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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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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. 
Ijed (hk Anims) 
I don't think that using the downward swing to fast its flame attack is very effective. I'd much prefer to see something else used there. Also, he has several sword movement anims while running, and some are similar to his magic anims, so maybe enabling him to run and shoot? 
I Vote... 
"NIET" to z-aware Ogres!! 
 
z-aware ogres PWN your arse and you know it XD 
Why Not 
make the ogre marksman z-aware, and visually differentiate them a bit, with a different colored jacket or something. They're the smart ones, then. 
 
make the ogre marksman z-aware, and visually differentiate them a bit, with a different colored jacket or something. They're the smart ones, then.

That's what we did with the quoth flak ogre. 
Hellknight 
He works fairly well in that he becomes less predictable, but its not such a great change as z-aware ogres (although they stay in). Basically for his magic attacks he does a standard spread, vertical version and direct shot (straight line). His close combat attacks are expanded to use all anims as well, with slight differences in the when and how much damage factors, but mainly a visual difference.

What I should do is have him only use the vertical flame attack when the player is above or below him - z-aware hellknights anyone?

Allowing him to run and shoot is a pretty large gameplay change, I reckon.

I like Z-aware ogres - I now see the old ones as unfinished code. You get used to them. In base progs everone ignores the Ogres - normally you just let them get on with their thing on the upper levels, because their grenades are only dangerous if you're stood in the wrong place. When they actually aim at you you have to treat them as an active enemy instead of something to kill later on, in many cases when you're on the same vertical level as them.

The different skin solution seems a bit odd, tbh. If there's both types in a level it's more of a confusion for the player to adapt to the new ones - red ones aim at me, green ones aim at the horizon.

I'm not wanting an argument - this is the way I'm building my mod - but opinions are good. I can see there's going to be a problem with the Ogres . . . 
Idoono Guys 
smart ogres and dual chainsaw ogres sounds cool

also i like the axe but a chainsaw sounds cool to

but will the shamber have larger claws? like how he holds his hands up so his points are facing up, will the points reach to his mid arm...err .. elbow? 
Oops Posted Too Sonns 
sorry but i just wanna say im looking forwards to this mod a bit :) 
Quake DM 
While I agree with bambuz that Quake DM is largely defined by the RL and RA, keep in mind that it has a very unique movement set (bunny). 
No 
Changes to the Shambler - not necessary, IMHO.

You'll have to wait quite a while. 
Quake On A Wii!!! 
Shambler Needs Eyes!!! 
 
Bump 
What's the general opinion on Vomitii? 
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