lot more interesting in comparison and take advantage of the 3d engine.

I mean look at a level like this and say it is not aesthetically like half-life at all

https://youtu.be/6AlXwPMgpoA

>> No.7452089
File: 652 KB, 730x540, José Carioca do Brasil & Donald Duck of America.png [View same] [iqdb] [saucenao] [google]
7452089

>>7452032

Fair enough. I mean, Quake, Half-Life and Halo were all missing links between the old school and present day FPSs at their time. Also, that`s some fine level design right there.

>> No.7452105

>>7452032
>Romero's levels are probably the most basic in all of Quake
romero didnt want to make quake an fps and was busy helping raven software so he probably didnt put too much effort into them

>> No.7452126

>>7452032
Quake looks really fun aesthetic. I thought the series was garbage for the longest time because of Quake 2.

>> No.7452129

>>7452126
*fun and aesthetic

>> No.7452146

>>7452126

Is this some kind of joke? To this day, I cannot see this aesthetic that everyone talks about.


Maybe because I didn't play this game as a kid, because I have no idea what you're talking about.

>> No.7452151
File: 103 KB, 1480x925, Q6-1480x925.jpg [View same] [iqdb] [saucenao] [google]
7452151

>>7452146
did you play with software rendering and on a CRT?

>> No.7452265

I used to not like Episode 4 as much, but I've grown to appreciate it more over time. Still FUCK THE SPAWNS they never are any less shit. Romero's levels are the best anyway.

>> No.7452304

what do you call them bros
>grunts
>ghouls
>silverfish
>butchers
>knights
>vores
>globs
>Shamblers

>> No.7453126

>>7452265

sandy placed a bunch of power ups near the spawn so idk exactly why people had such problems towards those enemies

>> No.7453297

>>7452032
> Honestly, Quake feels a lot more like Half-Life than just a Doom clone.
Gee, I wonder which 3D engine Half-Life used as a base for its own.

>> No.7453408

>>7452265
They're an excellent enemy because they require patience and restraint on the part of the player. They do so much damage when they explode that it's suicide to shoot them up close so you need to dodge and wait them out until they are a decent enough distance away to blow them up safely. Their melee attack is nowhere near as damaging as the explosion so taking the hit to gain distance is a worthwhile trade.

>> No.7453428

I've never enjoyed Quake's level design very much. Maybe I should give it another go.

>> No.7453461
File: 1.11 MB, 1440x1165, 1581843707172.png [View same] [iqdb] [saucenao] [google]
7453461

>>7452146
You may just be blind.

>> No.7453842

>>7452265
E4 is actually my favorite episode. I don't even mind spawns that much and Sandy's level design, while less visually appealing than the other three episodes in terms of polish, does a fantastic job making use of the engine's features and includes all sorts of set pieces not found elsewhere (E4M2's floating water and 'diorama' room, E4M4's healing pool, E4M6's unholy altars, etc). I just really like how you can feel Sandy's pen and paper background in the dungeon esque map layouts and loops, and how he designed it all to be played through in order and thus was able to be less lenient with weapons and pickups compared to the other episodes which are all (supposed to be) shotgun start beatable for each level.

>> No.7453847

>>7453842
Oh, and of course E4M7 Azure Agony in its entirety.

>> No.7453907
File: 2.14 MB, 1920x1080, Metal Monstrosity - Quake Single Player Map.png [View same] [iqdb] [saucenao] [google]
7453907

>>7453461

Don`t forget custom maps.

>> No.7453952

>>7452146

The music plays a huge part in setting the mood, did you take the time to download the music pack? Its not included by default if you buy it today.

>>7452265

E4 is too open with too many powerups for my liking. The earlier episodes have this great sense of overlapping verticality in cramped spaces that makes using the grenade launcher HEAPS of fun. You really need to nail the spacing in earlier episodes.

That said, E4's aesthetic is unquestionably the best. I just think that the core gameplay winds up being weaker.

>> No.7454013

>>7453952
Got a link to the pack?

>> No.7454073

>>7452032
The problem with half life is there is not enough enemies to kill. Quake has enemies from start to finish, never a dull moment.

>> No.7454667
File: 260 KB, 1024x768, 1608457398475.jpg [View same] [iqdb] [saucenao] [google]
7454667

>>7453907
That's a whole different ballpark though

>> No.7454718

As a quakefag and a doomfag, i've never liked Quake SP. Too spongy, making crowd control and gun play feel very straight forward and bare.
It's evident they shoehorned it in last minute.

>> No.7454831

>>7452126
There's literally nothing wrong with Quake II
Its a fun shooter, like the first. Why some throw a hissy fit over the game Instead of being mad at Id for being too lazy to come up with a name for it that wasn't already taken is beyond me

>> No.7454842

>>7453952
>music
It's just ambient for the most part. Adds to the mood but there's not much there compared to Dooms

>> No.7454881

>>7452146
> To this day, I cannot see this aesthetic that everyone talks about.
you must be either art-illiterate or retarded

>> No.7455201

>>7452126
Quake 2 is fine, it's just not nearly as strong as the first game. The first hour is kind of weak, which doesn't make it as endearing.

>>7452146
Grungy and dark gothic horror, with some industrial aesthetics and some weird Lovecraftian monsters.

>>7452151
It's still aesthetic as fuck on a flat screen, just play any version which lacks or lets you turn off smudge filtering.

>> No.7455225

>>7452265
I love E4 because of the darkness and the mean monster traps. I love the one where Sandy slowly shoves you into a pit full of spawns, and there's nothing you can do but just watch as you get closer and closer to the clusterfuck which awaits you.

>> No.7455228

>>7453126
Yeah, I always thought people exaggerated Spawns a lot.

>> No.7455247
File: 398 KB, 500x366, shambler ambles.gif [View same] [iqdb] [saucenao] [google]
7455247

>>7453408
Exactly!

>>7453428
If it's been a long time ago, do so, your perspective may be different. I'd suggest to play on Hard mode, to not make it too easy. A certain FPS thread has the links you need to get the music for the game, which is often missing in a lot of the digital rereleases.

>>7453461
I love Quake's color palette, muted and desaturated, but not completely gray and brown. More games could learn from that. The texture work is also divine, as usual with anything Adrian Carmack made.

>> No.7455261

>>7453842
>compared to the other episodes which are all (supposed to be) shotgun start beatable for each level
I'm 99% certain Quake was never balanced for shotgun starting anything but the intro level, first level of any episode, and the final level, because the game doesn't tend you give you a new chance at finding weapons which you already should have gotten. Like if you don't pick up the rocket launcher in an episode, you won't get it again.

>> No.7455275

>>7452146
>To this day, I cannot see this aesthetic that everyone talks about.
The game is grimy and depressing looking. Even the box looks rusty.

>> No.7455393

>>7455275
I love how the game sells what an unpleasant place these alternate dimension tombs and castles are to be in.
No furniture, no carpeting, often little light, huge pools of still or near still water, probably no heating, probably cold and frequently humid, dirt and mud everywhere, rusty metal, matted wood, probably reeks in various places of rust, mildew, muck. That's not even getting into the gore, the skulls and occult imagery, or the outlandish monsters.

If these places were ever intended for humans, or mortals of any kind, they have not been used or inhabited as such for centuries.

>> No.7455431

>>7452089
All Halo ever is and was is a mediocre FPS that was hailed to the skies by console players because all they've ever had before was pretty bad FPS's

>> No.7455441

>>7452126
Q1 is a brown nothing with hitsponge enemies. I mean, it was okay for when it was released, but even then we had better games (the build engine games). It's fine, 6/10, but nothing special really. The impressive thing about it is the technology, as always with id post Doom.

>> No.7455456

>>7454831
This. I've always thought Q2 was better than Q1

>> No.7455567

>>7455431
Halo’s AI was groundbreaking at release and even today isn’t bad, stop talking about what you don’t know.

>> No.7455707

>>7455431
Goldeneye, Powerslave, and Doom 64 all come to mind as good console FPS, and there were some decent ports of PC ones as well. Not that I've ever understood the love for Halo.

>>7455441
>hitsponge enemies
Shamblers take half damage from grenades and rockets, that's what your Thunderbolt and Super Nailgun is for, besides that the game is pretty damn generous with Quad Damage, even on Hard. Beyond Shamblers, and then Zombies which require either explosions or a Quad Damage to be killed, Quake's enemies are really not as spongy as scrubs insist.

>>7455567
Yet Doom, with an AI that's dumb as a sack of doorknobs, is a much more fun game.

>> No.7455968

>>7455707
Scrubs think Quake has a spongy roster because they think the double barrel shotgun should massacre everything like in Doom, and bitch when an Ogre takes a whole four (4) blasts to kill.

>> No.7456207

>>7452032
Quake sucks

>> No.7457001

>>7452032
Yeah, Romero didn't really evolve his mapping style at all. A lot of his Quake maps felt like they could be something out of Doom but with 3D floors.

>> No.7457218

>>7455968
There's that too, the shotguns are simply a lower tier of weapon in Quake, and should be treated as such. That said, the Super Shotgun in Quake can be extremely useful if you get a good habit of baiting enemies with melee attacks. Zipping in and out of a corner or from behind a pillar, slamming a shell into a Shambler each time and dodging his swings and crackling thunder, is actually quite effective, especially with Quad, 20 pellets doing 4 times the damage adds up fast.

>> No.7457610
File: 68 KB, 641x427, wtf.jpg [View same] [iqdb] [saucenao] [google]
7457610

Oh my god I installed the demo and IT LOOKS SO FUCKING GOOD
I've been obsessing all week about there being no old engine that bakes light well even thought it's a precalc, because if you use the wrong calcs your eye can tell when its not physical etc... and here's the fucking FIRST one and the lighting looks REAL

jesus christ i never knew because every upload on youtube including OP's vid looks like >

>> No.7457612
File: 165 KB, 1748x476, wtfyt.jpg [View same] [iqdb] [saucenao] [google]
7457612

>>7457610
...this which is obviously completely un-physical lighting after the blowout, and looks disgusting.

>> No.7457654

>>7457610
>there being no old engine that bakes light well even thought it's a precalc

Have you ever tried using the Max Payne 1 or 2 engines? They both have official level editing tools, and handle baked light maps really well. They get pre calculated from pre-set light sources.

I love the look of the original Quake. Medieval meets techno, meets H. P. Lovecraft, meets stargate. The game's direction is all over the place, but it comes together really well. Especially with the Trent Reznor soundtrack. I like Quake II. But the setting was much more bland with the Strog and really generic base setting. The game has less linearity to it than Half-Life. I like Quakes multi-player more than Doom's. I remember playing Quake death match with sniper riffles in Quake World at an internet cafe. It took me a while to get use to the idea of using a mouse. I never really used the strafe keys with mouse turning. Instead I used the arrow keys, a strafe button, and stopped completely to aim with the mouse. I never really understood mouse and keyboard controls until I got Unreal Tournament.

>> No.7457667

>>7457654
>Max Payne 1 or 2 engines
could be good, thanks

>> No.7457979

>>7455431

I spoted the mad peeseefag.

>> No.7458171
File: 2.93 MB, 768x432, Quake xmasjam2020-3.webm [View same] [iqdb] [saucenao] [google]
7458171

>> No.7459143

>>7455441
I disagree, I only played Quake for the first time last year and I thought it was a critical step forward for the FPS genre as a whole. Also it's just fun to shoot eldritch monsters.

>> No.7459368

>>7455441
>Q1 is a brown
Proved you know nothing right there. E2, E3 and E4 have distinct colour tones. E1 happens to be brown. E2 is green and yellow. E3 is black. E4 is blue.

>> No.7460891

>>7457001

American mcgee's and sandy's are better in comparison imo

>> No.7461391

>>7455456
Q2 was a step forward.
Romero's departure was a good thing for id in my opinion.

>> No.7462497

>>7461391
Romero's work inside id is overrated. After the failure of Daikatana, Ion storm was saved by Warren Spector.

>> No.7462531

>>7459368
it's brown as fuck dude. It's brown with brief non-brown segments thrown in.

>> No.7462562

>>7452304
Grunt, Enforcer, Ogre, Scrag, Knight, Death Knight, Rotfis, Vore, Shambler, Spawn, Chthon, Shub-Niggurath

Did I forget any? :x

>> No.7462732

>>7462562
>Shub-niggurath
>not "Black goat of the woods with a thousand young"
NGMI trip-fag

>> No.7462738 [SPOILER] 
File: 36 KB, 502x610, 1614292450006.png [View same] [iqdb] [saucenao] [google]
7462738

>AHRHOOARGH