Quake Canon
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Quake Canon
What's considered canon within Quake? Obviously this question will get a thousand answers, especially considering we're 'mainly' modders here, so revel in changing things. Obviously some will think nothing is up for change, others everything is changeable.
I'm asking because my current mod is more 'Quakesque' than my others so some authenticity has to remain; if you're basically doing a new Quake game / a sequel, then you have to retain more.
An example:
I'm tempted to change the zombies to being killable with just two shotgun hits. That's nothing massive in some regards, but a significant difference to Quake gameplay, where, obviously, you'd need to blow them up. It feels right to do it, as much fun can be head just running around in a Dawn of the Dead, Dead Rising etc way, blowing away Zombies. (Don't infer that's what my mods going to be like however...)
But is it changing too much of what is core Quake gameplay?
Thoughts would be good
I'm asking because my current mod is more 'Quakesque' than my others so some authenticity has to remain; if you're basically doing a new Quake game / a sequel, then you have to retain more.
An example:
I'm tempted to change the zombies to being killable with just two shotgun hits. That's nothing massive in some regards, but a significant difference to Quake gameplay, where, obviously, you'd need to blow them up. It feels right to do it, as much fun can be head just running around in a Dawn of the Dead, Dead Rising etc way, blowing away Zombies. (Don't infer that's what my mods going to be like however...)
But is it changing too much of what is core Quake gameplay?
Thoughts would be good
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: Quake Canon
ajay wrote:An example:
I'm tempted to change the zombies to being killable with just two shotgun hits. That's nothing massive in some regards, but a significant difference to Quake gameplay, where, obviously, you'd need to blow them up. It feels right to do it, as much fun can be head just running around in a Dawn of the Dead, Dead Rising etc way, blowing away Zombies. (Don't infer that's what my mods going to be like however...)
But is it changing too much of what is core Quake gameplay?
Thoughts would be good
I personally don't think that your example would take anything from the game. Part of what makes the game fun is getting through spots that are a slight hindrance and cause the player to temporarily "break" out of the main goal of finishing the level. It becomes very boring for me to blast through level after level with no mental stimulation.
If I was to allow zombies to be killed with a shotgun it would only be done with the supper shotgun and maybe only a semblance of head shot would be the killing factor. Or maybe let the kill shot be determined by the distance... or the number of pellets that hit at the same time could determine the kill.
However it is done I don't think it changes the game play too much... if anything, it gives players something new to enjoy for a brief moment.
Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
Quake was deliberately designed from the outset to be modifyable, so as far as behaviour derived from QC is concerned anything can and should be up for grabs.
"Untouchable" items would more likely include stuff like the wacky physics, rocket jumping, etc.
"Untouchable" items would more likely include stuff like the wacky physics, rocket jumping, etc.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
My $0.02:
Quake zombies were done wrong IMHO. They should be vulnerable to headshots (at least, a close range SSG should blow their heads). Also, ZOMBIES BY DEFINITION MUST HAVE MELEE ATTACKS. Throwing pieces of their asses (literally speaking) may sounded fun back then, but it's just flawed from the gameplay point of view. And last, they should move a bit more faster. Right now they are just an annoyance.
That said, as long you're not doing a mod to be played in standard maps (where game flow can be totally screwed), I don't see problems changing any particular behavior (either monster, weapon or power up). Try, and do a lot of testing to see if it works as expected and nothing get fubared.
Quake zombies were done wrong IMHO. They should be vulnerable to headshots (at least, a close range SSG should blow their heads). Also, ZOMBIES BY DEFINITION MUST HAVE MELEE ATTACKS. Throwing pieces of their asses (literally speaking) may sounded fun back then, but it's just flawed from the gameplay point of view. And last, they should move a bit more faster. Right now they are just an annoyance.
That said, as long you're not doing a mod to be played in standard maps (where game flow can be totally screwed), I don't see problems changing any particular behavior (either monster, weapon or power up). Try, and do a lot of testing to see if it works as expected and nothing get fubared.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I find the Zombies a refreshing unusual enemy. Being able to kill them with non-explosives would take away a lot of fun and tactic for me. They are definitely a threat if you cannot kill them and they start blocking your way. I even think that it is an interesting feature that you cannot blow them up if they are just fallen down. It delays the option to kill them (grrr at LH for making it a gameplayfix...).
But for a mod? Do whatever suits your gameplay ideas. The models are just wrappers around a mechanism.
But for a mod? Do whatever suits your gameplay ideas. The models are just wrappers around a mechanism.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Spirit wrote:I find the Zombies a refreshing unusual enemy. Being able to kill them with non-explosives would take away a lot of fun and tactic for me.
Totally agreed. Give them melee attacks, make them move faster and make them killable with conventional weapons and they just become yet another generic enemy: you've completely removed the reason for them to exist. On the other hand if you made their gibs recombine in a Terminator 2 style, now that would be good.
Teiman wrote:I think Quake is a horror-action game. Anything that fit the horror lore and is action fps, fit.
That's an interesting idea, and it kinda fits with why I don't like the Hipnotic (too tech) or Rogue (too medieval) mission packs (and where indicentally Zerstorer succeeds).
Last edited by mh on Sun Mar 28, 2010 3:33 pm, edited 1 time in total.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
FrikaC wrote:mh wrote:Totally agreed. Give them melee attacks, make them move faster and make them killable with conventional weapons and they just become yet another generic enemy
Sounds a lot like the knight actually.
Put conveniently in these terms, yeah. Even me would agree with
But give to the zombies a melee attack too, make them move a bit more faster (5% ? 10% ? No more than this) and don't let them be immortal if you don't have a GL or RL, and you have a more balanced and challenging foe. Are they too vulnerable ? Well, adjust the health level, or even better, let them feast from others corpses (like the fat zombie guy in Doom 3). I am pretty sure this doesn't sound like the knight.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
And having more types of mobs is bad?
I would lilke a zombie that is just "there", and wen it explode, it create a cloud of toxic smoke. Or zombies that walk to you and spawn more zombies...
Hell.. you can visit the Steam L4D forums and get a billion awesome ideas for zombies.
I would lilke a zombie that is just "there", and wen it explode, it create a cloud of toxic smoke. Or zombies that walk to you and spawn more zombies...
Hell.. you can visit the Steam L4D forums and get a billion awesome ideas for zombies.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Thanks everyone. I guess every mod is an open book, and what is a faithful addition to the Quake 'story' to one, is a desecration to another. I'm really torn re: the zombies, I'd love to make them shotgun killable (and for many reasons they kind of need to be...) but as my mod is a 'quake on earth' sequel of sorts I'm loathe to make too significant a change to a monster; improving ai, even adding gyro etc., is one thing, changing something unique about an enemy may be a mistake. A dilemma for me then, I may just try it and see...
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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