Mmm,
#60 posted by necros on 2005/01/04 19:14:51
i think quake5 could use a stakegun. i like stakeguns. yeah.
And A Hipnotic Style
#61 posted by HeadThump on 2005/01/04 19:52:17
double thunderbolt. That would be cool. Ever notice that the Quake 1 thunderbolt is way better looking than the Q3 Lightening Gun? In fact the Q3 model just blows.
/
#62 posted by necros on 2005/01/04 21:25:19
i think any q1 successor would needs very industrial looking weapons -- lots of scratches, exposed mechanicals, moving parts...
lots of cool intricacies
#63 posted by pushplay on 2005/01/04 22:21:53
we're all nostalgic for a great game that has never been equaled
No remake is going to be able to compete with your nostalgic version of Quake because you've filled in all the gaps. When you look at an Ogre in Fitzquake do you see a non-interpolating model or do you see an Ogre and the many things that represents to you?
Ehehe, Whoops
#64 posted by Zwiffle on 2005/01/04 22:31:03
A spinoff of Ikka's AMAZING "Hall of the Shambler God" map, the episode basically deals with where Shamblers come from (the birds and the bees, eh?) Elder-worldish/other styles would probably be prominent, mixing in some ruins of temples, possibly Greek/Roman in style. Other ideas to flesh out the style as appropriate, no real solid idea as to how it should actually be. Generally more open-ended maps, as Shamblers are rather big.
The final boss of the episode would be the Shambler God itself, some sort of badass mofo no doubt. I have some ideas of what he would look like, and they're all of a huge twisted Shambler with a bunch of mouths coming out of different body areas (shoulders, chest, hands.) But then again, maybe not.
The thoughts popped into my head of what a Quake V episode could be.
Good Point Pushplay
#65 posted by Scragbait on 2005/01/04 22:51:25
I think you are very close to that unquantifiable element that makes a game immerse you or not. I have felt much more drawn into Quake 1, System Shock 2, Deus-Ex and even Quake 2 then I have in Unreal II and Painkiller despite thier graphical superiority.
I have wondered if I am just becoming bored with gaming. But then I played the Winter Map pack released not so long ago and I wasn't bored of this old game.
Pushplay may be onto something if there is something in your subconscience that draws you to certain titles - that it is more then the sensory fidelity of sound, physics and rendering in games.
Would it be a stretch to say that games attract people with more then the average level of imagination? If your imagination is not worked along with your reflexes and problem solving brain matter, do you lose interest in it? If everything is presented to you by the game or if you don't get a moment of reflection within the game world, are you losing a chance to bond with the title?
My mind wanders more when I play Q1 then with most other games. In fact, the games I like most are the ones in which you have time and a place to let your mind wander as you play. Tightly scripted games like MoHAA and it's mission packs took away any spare brain and had you playing like it was a job - forcing you along it's predetermined path and at the cadence the designers wanted.
Does this make sense?
Yep, Scrags
#66 posted by HeadThump on 2005/01/05 00:50:26
the last two paragraphs in particular make perfect sense and its going into my print pasted work book along with CZG's post for this topic and Kell's advice on difficulty levels quite a while back in time.
Despite being an old title, Quake is a visual feast. Tonight I have been playing [Kona]'s Permutations of the Rotten. Now, the game play I am not too crazy about because of the confusing lay outs and arcade monster symmetry but man did he nail down a sensuously gritty atmosphere with this title. Wow.
He doesn't go outside of the Quake texture set in this one but uses a contrasting combination of metal, brick and morter textures and the results are striking.
I'll add this to what you said about the Quake player filling in the gaps with his imagination and so the game tends to attract a certain type of player.
Every Quake level is a physical narrative that tells its own story. It uses the barest of verbal ques and it doesn't push you into what the almighty level developer has in mind for you to learn from it. So, naturally, you fill in the details.
Some Ideas.
#67 posted by Jaj on 2005/01/05 13:35:21
Here go some thoughts about the matter.
I'd like that it was make a reality... but i know it's quite difficult.
Monsters:
There should be the same original monsters from Quake plus new ones that'd fit perfectly in the Q1 style.
About their AI, i think it should be as Shambler has said.
Weapons:
The same weapons, about adding new ones i'm not sure here, i think not, but it's always possible that an awesome new weapon perfectly suitable for Q1 was designed and then what?, who knows.
Of course, they shouldn't need to be reloaded, it's not the Q1 style.
Storyline:
There should be an argument, i'm not very exigent here, it's only to have something at least, an Stallone's film alike argument should be enough =).
You know, something like you need to get the four dimensional keys keeped by their respective four Demons(Bosses), in order to open the sealed dimension where the Final Boss is.
Levels:
Basically the same styles as Quake1, with new textures, shaders, and i also think that some type of slighty evolution keeping the coherence
wouldn't hurt.
Levels also shouldn't be linear and i'd add the possibility and necessity in some cases of back to a previously fully or not fully played map.
Another idea is that to complete a block of 4 levels for example, could be done not only in a secuencial order 1-2-3-4, but for example something like 1-4-2-3. It's just an idea.
Engine:
This new version of Quake must conservate the same speed as the original, i'm not sure here if an engine like D3 could do that in the cases when you fight against 2 ogres, a vore, 6 zombies... all together you know, those dearly familiar meetings typical of Quake1, i think with the actual hardware, D3 can't handle this situation as fast as Q1.
But in the case that this project was a reality, it'd take at least two years, and the hardware available in two years will eat an engine like D3, so i suppose that those "magical ends of party" should be possible.
Also, it could be developed using the D3 engine
and ported at the end to a new engine developed for the community, or as a mod for the new game Id would release.
For Q5
#68 posted by necros on 2005/01/05 13:45:28
for the love of god, no frelling sprinting!!!
just have a run speed (and walk if you want).
also, falling damage should be limited to something small and constant (ie: 5) to give more freedom for mappers and make gameplay faster and more crazy and fun.
those times where you jumped out of the way of a fiend leaping at you only to fall 30 meters down into a pit full of zombies is what makes quake so much fun. no cautious playing -- dump the player into situations and let fast thinking and swift decisions win. :D
Yeah...
#69 posted by Jaj on 2005/01/05 14:14:58
what Necros said... Q1 wouldn't be Q1 without that!
Nobody Said
#70 posted by megaman on 2005/01/05 14:54:04
evil leveldesigners that know how to express that they're evil and want the player to die.
So...
#71 posted by pushplay on 2005/01/05 23:26:15
Monsters:
There should be the same original monsters from Quake
Storyline:
There should be an argument
Levels:
Basically the same styles as Quake1
Engine:
This new version of Quake must conservate the same speed as the original
You want FitzQuake and a few new maps with custom monsters basically.
Hmm...
#72 posted by necros on 2005/01/05 23:33:40
sounds good! ^_^
Basically, Yes
#73 posted by Kinn on 2005/01/06 03:25:45
You want FitzQuake and a few new maps with custom monsters basically.
Improve the edict handling capacity of FitzQuake, and we're cooking. With gas!
*ahem*
#74 posted by Kinn on 2005/01/06 03:30:29
Actually, FitzQuake's edict limit seems ok now (1000 in v0.8 yes?), just bump up static ents, sound/model capacity, and stop those flippin' packet overflows.
THEN we're cooking.
Beep
#75 posted by brokenstep on 2005/01/06 04:47:03
i'm kind of an idiot, but i like playing quake a lot too, i don't know that i use my imagination a lot or if i just play sort of automatic... or something. but sometimes i think during play.
blah you get the non-point.
gotta have a bunch of those um... the blue bouncing biters, forming a man-sized creature that throws them at you and they separate from it when it's damaged... muhaha.
alright ill stop corrupting the good chat.
Err...
#76 posted by mwh on 2005/01/06 07:41:19
You want FitzQuake and a few new maps with custom monsters basically.
Isn't that Nehahra? :)
Well, OK, it's not FitzQuake, but the essence of the idea is the same.
Meh
#77 posted by Kinn on 2005/01/06 07:48:56
Isn't that Nehahra?
Actually, most of GLQuake's rendering glitches are still present in Nehahra. Besides, Nehahra introduces a lot of unwanted cruft like annoying particle effects and disco lights.
Um
#78 posted by Kinn on 2005/01/06 07:57:01
Ok mwh, I guess you were talking about Nehahra *the game*, not the engine - in which case yeah, Nehahra *is* basically Quake with new maps and monsters. But so are all custom maps/packs really.
Engines
#79 posted by Jaj on 2005/01/06 08:12:08
You want FitzQuake and a few new maps with custom monsters basically.
That sounds good, but i was thinking of an engine similar to Doom3 or D3 itself, even more evolved due to the time that a project like this would last.
Imagine the Q1 monsters done with D3 technology plus a few worthy new ones =)............
I'd also like to see Q1 using pixel and vertex shaders technology, for example.
FitzQuake is an excellent engine, is the one i use regularly, and should also be a good idea to develop something new using it.
I don't know how far we could go with this engine, and can't wait what'll happen with its future evolutions.
FitzQuake
#80 posted by Kinn on 2005/01/06 08:42:52
AFAIK, the whole point of FitzQuake is to provide an alternative to GLQuake, by fixing the various rendering glitches that (in many people's opinion) makes GLQuake graphically inferior to the software renderer. It is also a much more efficient, and therefore faster, renderer than GLQuake.
FitzQuake will never (and nor should it) introduce new graphical features that were not supposed to be in Quake in the first place. (Exceptions to this rule are: skybox support, .lit support, but these are generally acceptable additions).
I guess the question we need to ask is: do we really want "Quake V", or just great new maps for Quake 1?
I Know
#81 posted by Jago on 2005/01/06 09:00:37
I want at least a couple of new monsters, like 4-5 or so. I have to admit that although Q1 is my fav game of all time, I actually like Q2 monsters better.
Yes, Kell^H^H^Hinn
#82 posted by mwh on 2005/01/06 09:04:09
I was talking about intent more than anything else.
I'm not able to FitzQuake, so I can't really comment on it's wonderfulness.
I think a large, multi-episode, multi-mapper quake expansion pack of similar ambition to Nehahra would be at least as awesome as a new game! This isn't what the thread started out discussing, but it's what it seems to have turned into.
Hell of a lot of work, of course.
Intense Ambivalence
#83 posted by BlackDog on 2005/01/06 10:06:44
You guys basically want something like Quake: Source.
That is simultaneously a great idea, and the worst horrible filth I've ever heard.
Dear BlackDog:
#84 posted by czg on 2005/01/06 10:10:02
You are my new favourite person EVER!
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