Yeah,
#5408 posted by metlslime on 2004/09/16 14:40:50
Since Doom3 was basically Quake2 with per-pixel lighting, and Quake4 is basically Quake2 with the Doom3 engine, there's a danger that Quake4 won't be very distinguishable.
I'd Hazard A Guess...
#5409 posted by Kinn on 2004/09/16 14:54:40
that Quake IV will have a better monopoly on crates than Doom 3 though.
"bio-mechanical factory" + "monsters using cover" = CRATES
Crates
#5410 posted by Mike Woodham on 2004/09/16 16:27:56
Yes, crates and exploding barrels. But at least Doom3 has the 'scary corridors'. Mind you, the Doom3 sound effects are the best I have heard in a game.
Nevertheless, as good as the graphics and sounds are, Doom3 is very single themed so far (I am only at the monorail)
And that is what Quake1 was not, and why it was so good. And why I want a sequal
Sadly
#5411 posted by Kinn on 2004/09/16 17:01:32
Quake 1 was a complete accident of design, brought about by id really having no clue where they wanted to take the game, up until the very last minute, when they just slapped what they had done all together and hoped for the best.
And it was.
W3rd.
#5412 posted by Shambler on 2004/09/16 17:55:42
Doom 3 Fortress
#5413 posted by . on 2004/09/16 20:42:14
http://www.planetdoom.com/d3f/
I'm curious what you guys think of the potential of this mod. I'm not interested in playing it, the model/tex shots they have up look alright but I'd need to see more. I'm wondering because they are hosting a music contest, which I'm kind of interested in, but hesitant.
#5414 posted by Zwiffle on 2004/09/16 22:24:54
I think pretty much all D3 mods based in multiplayer will fail miserably until the networking code gets a major fixing, regardless of quality of overall design. D3 simply cannot support a quality multiplayer. If it's a simulation with bots, however, that may be a different story.
FPS Multiplayer Modes..
#5415 posted by JPL on 2004/09/17 03:43:55
.. can be cool only if "real" players are fighting against/with you... simulation bots suck...
Whoah!
#5416 posted by . on 2004/09/17 05:28:03
I found out to run Quake on my Mac (OSX Powerbook 15" widescreen) is to copy the ID1 folder and use the GL Quake Mac port (it's just the executable). Checkout these shots... mmm widescreen. Too bad I can't adjust the gamma - it's kinda washed out. But it runs damn fine at 1280x854 on 867 Mhz, 256MB RAM, and a 32MB ATi card (not that I'd expect any less).
http://www.phait-accompli.com/crap/macquake/
Oh...
#5417 posted by mwh on 2004/09/17 06:19:35
about the ID1 folder, I'd assumed everyone knew that :)
Quake's portability is just another testament to its utter supremeness.
#5418 posted by . on 2004/09/17 06:24:12
Now if GTK Radiant (which is apparently aboutto be ported)(or Worldcraft if ever) was ported to OSX I might map more often.
Q1 -> Doom 3
#5419 posted by than on 2004/09/17 08:34:46
I think somebody mentioned that they would have preferred q1 to q2 in the doom 3 engine. Personally, although I would be interested to see an update to Q1, I think that anyone making it today would just make a fuck up of it and lose most of what made Quake great in the first place. As Kinn said, id didn't really design Q1, it just happened to turn out well. If someone were to remake it today, I can tell they would spend hours in focus groups and thinking of a detailed plot to add a reason for the action. Come to think about it, it would probably just turn out like Doom 3*.
I'd especially hate to see what Raven might do to the monster design after witnessing some of the designs of the QIV monsters.
Q2 isn't so sacred :)
*which I enjoyed, but quake.enjoyment = doom3.enjoyment*500; or something
Wow, That Is A Lot Of Rain
#5420 posted by HeadThump on 2004/09/17 12:32:39
Scampie, I'm sending Ivan up there to you with a big pink bow attached.
Than, I think a D3 engine version of Quake would look something like PainKiller.
If Anything, Painkiller Was
#5421 posted by BlackDog on 2004/09/17 13:23:58
more like the Source version of Quake. Havok 2 with lots of stuff to pointlessly shove around, ragdoll deaths, hi-res textures, speccy skies, lightmaps, lots of enemies - nothing like the D3 engine at all.
And alternate fire. Meh.
I've Only Played The Demo
#5422 posted by HeadThump on 2004/09/17 13:57:54
But the hodge podge of themes and gorgeous gothic styling kind of reminded me of Quake.
Painkiller
#5423 posted by Kinn on 2004/09/17 14:24:24
It could have done with a few "proper" monsters - most of the monsters in PK were just variations of the evil knight/humanoid theme, although I'll admit there were a lot of them.
Doom3Fortress
#5424 posted by Megazoid on 2004/09/17 14:31:35
Why do people insist on visiting old ground with every new title?
Doom3 it out!!!1 Quick.. lets make Fortress, Rocket Arena, Doom3 Rally... (etc) It's a pointless and uninspired waste of everybody's time. Ho hum.
Demo Was Great Fun
#5425 posted by BlackDog on 2004/09/17 14:37:16
I'm thinking of picking up the full version, if it's reasonably priced and the MP is sound.
Revisiting Older Mods
#5426 posted by R.P.G. on 2004/09/17 15:25:30
Why do people insist on visiting old ground with every new title?
It's because so far each engine has been a significant leap forward in technology and modability. If you took full advantage of all the new features, the mod could be substantially cooler than the previous mods. (I'm refering primarily to the *Rally mods.) Of course, mods (and games) don't always turn out as well as they were planned to, so they mostly just look like copies of older mods.
I'm Just Looking For A New Team Fortress
#5427 posted by HeadThump on 2004/09/17 15:55:44
Since the Sierra Team Fortress 2 appears to be vaporware.
Painkinnbler.
#5428 posted by Shambler on 2004/09/17 16:24:20
It could have done with a few "proper" monsters - most of the monsters in PK were just variations of the evil knight/humanoid theme, although I'll admit there were a lot of them.
Yes, yes, and yes. Exactly. Some enemy were cool but they were almost all similarly sized humanoids. Got a bit....blah, really.
Still, some good styles and shit in the game. I'll play the mission pack.
Not really the new Quake though. Didn't have the same feel of progression and weirdness to it. I kinda agree with most of the comments about Quake - it would be great to see an updated version, but who would you trust to pull it off and remain true to the original spirit of Quake?? Me, maybe. Not many others tho :P.
Revisiting Older Mods
#5429 posted by metlslime on 2004/09/17 17:24:29
Why do people insist on visiting old ground with every new title?
For the same reason developers make sequels -- instant name recognition, less pesky design work.
Clean Shaders For DooM3 By Eutetic
#5430 posted by VoreLord on 2004/09/17 17:56:16
Snippet from PlanetDoom
A project to clean up the default Doom3 material shaders for the built-in DOOM 3 editor, DoomEdit, has been completed by Eutectic. With this fix, the problem caused by the game's original mtr files, which load nearly 1800 broken/unusable textures in DOOMEdit, is resolved and it is an absolute bonus for mappers while vastly improving the look of DoomEdit's Texture view
DooM3World thread link
http://www.doom3world.org/phpbb2/viewtopic.php?t=6012
Direct download link
http://www.pcgamemods.com/7464/
^
#5431 posted by pope on 2004/09/17 21:24:26
you should all get that, its helpful
thx vlord
Quake 4 PC Gamer Article Large Scans:
#5432 posted by Shambler on 2004/09/18 12:33:52
http://www.gamekult.com/tout/forum/lire_232575.html
All perfectly legible apart from one page. Sounds very cool to me and exactly what I'd hope for.
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