Hang One
#157 posted by RickyT33 on 2012/01/14 21:02:20
corpe humping
W00T!?!?!
Ijed
I guess you don't really have any good counter arguments or are you just being smug and dismissive for the fun of it?
Hook
Whats the bind for it, or does it work at all?
Actually
#160 posted by ijed on 2012/01/14 21:37:56
I�m at work, and don�t have time for your trolling.
The Hook
#161 posted by gb on 2012/01/14 23:55:08
It is "+hook", just like in most old school quake mods. Sorry, we should have given a message; this will be fixed.
Sleepwalkr et al.: You're really counting beans now, right. Just admit that you have no real argument, or you'll descend into pure trolling.
Flatiron: I know that, but it has really little to do with why you don't like the blaster sound. It was a strawman argument, so I said you were grasping at straws to defend your position.
ZQF: I respect your opinion, but we'll have to agree to disagree.
Thor
#162 posted by gb on 2012/01/15 00:18:01
Part of the original design was a third person action game where you were Thor.
Indeed, and so Quake's first mission pack promptly included Thor's mighty hammer, Mjolnir. I think the name "Thor" is actually in there as well. From there, along with a couple other things, it made its way into Quoth (admittedly without the lightning), which as we all agree, does everything right.
Hence, why should RMQ not have ogres pissing on the player? I'll tell you, the only reason was because none of us wanted to model an ogre cock until now. I guess some people here would actually love to debate what a true Ogre cock needs to look like in order to be Quake. More like the rocket launcher, or more Perforatorish?
Hm
#163 posted by ijed on 2012/01/15 01:00:41
We could detect the player name and then, if it corresponds to a certain list make the Ogres have Quad, Pent, and dimension door, and then piss on the head after they gib them...
And
#164 posted by ijed on 2012/01/15 01:01:48
Teabagging could be the non-cock alternative.
I was actually genuinely curious as to why I have certain feelings and experiences with some mods and games and different ones with others. But apparently no one else cares about really discussing this sort of thing so nm
A Button
So I figured you used _luma instead of fullbrights, but forgot to include them for the buttons, thats why they are not very visible.
How it should looks http://i.imgur.com/AX8f1.jpg it blinks too, so now you wont miss the buttons in the dark.
http://www.quaketastic.com/upload/files/misc/e2m1rq.zip - unpack into /textures obviously
ZQF
#167 posted by ijed on 2012/01/15 01:15:31
I see where' you're coming from. Things inside the world should ideally only 'know' about their world.
Having said that, no creation is uninfluenced by others. Of course, there's a big difference between Ogres looking like leatherface and monsters using DM taunts.
But, we've all been playing this game a long time now - including these sorts of in-jokes is almost impossible, especially when they were such a part of the original, although to a smaller degree.
Basically, we're making the game much bigger, and not just the maps.
The original shouts by the Enforcer were pretty bad quality and short in length (file size?). Maybe that's what made them less intelligible.
I suppose we could always email Romero to ask him, but 'what would id do?' is a pretty good way of having a completely stagnant design, which results in a shit game.
Think how many 'clones' of other games you've played, and how many were worth the time.
Sad Truth, Jarjar
#168 posted by Spirit on 2012/01/15 01:16:02
The team has demonstrated resistance against most kinds of constructive critic in the past so don't waste your energy trying to help them make it good.
*considering The Title Of The Thing
#169 posted by Spirit on 2012/01/15 01:16:59
but also if I pretend I do not know Quake and look at it as standalone thing
@Spirit
#170 posted by Baker on 2012/01/15 01:35:55
(This is what I've seen so far ...)
1. These maps might be the best looking Quake maps of all time.
2. Only Tronyn could put more monsters in a map
3. Lots of detail in the environment.
4. Fullbright textures well used.
5. The maps look very well thought out. And they don't look robotic or sterile.
6. The weapons and box models look good. The new monsters look good.
7. The few monster sounds, like the grunts, that I'm not super-fond of, can get lost in the other noises of combat and when they are dead they quit making the noise anyway.
8. The maps are really fantastic with complex stuff in places.
If there is a problem here, I'm not seeing it.
In a lot of ways at least to me, playing this is a pleasant relief:
* It has similar gameplay to Quake
* Isn't fiends and shamblers for the 487th time.
I think 95% of the changes are extremely positive and creative. And these maps are about 2 or 3 times better than I expected. I think the blurs positively add to the feel of playing something new and different.
Well for the record, I'm not really interested in what Quake was designed to be, or what Romero thinks it was supposed to be, but what it actually became. I think both addon packs are shit. I think Daikatana is shit, but I also think Quake 2 is dull and boring and iD have never produced anything truly brilliant since Quake 1. So clearly removing Romero from iD did affect something. But perhaps at the same time the rest of the iD team prevented some elements that Romero was keen on seeing the light of day, we'll never really know. Romero has it on record he was really against the game they ended up making, as he just saw it as cloning Doom.
The key thing is what qualities the game in the game has in the end, and they must be superb ones because we're all still playing it.
Think about it from the point of view of editing a film. Why did Kubrick decide to remove the pie fight from Dr. Strangelove? What specifically made the narration of Blade Runner so awful it ruined the film?
Hey Now
Crappers
the mission packs are damn good.
@mh
Thans for that man.
If You Guys Seriously Believe That Zqf
#174 posted by nitin on 2012/01/15 03:52:42
didnt make a real argument in his post, that is just stupid.
If you dont want to adopt it, fine. It is your mod after all. But to say that is not a real argument and should be automatically dismissed is silly.
The way I see it from the above posts is this:
The RMQ team, or at least gb and some others, think of quake as an action game with a healthy amount of cheese. And so in their reinterpretation, the level of cheese is being upped in the same proportion as everything else.
A lot of the so called 'dissenters' do not see the alleged cheese and think of quake as a highly atmospheric action game.
Given all that, probably best to go to a final release next.
#175 posted by nitin on 2012/01/15 03:55:09
"The original shouts by the Enforcer were pretty bad quality and short in length (file size?). Maybe that's what made them less intelligible. "
Really, thats counted as an argument and zqf's post is not? If they were meant to be intelligible, short file size or not, they would have been intelligible. Look at the rest of the world, how much of it is intellgible?
Oh
#176 posted by nitin on 2012/01/15 03:56:45
and for the record, I'm looking forward to the final release, if only for the maps.
I just dont like the high and mightiness from both sides of the fence.
?
#177 posted by ijed on 2012/01/15 04:33:03
Seems you read a lot more into my post than I meant.
I never said that ZQF didn't make an argument, or that an idle aside about file quality / length was supposed to be some sort of counter-argument to some post a page or two ago.
And
#178 posted by ijed on 2012/01/15 04:36:49
His opinion is completely validated by how he's presenting it, and the reasoning he's explained.
Ijed
#179 posted by Nitin on 2012/01/15 05:49:24
Read gb's post. He says the argument was clutching at straws. That's an outright dismissal.
#180 posted by JneeraZ on 2012/01/15 13:39:46
"So we agree that there isn't actually that much Lovecraft in Quake, yes? Awesome, then we can let that rest."
This has been suggested time and time again but if you want to avoid these tiresome and redundant arguments, change the name of the project.
"RemakeQuake", as a name, carries a ton of baggage with it.
Kind Of On The Subject
#181 posted by Tronyn on 2012/01/15 14:21:50
I was thinking of naming my giant merged megamod project, when it's out some time this year, "Drake: A Vision of Quake" so as to express that it's one interpretation that plays up certain aspects of the original, especially the medieval thread.
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