Quake5 Will Be
#235 posted by Lunaran on 2006/12/26 08:17:57
uniquely textured on every polygon of the world
3 years late, 3 hours long, and dull
Lun
#236 posted by pjw on 2006/12/26 12:15:22
You seem like, just perhaps, you have a negative attitude upon occasion.
Pjw
#237 posted by R.P.G. on 2006/12/26 17:55:11
Well, what choice do you have when you grow up in a frozen region where one only sees the sun at most 1 month of the year? He even grew resentful of those living in the sunny south, proving this by hating his time in Savannah. All this is rather reminiscent of the Morlocks, really.
So he had but one choice: become a cynic, or a Russian. And because of the sentiments toward communism at his birth, there really wasn't even a choice.
Pjw
#238 posted by Lunaran on 2006/12/27 10:25:28
yeah ... I should do something about that.
QV
#239 posted by inertia on 2006/12/27 13:19:00
could only happen if iD made a couple of games that weren't received well, and realized that they needed to make something just as innovative as the original quake
oh, wait.
Well
#240 posted by Zwiffle on 2006/12/27 13:41:32
I'm still up for a Q5 TC for Doom 3, or, even better, Prey. PLLEEEEASSSSSEEE????
Personally
#241 posted by Text_Fish on 2006/12/27 15:11:23
I think Source would be a better engine.
The Doom 3/Prey engine has shiny, plastic-like crap everywhere which is a visual blight that I've yet to see anybody adequately overcome.
#242 posted by Text_Fish on 2006/12/27 15:13:35
Edit: That said, Quake Wars does seem to have removed the shineyness and looks a lot better for it, so that would be a great Quake to mod. It'd allow for some truly immense hell-bastions as well.
#243 posted by Kinn on 2006/12/27 15:35:39
I think Source would be a better engine.
The Doom 3/Prey engine has shiny, plastic-like crap everywhere which is a visual blight that I've yet to see anybody adequately overcome.
Or you could just, you know, make new materials that aren't supposed to be simulating shiny metal or plastic in the first place.
Can You? I Don't Know
#244 posted by Text_Fish on 2006/12/28 03:21:35
because I've never seen it done, even by people who've tried to simulate bricks.
They Can't Have Tried Too Hard
#245 posted by BlackDog on 2006/12/28 05:14:14
Turning down the spec is hardly difficult. Authoring decent materials is, though.
Having said that, I also far prefer the look of source. Realtime lighting is simply too ugly and limited to match the precomputed methods.
Unreal Engine 3
#246 posted by Kinn on 2006/12/28 06:17:19
would like a word with you, if Gears of War is anything to go by (hint: it is)
Yea' But
#247 posted by Text_Fish on 2006/12/28 17:40:43
it would just be sick and perverse to develop a Quake game on Unreal technology. :P
Ok
#248 posted by bambuz on 2006/12/30 09:27:29
was Quake really that good or exceptional or innovative??
Some aspects I really liked, like many nice textures and the nimbleness of the hero. But overall Doom was more compelling as a single player experience.
Was the environment of quake really that special?.. I don't know. Maybe it isn't so relevant.
post scriptum to lun: at least you have a point in your negativisms, it isn't just some pure emo.
:)
#249 posted by Spirit on 2006/12/30 10:54:17
One thing I really love in Quake is the movement/feeling/"physics". It's easy to learn, feels 100% fast and immediate, and yet offers so much to learn and improve (for speedrunning things).
Meta-analysis?
#250 posted by inertia on 2006/12/30 16:48:54
i think one of the things that makes the q1 single player experience special is that, somehow, it convincingly pulled off a wide variety of different environments -- and had a simple yet compelling explanation as to why they were that way.
compared to modern games, quake map styles (in the original game) changed suddenly, and got continually more evil as the game progressed. maybe, to force some reinvention, we just need to destroy the base and temple stereotypes...?
>:}
#251 posted by Kinn on 2006/12/30 17:28:11
it would just be sick and perverse to develop a Quake game on Unreal technology. :P
Yes, but wouldn't it feel naughty?
Oh so deliciously naughty
^_~
Foppish Dandy!
#252 posted by HeadThump on 2006/12/30 19:12:17
Really...
#253 posted by tron on 2007/01/01 15:51:42
If Quake 3 was part of the Quake series while just being pure dm, I think Quake Wars has just as much right to be part of the series so aren't we really discussion Quake 6 here?
Zwif: I think Hexum has an awesome looking d3 level somewhere on Doom3World where he is making a Quake style project. Looks great. There is another Quake in Doom 3 project around there somewhere as well if you are really interested.
Yah
#254 posted by Kinn on 2007/01/01 16:29:47
Well, the name is largely irrelevant; we are talking about a remake (or a sequel in the same "universe") as the original. Perhaps we could call our hypothetical game "Quake: The Brownening" from now on, as it doesn't invalidate any of the points in this discussion.
HeadThump: I take exception to your baseless accusation.
Heh Heh
#255 posted by HeadThump on 2007/01/01 17:18:24
maybe I should be careful whom I taunt; the last guy I called a fancylad for wearing a leapord skin cap with a matching coat turned out to be a pimp. It did not go down as bad as the encounter with a pirate though. Apparently, the unedited lyrics to the old chante goes:
"What do we do with a drunken sailor,
Tie him to the mast and cornhole him later.'
But But But
#256 posted by R.P.G. on 2007/01/01 17:37:04
If you tie all the sailors to the mast, who will navigate the ship?
That Is What These Fellas Are For
#257 posted by HeadThump on 2007/01/01 19:58:45
#258 posted by gone on 2007/01/15 16:54:22
we have talking crows for gamedesingers
Important Facts
#259 posted by Quakefreak on 2007/01/25 14:41:41
I don't know why ID software games are so good.
Maybe because they have something satanic in them.
The original QUAKE was my first love!
Quake2 was a piece of shit
Quake3 brought a little refresment to the genre
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