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Quake Gameplay Potential...
Very interesting discussion in the GA thread, worthy of it's own discussion thread I think, for archive and research purposes.

There seem to be several viewpoints floating around, which I'll badly paraphrase...

Quake gameplay is the same as it always was (kill monsters find exit) and thus is boring and not really worth bothering with.

Quake gameplay is the same as it always was but that's it's appeal and it's still great fun.

Quake gameplay is the same as it always was and thus it needs to rely on mods and extra monsters and features to remain fresh and interesting.

Quake gameplay has evolved and improved enough (with or without those enhancements) to still remain worthwhile.

etc etc.

I don't think any of these perspectives can be shown to be right or wrong - mostly they seem to be the depth with which you look at gameplay and gaming in general. I.e. Quake gameplay might seem exactly the same as always when looked at on broad kill monster exit map terms, but looked at on narrower terms the refinement in monster placing, gameflow, surprises, balance etc etc that modern mappers have achieved could be seem as quite progressive.

I haven't argued much so far but as a big Quake fan I am interested in Quake gameplay, how it has progressed, and how far it can progress (with or without enhancements). Thus I think the ideas would be worth more exploration. More thoughts in a mo...
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Quake +DP 
is the best base for developing single player mods/games for the Q3A tech 
Z-aware Ogres 
And Zombies 
Got em.

Did think this thread was never really concluded.

Reading back I see that I kind of derailed it by mentioning TDC. Stand by what I say though - it was the only mod to put singleplayer into Q3, doesn't matter how fucked alot of it was, there was an SP game there.

Here's a breakdown of what I've got atm;

Monsters:
I have z aware ogres, I tried it for the zombies but then lost the code doing a rollback, I mean to replace it. Didn't make a big difference but they played more real. Ogres made a big difference. They can hit you no matter where you are, but they don't lead there shots. Always thought it was strange that they have this complicated weapon but don't know what gravity is.

The Hk now uses all his animations for various attacks on the same theme - same as in Travail, courtesy of Patrick Martin's code.

Grunts use a slide, similar to the scrag but floorbound.

New Monsters:

Axegrunt - stole the idea from concentric, but they're now just grunts instead of knights with a different skin. Easy to kill and don't do much damage, but when placed well they're about as dangerous as normal grunts, discounting long range grunt sniping.

Berserk Ogre - No GL, two chainsaws, so does damage more consistently in his anims. I upped the damage a bit because the fat git is a bit slow to be dangerous. Really he needs to surprise the player or be in hordes. A bit of variation, really.

Player:
Chainsaw replaces axe, basically a copy of the Ogre version, but it gibs zombies after three hits.

That's it for code changes. I've toyed with various ideas but don't want to just vomit creativity onto a piece of white paper. When there's a need in the maps I might try some other stuff.

Having said that, some of these ideas came from things I always wanted Quake to do - is there anything anyone here always wanted to see in Quake? Nothing brand new, just behaviours that weren't believable or seemed stupid.

Fiends getting stuck I can't really help, but if anyone has any advice on that then cool. 
 
I hate z-aware ogres. Just like strafing grunts. I like them a bit stupid. With puppy-eyes and clumsyness. It's a huge part of the attractivity of Quake for me. 
The Axe 
was for running around te levels slicing away to se how far you could get otherwise known as a
"axerun"
but ofcourse you use the shotgun for secrets and explodeboxes ...and scrags ofcourse

and personally the ng is the only wep i usually use for the game
cool sound
cool model/animations
cool effects 
Hm 
So it probably won't be liked then. Ah well, thanks for feedback in any case. 
Counterback 
Thought a bit.

Spirit,

fair enough, but I don't like being able to ignore ogres because they're too stupid to aim at me.

Then strafing grunts thing is something I might remove, I need to send out the betas for gameplay feedback. When they're done, that is.

meTch,

Sounds like you're talking about competition stuff there. That's fair enough, but I'm aiming for a more immersive sense of place than the original levels present in current FPS design.

Everyone's got their own style. In third party maps I like using the scrag groups to hurt each other before chucking a grenade into the cluster for some chunky gib rain. 
 
I hate z-aware ogres

it's crap the default behaviour can be exploited so easily, neutralizes completely their main strength.

The previous discussion about weapons I found quite interesting; at release time many were still playing with the keyboard only.

The question might be how to enhance them without turning Quake into Halo15 with crap like alt-fire etc.


Ijed: looking forward to your mod :) 
Distant Future 
But next build maybe a month. 
I Dig 
the double chain saw Ogre :) The Ogre replacement I'm working on has talons set on the pinky. I would show the concept art, but its only rough and functional and only exist for alignment purposes in Blender. 
Hell, I'll Show It Anyway ;) 
Not 
Quite as creative as yours (all I did was c+p the chainsaw and 'animate' it) but he's working, anyhow;

http://shub-hub.com/index.cgi?action=uploadcomplete&serial=5bac275dfd77138ea59c78bbe5acfd38b82a99fc&numfiles=1&elapsedsecs=1&totalsize=31361&somefileswereblocked=&action=upload&f1name=ogreb.JPG&f1urlpath=%2fimages%2f&f1size=30524&

Are you think metal for the talons, Edie / Q2 style, or organic? 
Organic Composite 
Recall the alien weapons in System Shock 2 you could specialize in? The monsters in that game didn't really match the weapons in design temperament, but here I look at most of the monsters as extensions of weapon types.

Oh, and here is the Scag replacement :)

http://mortisville.quakedev.com/Naga.jpg 
Looks 
A bit . . . Legend of Zelda - need to see it with a suitably evil and blood splatterd Quake skin. I know it's an early version but maybe make it a bit more emaciated and bony as well?

The SS2 organic weapon was it? Can't really remember. Or was it that crystal thing that you put together piece by piece? 
Pointier! 
make it POINTIER! 
On That Scag 
give it some tallon claw tings on its hands with som barb-like thinngs stikking oot ...oh and make them bloody 
 
I Loled 
 
DM 
What about Quake DM? What features define that gameplay?

If you would want to translate that to a modern game, for instance, the new Id Tech 5. What would you need to make that gameplay feel like Quake DM? 
Heheh 
Ok, so I need to put him in a level with flashing coloured lights, then. 
DM Is Defined By 
The red armor and the rocket launcher. Mostly. 
One Possibilaty 
I've been thinking about is replacing the tenticle arms with needled fans of the Pan's Lybrinth like variety. Could be a good weapon to replace the spit attack too.

A bit . . . Legend of Zelda - need to see it with a suitably evil and blood splatterd Quake skin. I know it's an early version but maybe make it a bit more emaciated and bony as well?

I like the bony, emaciated idea, and it probably will look more so when I simplify the body a bit. I haven't played Zelda, but they were probably using Nagas too. They come from Hindu historical literature, I believe. 
It Was 
The wings that made me think that, but like I say its an easy parallel to make.

How are you thinking the attack - being spat, or thrown? 
The Fans Flutter Gently As She Hovers In Flight 
then she whips the fans forward for the attack as she hisses at you.

Lol Lun! Partying Ogre Style! 
Dramatic 
Better than the Scrag's shoulder bullets thing. 
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