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Quake V Brainstorm
Quake 1 remade in a new engine, blending old skool atmosphere and gameplay feel with nu-skool graphics and technology?? I think it could be fantastic if done right....so how WOULD it be done right?? One might not be able to trust a gaming company to do it right, but one could trust one of the last bastions of the Quake community to do it, right??

So post and discuss how you think it (hypothetically I'm sure, sadly) should be done...
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Quake And Lovecraft 
The original sort of got away with a half-arsed "let's make a doom-ish game, but nick a load of names from the Cthulu Mythos" thing that kind of worked at the time (and is a totally cool thing to emphasise with custom levels, e.g. Kell's/necros' stuff), but in a modern version, I dunno - I think you'd have to choose to either do it properly, or create a totally original mythos. Maybe I'm fussing too much though. 
We Require ... A 
SHUBBERY(�)! 
Hesitant......... 
I like both ideas, a remake or a sequel, i've not decided wich one i prefer and i'm thinking about it since this thread was born... argh! 
Imho 
WEAPONS

I like weapons that fit the architecture. I dont really love magical weapons, because break somewhat the inmersion.
So... I love powerfull double shotgun.

Do you know "The Army from darkness"? thats whas a Q1 film.

Yes, you can mix a bit of nowdays technology with archane one and very strange wizardy/chultu one. Thats work. But sould be really rush, gray, brown, old, oxxx.. The weapons need to fit the theme.

MONSTERS

Sould also fit the theme. What Quake1 lack if big shambler versions of shambler. No giganteous, but 150% bigger. I also love the fiend. A shambler alike monster, faster than shambler, vicious but weaker can be fun.

GIBS

Whats about gibs? I think gibs sould create blood stains. We want smoke, we want dirty. Gibs its to me something really related to quake. Other games (like hl1) have very small gibs or not gibs at all. Gibbing and Fragging its Quake 
Hm 
You probably don't know me, and might not value my input at all, but I feel obligated to stick my head out. I'm currently semi-active in the Quake modding community (yes the qc coders), have been with Quake during ups and downs, defended it when my friends explained how superior Half-Life is. Hope that counts for something.

As I started reading this thread, I instantly joked on IRC about how doomed and out of place this thread was. This because the qc community often sees func_/#tf as a bunch of stiffs, who are stuck in the past, only like Quake as it is and dare not change anything. Many posts in this thread already point to this. Now that I got you all upset and stuff, I must note that I'm glad it's being discussed. Proves that you aren't as stiff as I/we thought. I thought you all despised things like high-poly models, more colors and realtime lighting with stencil shadows.

One thing that is for sure, is the fact that there is no way to make a perfect (or even close to) Quake remake. This because Quake is in its essence very, very vague, which leads to people making up their own interpretations, stories, explanations. So what ever you do, everyone else will hate atleast some of it, if not most of it. I'll be one of those haters for sure, since it will with 99% accuracy not be what I personally envisioned.

This leads me to another point. I actually tried this once, remaking Quake. A fellow by the nick of Randy, or RandomMan as it is in its full glory, was making some textures and models to override the existing ones in Quake. I asked him why he wasn't with the re-texturing/re-modeling project bunch, and he said he despised them, as they had no sense for what is Quake and what isn't. As I agreed, we set out to, yes, remake the entirety of Quake with Doom3 level graphics, and other enhancements. After a while of work on this project brilliantly named RemaQe (thanks LordHavoc for the name idea), with Randy modeling and painting, me writing the design document and slightly coding, the project died out. It did so for the very reason I mentioned earlier, disagreements about what was Quake and what wasn't. Our visions didn't match (not just me and Randy, LordHavoc was there too). I now agree that I had some completely retarded ideas back then, and I'm sorry about those. The best thing that ever came out of that project, must be this screenshot: http://www.digitalfunk.org/crap/dp000104.jpg

Even if the Shamblers hand is inside the wall, it's the best one. It shows Randy's new Shambler model, and some texture updates on the walls (those were updated more later). Yes, that's a Shambler in E1M1. No, we didn't intend that in the final product :). The shot also shows some of the changes we decided to make, which hopefully you guys will agree are of the right type. Such as the toes on shammys feet there, and the loose hide. Those were added based on old Lovecraft text bits, and various artist renditions of a Dimensional Shambler from the Lovecraft world, independent from Quake. Feel free to check out the rest of the /crap/ folder, there's some interesting WIP screenies and other stuff, not all Quake/RemaQe related.

I'm not sure where I want to go with this post, besides noting my existence (hi mom), and bringing up the issues anyone who tries to attempt this will have. I'm not sure I can add a lot to what I think a Quake remake should be like, a lot of it has been already said, and I'm tired. I've got a lot of details in this document of mine, and in my head, and listing those would be longer than this post (thanks for reading this far by the way). This has slightly inspired me to go back to visit RemaQe storyline, compare what I thought was good back then, with now.

Good luck to anyone who attempts it, and long live the brilliance that is Quake!

PS: I must say I'm disappointed how no one mentioned DarkPlaces as the target engine to use for this remake. I know a lot of people dislike it for (in my opinion) silly reasons like bad particles, strange colors, and other stuff that doesn't pop in mind at the moment, all of which can be changed. Instead Doom3 was mentioned, which is bleeding silly. With Doom3 you get: limited support from engine dev's, limited amount of baddies on screen, can't release it standalone. Using DP you'd get the opposite of the above. There's also nothing more cool than to create an industry level remake of an old game, using the old game's engine. Significantly modified and enhanced I admit, but still :).

I'm going to bed. Good night. 
Welcome To Func 
I thought you all despised things like high-poly models, more colors and realtime lighting with stencil shadows.

You really mustn't read this board very closely then.

We play other games. Newer ones. In fact, we have an "Other Games" thread about the other games we play that aren't Quake. But we keep playing/mapping for Quake because Quake has not ceased to be fun simply because more graphically detailed games have come out. 
True... 
I haven't read this board very closely, no... In fact I was linked to this thread. I think I will start reading around though.

/me moves the mouse-pointer towards the Register button 
... 
I think the main problem most of us have is that almost all attempts to add technical improvements to Quake are accompanied by content that's mediocre at best. Normal mapping is cool, but we're not going to get excited about crappy normal maps. Most of these engine projects seem like tech demos rather than coherent mods.

I think we're also pretty jaded about the capabilities of the community -- there's talent here of course, but probably not enough for us to expect some grand new TC or mod to appear with enough artists, coders, and mappers behind it to be a quality package. 
!!! 
Bring back Bnayni!! 
Urre: 
Hi.

Some of those shots look pretty cool. Well, "pretty cool" = based on what my own ideas are for what an updated Quake should look like. Although I have to say there's not a lot there for new content; it's just different shots of the same stuff.

Anyway, go poke around the forum. 
Honestly 
I would love to expand on Quake like crazy. If I made Quake V, it would probably be a lot different than Quake is now. I would not just have more idbase, metal, medieval and elder worlds. The Quake universe is simply to wide to be narrowed by such repetition. There are countless worlds out there that should be explored, of course keeping with Quake's flavor. 
Whatever 
Just keep that medieval crap out! 
No! 
my life for medieval crap ! 
No Medieval Crap 
more metal/runic clunkery i can accept, but for god's sake no more castles! 
Well 
Vondurian and Kellish medieval is good and rightly unique. 
Castles 
Im fine with em, as long as theyre creative, and not just... big stone walls with a portcullis and a moat over and over.

More supernatural, and in more unique situations involving water (and not watery tarts, which is hardly a basis for a system of government).

Either way, I am a fan of things like The Crypt of Decay (I wish there were more centralized monolith maps) and they have their own place in the Quake world. 
Damnit... 
If you're a Quake fan, you HAVE to like castles. 
 
*cough*Marcher*cough* 
My Ideas 
Remaking quake has already been done already. In my opinion, it is nearly done, if only you put all your maps, models etc together.

Nobody except the hardcore quake lovers will play a remake of the original, there is too much stigma attatched; you say "quake", and the word association triggers "brown", "ugly" and "old". I know YOU all love quake, but most people dont. If all the coders, mappers and moddlers got together to make a new, standalone game, i think many would join.

A sequel/standalone game should keep the old atmosphere, but have good graphics, atmosphere, physics, AI and above all, awesome gameplay. No more running through levels, just shooting monsters, Serious Sam has done this perfectly. No more running around to press all the buttons and all the switches, it isnt any fun. What i enjoy in a single player game is varied gameplay. Sniper missions, or shooting from a moving vehicle is awesome. Shooting down spaceships with rockets is superb.

In my opinion, what the quake community lacks is direction. I see workers on seperate projects, rehashing different ares of the same game. A big project atracts help, a mod only attracts interest. So, get a website, call it the biggest project ever, advertise for help wherever you can, get a team and you have the beginnings. I believe the community would drop what they are doing and help, because this would be the largest quake project ever attempted.

Here is my idea.
-Darkplaces engine.
-Challenging AI (enemies run for cover, throw grenades round walls, run while shooting, try to flank you)
-Varied gameplay, sniper modes, timed levels, underwater battles etc. I think this is the most important thing.
-Half decent physics ant least, ragdolls are now standard.
-Big guns. Not futuristic, bit powerfull, old fasioned things. Bombs are also fun. See duke nukem 3d for my thoughts.
-A storyline. One that makes you think you are making progress, not just running through random levels.
-Frequent news updates. Or people will give up interest. 
'varied Gameplay' 
imho thats EXACTLY what we dont want/need - different game modes are just the workaround for a bad 'main mode'. i dont want to drive cars (id play a racing game for that), i dont want to camp and snipe (id not play cs for that). i want one real good mode - just like in quake. the variation comes in during leveldesign. quake never gets boring, just because its so much fun fighting the monsters in different situations (not including driving or similar stupid shit).

btw im replaying descent2 atm, just because its so much fun shooting robots and navigating in real 3d. it doesnt have vehicles, it doesnt have sniper guns. the gameplay is just plain good.

enemy ai is a different story tho - im pretty sure i dont want ogres to duck behind cr8s and throw grenades at me, but it'd be extremely nice to have enemies trying to get behind you, etc. 
Sheephead 
Thanks for your input, although I don't really agree with any of it.

Nobody except the hardcore quake lovers will play a remake of the original

So by similar reasoning no-one is going to play Quake 4 because only the hardcore Quake 2 players are still playing Quake 2?

Sniper missions, or shooting from a moving vehicle is awesome. Shooting down spaceships with rockets is superb.

What megaman said. This kind of gameplay has nothing to do with Quake.

I believe the community would drop what they are doing and help, because this would be the largest quake project ever attempted.

Well, I don't think there is realistically going to be a community remake of Quake. For starters, to make a standalone sequel to one of id's games would surely violate all sorts of license agreements. That Doom "Reborn" project for Quake 3 got shut down pretty quick, didn't it?

Secondly, out of those people who care enough about the original game to do it justice, I feel that those with the required talent and/or time available to be capable of tackling such a project comprise too small a subset. 
Megaman 
I can agree with that... Quake did one thing, and it did it well. Very well. Quake gameplay is a stout fire that never cools, though you can grow used to the glow... but that is what we have custom maps and mods for: gasoline.

As far as AI goes... I love AI. AI tickles me in places where Scampie wouldnt dare (or think of). But monsters in Quake dont take cover, they dont angle their grenades off walls and around corners. They dont radio in for backup. But they do hunt your ass down by the scent of your crusty wounds, and the taste of your blood upon their lips. They may not know the extent of their surroundings to well, but they should know what a door looks like, and get the gist that stairs go up.

So what I would propose is not all kinds of advanced AI concepts... but a good waypointing system. So if you alert a monster, and then disappear from the room, hes going to go where he last saw you, and then choose a path from there. As opposed to in id1 where they just kinda bounce around within that room, and you can step in and out, picking them off with pot shots.

This is the main thing I think, that makes people regard the monsters as being stupid. Their inability to get around objects and at least SEEM to be looking for you. Ive theorized a lot of systems to make monsters emulate hunting for you using waypoints, some of them more effectively than others (because a fiend or a rottweiler should be better hunters on a pheremone level then a knight or grunt).

And my proposition for these waypoints is... FrikbotX. Not the bot itself, but its waypointing system. It works. We can see that by the bots navigation through maps. And they are external waypoint files, so you dont need to hardcode them. Also, they are available for every id map, via the Frikbot Waypoint Depot.

Its not a massive change to Quake, it is very minor; but it makes a big splash at the same time. Of course there are little nuances you can add, such as monsters becoming alert and hunting if they encounter a monster corpse, or see another monster that is alert, or hear firing, or see a random grenade come bouncing about.

I could go on a lot longer about this, but I figure this post is long enough as it is. 
 
monsters becoming alert and hunting if they encounter a monster corpse

IMO, the Quake universe is so hostile and random that a stray corpse might not mean anything other than Mr Shambler woke up on the wrong side of the bed and took it out on Mr Ogre. 
 
fair enough

but a knight/hellknight/enforcer/ogre might notice 
You Can't Make The Monsters Too Smart... 
... because there's only one of you and there's a metric crapload of them (imagine marcher with SAS-style enemies!).

That said, having them know the way around the map sounds sensible. 
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