(Another) RemakeQuake project
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(Another) RemakeQuake project
I'm sure many of you have heard about it, but I thought it might be interesting to post a thread about it here, particularly since a new thread has been created about it on Func and is drawing a lot of attention:
http://www.celephais.net/board/view_thread.php?id=60279
http://qexpo.tastyspleen.net/booth.php?id=167
http://qexpo.tastyspleen.net/booth.php?id=157
Now, Quake remake projects unfortunately sometimes seem to just come and go, but it seems this one shows a lot of promise in seeing the light, in part, I think, because mappers seem very invested in it. I don't know about you, but I'm looking forward to seeing how it'll turn out
What do you think?
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CocoT - Posts: 695
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i think it shoudl be turned into a full mod, not just a map project. (may not be but looks like it to me) they should do so re-modeling and re-texturing, and even through in some QC into it to mix things up in the gameplay and make it "better".
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ceriux - Posts: 2223
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Well, from what I understood, I think that's what they want to do. I guess they've started with the maps, but the plan will be to change all aspects (and I think they've already started) . They're calling for artists (I'm guessing for texturing and skinning, and probably also modeling) and they're also discussing which engine to use... Apparently - and this is not entirely surprising coming from Func (I'm not judging, by the way, I'm just observing) - the changes made to the QuakeC part and to the engine might need to be minimal ("no bullshit" seems to be the motto, here, even though I'm not 100% sure what exactly is meant by that, what it is meant to exclude). I'm not necessarily against it. A "cleaner" remake is probably a good place to start (and it will keep mappers happy).
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CocoT - Posts: 695
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Hey
We're in the news!
It started with the maps, because we saw that id1 maps are often horribly rushed, misaligned textures everywhere, and even parts cut off (Lost Entrance to Dismal Oubliette...) and we loved Quake enough to want to remedy these faults.
Originally using Quoth, btw.
Soon there was a custom progs, though, which rapidly grew, replacing Quoth as the mod of choice, and ideas for it developing even faster. It is a full mod now, and is going on to become bigger. We needed a ticket system to keep track of all the things we wanted.
We have Dr.Shadowborg as a head coder, and the mappers are relative newcomers, head guy being ijed, the maker of Warpspasm, then myself, and RickyT23 just joining now. We have Gyro integrated and Quake Matt on the team. More invitations have gone out already, and we're trying to contact engine coders, too. So you see, this is not the typical func project.
This thing might seem to come out of nowhere a bit for those of you who are following Quake since 96. It's probably due to a lucky combination of people.
Remodelling the monsters etc is a bit too much for us now, though. I hope that things like Ruohis' models and so forth can be plugged into it one day.
No bullshit means that we're against gimmicks that contribute no real gameplay improvement ("doing stuff because it can be done"). All new ideas are utterly scrutinized by the team.
There are quite a few gameplay changes and extensions, some thanks to Dr.Shadowborg, and more will come. For example, we have an inventory, and might do stuff like dropping weapons for your teammates.
Our team is very tight and organised and on the project since July 2007.
It started with the maps, because we saw that id1 maps are often horribly rushed, misaligned textures everywhere, and even parts cut off (Lost Entrance to Dismal Oubliette...) and we loved Quake enough to want to remedy these faults.
Originally using Quoth, btw.
Soon there was a custom progs, though, which rapidly grew, replacing Quoth as the mod of choice, and ideas for it developing even faster. It is a full mod now, and is going on to become bigger. We needed a ticket system to keep track of all the things we wanted.
We have Dr.Shadowborg as a head coder, and the mappers are relative newcomers, head guy being ijed, the maker of Warpspasm, then myself, and RickyT23 just joining now. We have Gyro integrated and Quake Matt on the team. More invitations have gone out already, and we're trying to contact engine coders, too. So you see, this is not the typical func project.
This thing might seem to come out of nowhere a bit for those of you who are following Quake since 96. It's probably due to a lucky combination of people.
Remodelling the monsters etc is a bit too much for us now, though. I hope that things like Ruohis' models and so forth can be plugged into it one day.
No bullshit means that we're against gimmicks that contribute no real gameplay improvement ("doing stuff because it can be done"). All new ideas are utterly scrutinized by the team.
There are quite a few gameplay changes and extensions, some thanks to Dr.Shadowborg, and more will come. For example, we have an inventory, and might do stuff like dropping weapons for your teammates.
Our team is very tight and organised and on the project since July 2007.
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goldenboy - Posts: 924
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goldenboy wrote:No bullshit means that we're against gimmicks that contribute no real gameplay improvement ("doing stuff because it can be done"). All new ideas are utterly scrutinized by the team.
.
Aw, I was hoping there would be a project out there that redid quake 1 with more ambiance and "life" to the maps - make them feel all organic in an evilish sorta way :> Otherwise, I wish you the best of luck with the project and hope to see it released \m\
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Yeah, that sounds really nice, Goldenboy! I didn't realize there were so many people on the team, already. I'm glad Dr Shadowborg and Quake Matt will be working with you! 
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CocoT - Posts: 695
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Heh
There will still be enough ambience left. Ever knocked grenades around a corner with a rocket, found the Gib of Doom, penetrated a base under attack by monsters, while in the middle of a thunderstorm?
There's enough, really.
There's enough, really.
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goldenboy - Posts: 924
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This is potentially cool, but I'm super protective about Quake as Quake itself. I'm fine with mods (obviously) and new takes, but when things call themselves a 'remake' I get skittish very quickly.
No offense just... ...very cautious. The screenshots look pretty good, but I am not fully confident in the retention of world ambiance, undertow, and level design. Once again, no offense, just extremely cautious.
No offense just... ...very cautious. The screenshots look pretty good, but I am not fully confident in the retention of world ambiance, undertow, and level design. Once again, no offense, just extremely cautious.
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scar3crow - InsideQC Staff
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penetrated a base under attack by monsters
Oooh, I like the sound of that!
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CocoT - Posts: 695
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I see. You can safely assume that ijed and me are some of Quake's biggest fanboys. Otherwise we wouldn't be mad enough to realign the textures in the whole game (consequentially requiring rebuilding).
I predict it will be a shock to old school players, when it's finally released, but when the dust settles, everything will be fine. Naturally, you can't please everybody, though.
Not doing it is not an option. Too far in (a dozen maps and a couple assimilated mods). We're fully aware of all the stuff coming or not coming from the community... but if we looked too closely at that, it would paralyze us like Medusa's gaze. So we try not to look over the top of the bunker too often and too long.
I'm very tired and will hang back again now. Anyone can msg me in #qc though.
No offense taken.
I predict it will be a shock to old school players, when it's finally released, but when the dust settles, everything will be fine. Naturally, you can't please everybody, though.
Not doing it is not an option. Too far in (a dozen maps and a couple assimilated mods). We're fully aware of all the stuff coming or not coming from the community... but if we looked too closely at that, it would paralyze us like Medusa's gaze. So we try not to look over the top of the bunker too often and too long.
I'm very tired and will hang back again now. Anyone can msg me in #qc though.
No offense taken.
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goldenboy - Posts: 924
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goldenboy wrote: So we try not to look over the top of the bunker too often and too long.
http://www.youtube.com/watch?v=u4-96gWQMpU
bah
- MeTcHsteekle
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