#21294 posted by rj on 2012/01/31 08:57:48
i have no doubt alien inspired much in both of them :)
I Can't Place The Maps
#21295 posted by ijed on 2012/01/31 12:34:03
From the screenshots, though I'm sure I've played them.
Time to reinstall Q2?
Ghd
#21296 posted by ijed on 2012/01/31 12:40:54
but I never really liked how Q2 plays
Yeah, its not as good as Quake. Too slow, not inventive enough with the monsters, although level design was top notch.
I would have liked it much better with less humanoid enemies.
Gladiator, parasite, medic brain in a jar were all cool whilst things like the icarus (why give it legs) and Enforcer (that fall over shooting thing got old quickly) just looked silly.
Gunner was cool I suppose, but he the humanoid should have been few and far between. Imagine if the three basic troopers were instead quadrupedal, or if there was an arachnid crate loader creature.
The Makron was awesome. The shitty railgun head thing (humanoid again) that popped out was like a a Kinder Surprise having a turd in it.
#21297 posted by rj on 2012/01/31 18:48:30
the shitty railgun head thing was the makron. the thing that held it was called jorg, i think
#21298 posted by Spirit on 2012/01/31 20:51:18
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).
Is quite funny that in PC Quake 2 the final boss is piss easy but on the playstation it was rock hard (not just because of worse controls either)
Also yeah Quake 2 everything was too slow. The Tanks were pathetic really, compared to a Shambler. And nothing Fiend like either really :E
There Was The Mutant
#21301 posted by ijed on 2012/01/31 21:16:03
But it was so big it got stuck on everything.
There Was A Lot Of Enemy Combat Issues In Q2...
#21302 posted by metlslime on 2012/01/31 21:53:15
too many hitscan enemies, too many slow, high-HP enemies, and then the ones that were effective were often TOO effective, i.e. the gunner grenade spam. And i don't like the feel of the weapons as much.
My favorite was probably the bezerker, he was kind of a beefed-up quake knight -- rush the player and melee, but with enough health that you had to backpedal as you fought him. That was sort of the model for my rubicon2 dreadmaughts, actually.
I also like the flyer since it requires careful aim, but you also have to periodically side-step his attack, which throws off your aim again.
Parasite was a good panic-inducer, like the tarbaby -- not exactly fun to fight, but a good tool to make the player feel less in control.
The more I play around with Knights in quake the more I like them. They have just the right health level that they take a few hits with low weaponry but are easily taken in large groups with better gear. Plus the moving attack and range makes them pretty nasty if they corner you :)
I completely forgot about the mutant thingies in Quake 2... man that's just how crap they were. I recall every time you fought one you could either spam it with grenades from above or just screw its movement on geometry as you say :(
Centroid
#21304 posted by Preach on 2012/01/31 23:02:10
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).
Centerprints are sent to a specified player by design. So blame the QC I guess? On the other hand you could view it as a conscious choice that stuff like "there are more to go" is only sent to the player who's doing something to advance the counter.
Q2.
#21305 posted by Shambler on 2012/01/31 23:26:36
I liked the gameplay. I liked the different style that some enemy were slow but could really fuck your shit up if you got caught out by them (e.g. Gladiator). I liked the weapons and stuff too.
^ I'm With Stupid
#21306 posted by rj on 2012/02/01 01:24:42
it may go without saying i also enjoyed it. however i agree the mutant was terrible; i'm not sure how they managed to fuck it up so much given how effective the fiend was. the animation and physics just seem screwy in comparison
...outdated, What Do I Hear All The Time
#21307 posted by madfox on 2012/02/03 18:19:11
I enjoyed Q2 on another part than comparing it to Q1. I expected more than Q1, as the better graphics and engine did. Then I realized Q1 isn�t replaceable.
The outer base with the waterflow realy blewed my imagination as I spend much more time enjoying the map layout, then fighting monsters. So I died more than once to the incoming attack.
They acted a bit odd, as they were more accidental then hard to fight.
The railgun stuttered me backwards evertwhere.
At least a real backclap from a weapon.
At the end part there was a berseric with two grrlz happily together, which playing the second time were gone.
I just hated that yellow light!
Of course it suppose to be a mars base, but I did everything to get rid of it.
One of the mission packs didn�t have it.
Q2
#21308 posted by ijed on 2012/02/03 21:51:13
I didn't like the movement, but there was still great level design in there.
Overall I'd say the game design was the only part off-kilter, although thats also the most important.
I remember the power station and warehouse as being very good.
ReMakeQuake2..? :)
Warehouse
They sorta dropped the ball on forcing the order of placing the cubes instead of making it open ended.
#21310 posted by necros on 2012/02/03 22:13:13
movement in q2 is weird... for example, it's possible to slide, almost out of control, down a very gentle slope.
noticed that a few times in spogsp1.
also, if you mantle up when jumping against a low ledge, you conserve your horizontal momentum, which can send you flying out of window or somesuch. very strange decisions were made when the physics were coded up.
OTP
#21311 posted by ijed on 2012/02/03 22:56:39
You need a project to apply insights like that to.
Physics.
#21312 posted by Shambler on 2012/02/03 23:08:27
I liked Q2 physics. It was a bit softer than Q1, like hitting edges and stuff, and the double jump bug, but I still liked it in it's own way.
#21313 posted by necros on 2012/02/04 01:39:36
the thing i mentioned about the mantling/conserving momentum... i think that has to do with the hitting edges and double jump stuff...
because it'll treat the ledge as a step so you keep moving forward, but the ledge is thin, so you end up flying right out a window... i dunno, it's hard for me to explain. :P
I love bunny hopping, so I dislike Quake 2 heh. It feels like a more stiff version of Quake 3 going back to it.
#21315 posted by rj on 2012/02/04 11:00:01
I love bunny hopping, so I dislike Quake 2 heh.
bunny hopping in q2 is a piece of piss. actually more effective than in q1 too due to the aforementioned weird physics (you maintain more momentum when landing)
Although I Should Add
#21316 posted by rj on 2012/02/04 11:03:47
it's only more effective in straight lines. you can't jump round a corner in q2, which is where q1 physics quirks prevail :)
#21317 posted by Nitin on 2012/02/04 13:46:53
Alright peeps, off to tanazania. I expect some releases in my absence :)
Bunny hopping != strafe jumping (:
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