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Posted by Shambler on 2005/01/02 09:41:31 |
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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Urre:
#185 posted by R.P.G. on 2005/04/16 06:50:03
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
#186 posted by Zwiffle on 2005/04/16 07:03:06
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
#187 posted by Friction on 2005/04/16 08:02:57
Just keep that medieval crap out!
No!
#188 posted by Vondur on 2005/04/16 08:12:19
my life for medieval crap !
No Medieval Crap
#189 posted by Zwiffle on 2005/04/16 08:47:07
more metal/runic clunkery i can accept, but for god's sake no more castles!
Well
#190 posted by R.P.G. on 2005/04/16 11:20:21
Vondurian and Kellish medieval is good and rightly unique.
Castles
#191 posted by scar3crow on 2005/04/16 18:50:55
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...
#192 posted by metlslime on 2005/04/18 11:04:16
If you're a Quake fan, you HAVE to like castles.
#193 posted by Kell on 2005/04/18 12:41:01
*cough*Marcher*cough*
My Ideas
#194 posted by Sheephead on 2005/04/21 08:57:46
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'
#195 posted by megaman on 2005/04/21 10:02:13
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
#196 posted by Kinn on 2005/04/21 11:15:40
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
#197 posted by scar3crow on 2005/04/21 11:31:42
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.
#198 posted by R.P.G. on 2005/04/21 12:19:23
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.
#199 posted by scar3crow on 2005/04/21 12:26:45
fair enough
but a knight/hellknight/enforcer/ogre might notice
You Can't Make The Monsters Too Smart...
#200 posted by mwh on 2005/04/21 14:47:39
... 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.
I Disagree
#201 posted by Zwiffle on 2005/04/21 14:59:44
each monster should have a Ph.D. and consistently beat Edward Witten and Stephen Hawking on a team in chess matches. Also, they should all be able to shoot laser beams from their eyes (or horns) and rocket bees from a magical space cannon.
I Am By No Means An Artist
#202 posted by scar3crow on 2005/04/22 17:11:19
but I am by all means trying to stay awake at work... and thus will make crappy pictures based upon loose ideas Ive had. I know, its not geometrically perfect, its not texture, and its sloppy... I would much rather model it and render it in someway, then Photoshop it up some, but I used what I had available to me on this uni pc.
Either way, without further ado, my crappy Quake 5 logo.
http://scar3crow.circa1984.com/Pics/quake5.jpg
Excellent!
#203 posted by HeadThump on 2005/04/22 20:10:15
If Quake is about anything, it is about fucked up demon arches -- even on our spikes . . .
AI Should...
#204 posted by KrimZon on 2005/04/26 18:04:47
The AI should bring out the character of the type of monster. Right now they all have the exact same behaviour except for different weapons and the zombie thing.
And having the monsters idle better would help too - instead of just standing there they could work hellish machinery or wander about a bit, randomly along a given path. It'd add to an element of surprise and give it more of a replay value. Not to mention you'd actually have to improve at combat and not just learn the level.
#205 posted by KrimZon on 2005/04/27 04:14:42
... like so that replaying the level you'd still be surprised by the encounters that you're repeating, because they'd happen slightly differently. With them moving around you'd never have guaranteed clear areas either, you'd have to be on your guard constantly.
The ORIGINAL Quake Concept
#206 posted by frag.machine on 2005/05/13 10:47:29
I would love to play a RPG-like Quake game, with all the original ideas (the Hammer of Thunders and the Soul Cube, and dropping the militar/base stuff). More H.P. Lovecraft than anything. Why didn't nobody ever tried to make a mod using the original id ideas ? Copyright issues ?
#207 posted by HeadThump on 2005/05/13 20:30:20
and dropping the military/base stuff
The base levels justify using modern weapons
in the game, so I don't see getting rid of those
unless you go premodern with the arms or use an other dimensional variant of the weapon types, and that would be pretty cool actually. I consider the thunderbolt to be unearthly though none of the adversaries use it.
A lot of mods use the themes you believe to be lacking. Tronyn's work is Lovecraftian, as is Kell's and MindCrimes.
Thunderbolt
#208 posted by Lunaran on 2005/05/13 21:25:26
I consider the thunderbolt bla bla none of the adversaries use it.
A big one is installed in the first dimension for destroying C'thon, however.
Speaking Of The House Of Chthon
#209 posted by scar3crow on 2005/05/15 01:02:44
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