Not 100% sure if this thread is strictly for user experience ideas, or holistically about Quake, but I have a certain Strong Opinion™ that I was meant to post in the "Quake in 2018" thread but it's probably too late to revive that...
The AI in Quake, and pathfinding specifically, is shit.
I mean, we all know it, but it needs to change from "it's shit, but it's ok" to "it's shit, and it's not
ok". It's not completely satisfactory (as per the thread title) that even in 2018, Quake gameplay can be lamely cheesed.
an example from Bal's (otherwise 100% excellent) 1024³ map: it's not immediately visible on that shot but the wall can simply be walked around. In a proper scenario, the Fiends would just find their way around the wall and rip me to shreds, but the Fiends wouldn't, since they just follow the one straight line the QC is telling them to follow at all costs.
This will be an unpopular opinion, but as Quake is slowly re-gaining popularity, we as mappers and modders MUST
up our game on this end. I find it slightly embarrassing to recommend all the amazing new maps to newcomers and have them encounter idiotic, prehistoric AI.
It's especially embarrassing since such systems already exist as .qc!!
1. sock implemented an extremely robust pathing system in the In the Shadows mod that was then discontinued in Arcane Dimensions.
2. c0burn has another system, based on FBX waypoints (I think?): https://www.youtube.com/watch?v=iooijPc7dbY&
3. Numerous older solutions from the inside3d times.
Ten, and even five years ago posts like these would be met with total bollocks like "who cares about smart monsters, I just shoot them :)", maybe it's about time everybody realised that smarter enemies make for a better QUAKE experience.