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Posted by ijed on 2008/11/15 04:22:38 |
This is a thread about a project currently underway to remake Quake one.
It involves upgrading what exists already in order to play and look better or at least differently in all probable situations and enhance what is already there in this great game.
So we're remixing all the maps, monsters, and the player.
A specific engine in order to solve long-standing issues isn't out of the question, the main concerns being cross-OS support for features that should be common, like entity alpha and multiplayer. These things exist in various forms, but there's still no standard, at least today.
There's a great wealth of resource on this board - the one thing that doesn't exist here is apathy.
So, we're fishing for contributors. If you can make a map, animate or code and want to see this monster through to its conception then you're on the team.
Over the next few days I'll post info on what currently exists, and where it's headed. |
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#276 posted by Spirit on 2009/08/04 12:14:55
Heh, you can use the lighting gun to climb and fly now.
Spirit
#277 posted by Ankh on 2009/08/04 13:33:37
Sounds great :D
#278 posted by yhe1 on 2009/08/04 21:49:37
Will the model of the QuakeGuy's hands be changed? If they are going to show up using the shotgun I think they should look better.
Could Be
#279 posted by ijed on 2009/08/04 21:51:03
Which weapon? All?
Ogres
#280 posted by ijed on 2009/08/04 22:06:54
Were kind of late to the party - you'll notice there's alot more if you find the DBS.
I wanted Quake minions who weren't necessarily demons, and knights would have been weird.
You'll notice that Enforcers will occassionally lob a grenade (or hunter killer if their flag is set) so a 'more grenades' flag could be the solution.
friend / foe in the first room is kind of a grey issue, since they'll generally get killed anyway and sometimes they'll attack you (bug).
It not quite a scripted sequence, but it's pretty close. I wanted to give the impression of a living place - one in the process of being overrun, or that has just been overrun seconds after the player arrives.
The NPC is flexible enough to have them properly fighting the monsters and we'll be using that in later maps for all sorts of stuff. Maybe an NPC rescuing a helpless player or some such.
Citizen Able Q2 maps will be a great inspiration there.
Also HL2's various mission types - the NPC unlocks the door.
And final thing about the sounds - alot of them are higher quality of the originals, courtesy of Mindgrid.
Don't Get Me Wrong...
#281 posted by generic on 2009/08/05 00:47:08
I think this is a good mod -- more on par with Nehahra than with Quoth (minus the feature-length movie, of course) -- it's just the name that bothers me. I guess what I was half expecting was something more like a Quake HD with higher poly models and 32-bit textures with uber-detailed levels. This, on the other hand, is something different. Gameplay-wise, there are some neat things going on. Sound-wise, there are some no-so-neat things going on. The rest-wise, well, we will wait and see...but I do look forward to it.
Keep up the good work!
Thanks
#282 posted by ijed on 2009/08/05 03:46:31
There's plenty of projects that pretty the game up though. Textures packs and a few modeling ones.
Being compared to Nehahra is a great compliment.
Ankh
#283 posted by ijed on 2009/08/05 04:10:09
Seems like you had fun with the mod, reliving the levels.
Haven't watched them all yet, but they're pretty morale boosting.
Give Me A Shout If You Fancy
#284 posted by ijed on 2009/08/05 04:10:30
Remaking a map :)
Some Thoughts
#285 posted by grahf on 2009/08/05 09:29:40
We've been playing this game for 13 years, so we know every subtlety of gameplay and design. Every little thing you change will be noticed and mercilessly scrutinized. And there are certain expectations that we have about how Quake looks and feels. Obviously any changes to that will be challenged. The RMQ team has been hyping their mod for a while here on func, in subtle and not-so-subtle ways. Someone on the team says, "oh this map played really cool in RMQ," or about some mapping feature, "yeah we'll have that in RMQ." So, subtle expectations have been created, and now we finally see it, and it is both less and more than we imagined...
So about those sounds. Yeah, they're 44.1khz. Great. I don't care, if they are bad and out of place, which a lot of them are. Let's look at the grunt sounds. You see, I have a certain expectation of what a grunt is. I imagine them to be half-human genetic experiments or something, a creature far more capable of killing than speech. The originals did not utter a single intelligible word. Did you forget? He is called a GRUNT, not "some guy yelling random shit at me." It is seriously jarring to hear them actually talking and I don't like it. Make a new monster, like an evil marine or something, if you want chatter and taunts, please.
Here's another specific criticism: I don't like it when identical-looking enemies fire different weapons. It breaks my expectations. I do see that the grunts have different guns modeled, but that's not enough to tell them apart in a dark room or the heat of battle. Obviously there's a specific way to engage a shotgun grunt vs a grenade grunt, and if you do it wrong you die. In Quoth, you can learn the differences between the green guys, red guys, orange guys, blue guys, etc, and plan accordingly. For what it's worth, this lack of grunt differentiation annoyed me in Nehahra as well.
Well that's a lotta rambling. I'll say more about specific things when it's not 3:30 am...
#286 posted by ijed on 2009/08/05 14:12:41
The nailgrunts are supposed to be carrying visually different guns. I'm not a fan of 'new skin = rockets' type monsters, so the idea is for each to be different in outline for just the reasons you mention.
The HyperEnforcer for example will have a much bulkier weapon, connected to his backpack by a cable - just a case of getting the modeling and animation done.
Less grunt chatter, noted.
#287 posted by JneeraZ on 2009/08/05 14:26:01
My opinion is that Quake moves too fast for outlines to mean much. Large differences like a knight compared to an ogre work, but different guns - no. Colors may seem cartoony but they are the quickest thing to pick up on in the middle of a fire fight.
Depends On The Lighting.
#288 posted by ijed on 2009/08/05 17:09:07
And the nailgrunts already have a slightly different armour colour.
The idea is for them to carry nailguns as opposed to a stick. Maybe it'll be worth changing the shotgun to a proper shotgun as well. It's a handful of polys more but visually completely different.
Really, the Enforcer and grunt weapons are like giant cigars with a few lights and stuff.
For the Enforcer he'll have a modified powerpack in place of a backpack and a big cable connecting it to his gun - so it should be visually very different.
Skins will be a matter of course.
Perhaps
#289 posted by Text_Fish on 2009/08/05 22:00:15
you could make very subtle scale differences between the different types of grunt/enforcer. I.E. taller/fatter/whatever. On paper it may not be a huge difference but I'd say it's the sort of thing people would pick up on and react to subconsciously.
I too find the colour coordinated variations in other mods somewhat cheesy but ultimately, bad game play is a problem ten times bigger.
Not to flog a dead horse, but I hope the fact that pretty much everybody has uniformly complained about the sounds is enough to warrant a major change in direction there.
QuakeGuy Hands
#290 posted by yhe1 on 2009/08/05 22:39:32
Yes, all the weapons, I think Q2 quality hands would be enough.
Hm
#291 posted by ijed on 2009/08/05 22:42:44
There's no way that we'll be binning months of work, but its a big contrast how those here and those on other forums have reacted.
The only mention of bad sounds elsewhere has been the rain being too loud. But yeah, consideration.
#292 posted by Ankh on 2009/08/05 23:42:57
episode 3 demos recorded in joequake - if anyone is interested. It is still fun to play this.
http://www.quaketastic.com/upload/files/demos/rmq_ep3.zip
e2m3 - is someone working on it? Not that I promise anything :)
I Was A Bit Uncomfortable In A Good Way ...
#293 posted by Baker on 2009/08/06 07:33:50
I didn't know what to expect when I was playing the demo but I liked what I felt.
I completely didn't understand the rules, the enemies and had no sense of level progression because the monster counter wouldn't show me the number of monsters.
I felt like I was playing a version of Quake 2 that didn't suck -- and I mean that in the most complimentary kind of way possible.
It was like playing a drastically different Quake mod where I had no idea what the rules were, no idea what the goals were and no sense of comfort.
The surroundings were familiarish but I never developed any kind of comfort.
Newblars think "gee wiz I want high res graphics" simply because they don't know any better, but veterans want high-res gameplay.
If mystery and lack of comfort are the key to suspense, I can easily claim to have never felt safe as I played this. Way too many unexpected things happened for me to have that kind of comfort.
Quake 2's stupid goals and objectives really impeded my joy of the game and I don't claim to have progressed far in Quake 2 -- I did try it again recently due to gb's long-time and aguirRe's seemingly recent Q2 passion.
Remake Quake felt like some unfamiliar game set in a somewhat familiar environment -- so very unfamiliar despite the familiar surroundings and enemies.
I guess I never expected a Quake mod to be so unexpected. I haven't played a Quake mod that successfully removed my sense of security.
In recent history, the only other map that really freaked me out was the ijed Spacehulk 256 map where fiends kept being behind me from nowhere and I continually died.
Yes, this isn't your traditional Quake experience, but maybe it shouldn't be. With a few hundred awesome single player maps in stock, maybe the "traditional" Quake experience has played itself out as much as it needs to be.
Well Said, Baker
#294 posted by grahf on 2009/08/06 08:24:55
Expectations create a comfort zone - if the goal is to make the player uncomfortable, then that's not necessarily a bad thing.
About the rain - I certainly like the idea, it makes the map much more atmospheric. It would be nice if the sound got louder when you approach a window or went outside - maybe it did, but the difference was quite subtle and it was still pretty loud inside. Of course, I realize there are limits to what quake's attenuation will allow.
Ijed
#295 posted by negke on 2009/08/06 11:18:28
You know how it is. Non-developer communities tend to appreciate anything without critical consideration. At least people here care enough to comment in one way or another (even if it sometimes sounds harsher than possibly intended).
Base ogre: I think LTH made a base skin for ogres (Trinca used it in one of his base maps). It would still feel a little odd, but also make things a lot easier. Just insert the second skin and add "skin" "1" to the ogres in the base maps.
I Rly Like That Idea, Negke!
#296 posted by RickyT33 on 2009/08/06 12:08:30
I was never a fan of ogres in base maps pureply ecause they looked out of place, so giving them a base skin would probablt make me use them more...
#297 posted by Trinca on 2009/08/06 12:08:38
chif my best map ever and u dont remeber the name negke? :(
trincasp3 tree map pack
#298 posted by Trinca on 2009/08/06 12:08:39
chif my best map ever and u dont remeber the name negke? :(
trincasp3 tree map pack
Chif
#299 posted by negke on 2009/08/06 12:28:29
I confused it with the Hellknight base skin. But I'm fairly sure I've seen an ogre skin, too. Maybe in Forwards Compatible?
Chif
#300 posted by spy on 2009/08/06 14:29:42
you have a trincasp3 map? zomgggg
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