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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 
But it was so big it got stuck on everything. 
There Was A Lot Of Enemy Combat Issues In Q2... 
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 
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. 
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 
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 
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 
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. 
 
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 
You need a project to apply insights like that to. 
Physics. 
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. 
 
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. 
 
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 
it's only more effective in straight lines. you can't jump round a corner in q2, which is where q1 physics quirks prevail :) 
 
Alright peeps, off to tanazania. I expect some releases in my absence :) 
 
Bunny hopping != strafe jumping (: 
Ok 
i'll stick my hands up and say i don't know what the difference is :Z 
Is... 
Bunnyhopping is just repeated strafejumping, using the initial maintenance of increased speed when you first hit the ground after a jump. 
 
Bunny hopping: Holding a strafe button only and turning to get air control (and some accel)

Strafe jumping: Holding strafe and forward and holding the mouse at the right angle to accelerate.

Perhaps I should say air control then :p

Only game that truly has both is CPMA. 
 
never been able to perform neither BH nor SJ

maybe i'm just suck 
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