Would you buy Quake One 2?
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IHateThisMap
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Would you buy Quake One 2?
Hypothetically, would you want ID to make a true sequel to Quake One? What kind of things would be carried over, what kind of thing would you want changed? Or do you just want to see a Remake of the old stuff or should they just let sleeping dog lay.
I would like the game to have a none-linear design. This is to say that every map would be as hard as every other and you could play them any order that you wanted. There would also be online rankings for both score (how many monsters you killed, have many items you picked up, secrets you find ex.) and time (for speed running).
Finally there would be a Spore-like user made content sharing system and built in art and level editing tools as well as QuakeC IDE, so people can make, trade and find maps, mods, and art. I would like for them to carry over and enhanced QC as well. Call it QuakeC ++.
Any other ideals?
I would like the game to have a none-linear design. This is to say that every map would be as hard as every other and you could play them any order that you wanted. There would also be online rankings for both score (how many monsters you killed, have many items you picked up, secrets you find ex.) and time (for speed running).
Finally there would be a Spore-like user made content sharing system and built in art and level editing tools as well as QuakeC IDE, so people can make, trade and find maps, mods, and art. I would like for them to carry over and enhanced QC as well. Call it QuakeC ++.
Any other ideals?
Re: Would you buy Quake One 2?
This is pretty stupid but Quake was originally ment to be like Quake 2 you know space military but they worked on it for a few months and then decided to basicly make a new Doom callled Quake and all 3d there is no real point to a sequal because the game was an accident due to time constraints and plus the mission packs clear things up.IHateThisMap wrote:Hypothetically, would you want ID to make a true sequel to Quake One? What kind of things would be carried over, what kind of thing would you want changed? Or do you just want to see a Remake of the old stuff or should they just let sleeping dog lay.
I would like the game to have a none-linear design. This is to say that every map would be as hard as every other and you could play them any order that you wanted. There would also be online rankings for both score (how many monsters you killed, have many items you picked up, secrets you find ex.) and time (for speed running).
Finally there would be a Spore-like user made content sharing system and built in art and level editing tools as well as QuakeC IDE, so people can make, trade and find maps, mods, and art. I would like for them to carry over and enhanced QC as well. Call it QuakeC ++.
Any other ideals?
Quake started out as an rpg with a leveling weapon, in a dark fantasy setting. Quake2's only relation to Quake is in the name (and that bit of retained texture from the crates in Quake) and the engine.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
Were it a true sequel, I would be very open to buying it. I don't necessarily need anything fancy like a spore content sharing feature (well, that depends on what's shared and how. I'm not very familiar with Spore because of the DRM it originally came with, and the high pricetag and not enough interest on my part).
I also like somewhat linear games. It wouldn't be necessary to be able to play all the levels in any order -- that makes story, continuity, and flow etc very hard to maintain. However, if this were done as a separate mode then it could be very desirable. Basically once you beat the game you unlock several new modes including speed run. One of the modes lets you play the levels in any order, and when you beat the level it compares your resources (health, ammo, etc) vs par and uses that to determine the ratio of resources you start the next level with. Each level has a preset item list you start with in this mode, and it's adjusted based on the last level. That could even be done as a Q1 mod.
That aside, what I liked about Quake was the crisp rigidity of the game. The levels were cleverly made, artistically sound, and generally interesting. I liked Quake2, Half-Life and other such games for various reasons, but Quake was deceptively simple and yet surprisingly solid. Almost no story, a simple weapon/ammo set, but the game felt right in terms of physics, challenge, etc. The weapons were satisfying to use, enemies were varied (in both looks and behavior) and very interesting, and the environment was very well made, especially for its time. First true 3d FPS FTW!
That said, I would make changes. I don't want "same-old, same-old", but I also don't want a weird offshoot under the Quake name that has nothing to do with its roots. I haven't played Q4 at all (I keep meaning to buy it and try it). Q3 doesn't strike me as a good source of single player goodness. Q2's atmosphere was less interesting to me in some ways (stupid strog), but despite a few snags I enjoyed it a lot for various reasons. I thought it was a nice step up from Q1 in terms of weapon set, enemy AI, and the way things worked. However, I hated the sound, and I think the graphics could have been better. I have no problem with technology environments and often prefer them over medieval (for example, I loved Fallout 3 and haven't gotten into Oblivion at all; Half-life series was a very cool blend of both techno and organic alien world). However, the original quake had an atmosphere I've never seen properly replicated. I've never even read Lovecraft, but I recognize the influence. Quake had a way of making this world believably old, ancient, and far beyond the player's control. And yet the player fights back.
If you want to make a true Quake sequel, do it right! The mission pack Dissolution of Eternity did a very good job, I think. I haven't played the first one but I hear it's good too. In a sense, those were the sequels. Quake 2 was a completely different game under the same series name (which I enjoyed enough to praise in several aspects), and Quake 3 was in another universe.
Oh, and I wish I had the Quake 1 CD. I lost it somewhere, but want it back for the music. I liked the mission pack 2 music a lot (several of the songs are on my playlist while at work), and I want to see what the original Q's music is like. Curse my organization lapses.
I also like somewhat linear games. It wouldn't be necessary to be able to play all the levels in any order -- that makes story, continuity, and flow etc very hard to maintain. However, if this were done as a separate mode then it could be very desirable. Basically once you beat the game you unlock several new modes including speed run. One of the modes lets you play the levels in any order, and when you beat the level it compares your resources (health, ammo, etc) vs par and uses that to determine the ratio of resources you start the next level with. Each level has a preset item list you start with in this mode, and it's adjusted based on the last level. That could even be done as a Q1 mod.
That aside, what I liked about Quake was the crisp rigidity of the game. The levels were cleverly made, artistically sound, and generally interesting. I liked Quake2, Half-Life and other such games for various reasons, but Quake was deceptively simple and yet surprisingly solid. Almost no story, a simple weapon/ammo set, but the game felt right in terms of physics, challenge, etc. The weapons were satisfying to use, enemies were varied (in both looks and behavior) and very interesting, and the environment was very well made, especially for its time. First true 3d FPS FTW!
That said, I would make changes. I don't want "same-old, same-old", but I also don't want a weird offshoot under the Quake name that has nothing to do with its roots. I haven't played Q4 at all (I keep meaning to buy it and try it). Q3 doesn't strike me as a good source of single player goodness. Q2's atmosphere was less interesting to me in some ways (stupid strog), but despite a few snags I enjoyed it a lot for various reasons. I thought it was a nice step up from Q1 in terms of weapon set, enemy AI, and the way things worked. However, I hated the sound, and I think the graphics could have been better. I have no problem with technology environments and often prefer them over medieval (for example, I loved Fallout 3 and haven't gotten into Oblivion at all; Half-life series was a very cool blend of both techno and organic alien world). However, the original quake had an atmosphere I've never seen properly replicated. I've never even read Lovecraft, but I recognize the influence. Quake had a way of making this world believably old, ancient, and far beyond the player's control. And yet the player fights back.
If you want to make a true Quake sequel, do it right! The mission pack Dissolution of Eternity did a very good job, I think. I haven't played the first one but I hear it's good too. In a sense, those were the sequels. Quake 2 was a completely different game under the same series name (which I enjoyed enough to praise in several aspects), and Quake 3 was in another universe.
Oh, and I wish I had the Quake 1 CD. I lost it somewhere, but want it back for the music. I liked the mission pack 2 music a lot (several of the songs are on my playlist while at work), and I want to see what the original Q's music is like. Curse my organization lapses.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
don't forget quad damage, the jumping sound, the wind carrying sound, and shooting buttons that open secrets. Lolscar3crow wrote:Quake started out as an rpg with a leveling weapon, in a dark fantasy setting. Quake2's only relation to Quake is in the name (and that bit of retained texture from the crates in Quake) and the engine.

Can I work on it? 
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
No the real original idea was way way way back just after COMANDER KEEN the id boyz had a huge shareware sucsess and Quake was the name of a side scroller in which you play a thor-like character weilding a hammer. But they made Wolf3d then Sod the Doom THen D2 then Quake Romero wanted quake to be military space but the other decided to go with the RPG telepathy game but due to technology of the time, time constraints they went with a more doom-like 3d game. BTW Quake does not have any releation to Q2 the strogg hadnt even been thought of up until the middle of Q2s development cycle. Ane when Q2 was shown at E3 Romearo was there showing the then most anticipated game of those (YEARS!!! 97-00) Daikatana. Romero went to see Q2 (as he was and still is an abbid deathmatch fan) and saw that it had coloured lighting and skyboxes he was blown away, and thanks to a technicality in the license agreement that allowed thrid-party developer to upgrade from the Q1 source he got the Q2 source when it was released. But to his horror the code had pretty much completely changed!!!! and evetuly Daikatana was re;eased and ended up a giand comercial falure. An i think that is the near complete history of id software except the Apogee and Gamers Edge days.scar3crow wrote:Quake started out as an rpg with a leveling weapon, in a dark fantasy setting. Quake2's only relation to Quake is in the name (and that bit of retained texture from the crates in Quake) and the engine.
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MeTcHsteekle
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hmm i got a diffrent im pression from reading this:Stroggos wrote:No the real original idea was way way way back just after COMANDER KEEN the id boyz had a huge shareware sucsess and Quake was the name of a side scroller in which you play a thor-like character weilding a hammer. But they made Wolf3d then Sod the Doom THen D2 then Quake Romero wanted quake to be military space but the other decided to go with the RPG telepathy game but due to technology of the time, time constraints they went with a more doom-like 3d game. BTW Quake does not have any releation to Q2 the strogg hadnt even been thought of up until the middle of Q2s development cycle. Ane when Q2 was shown at E3 Romearo was there showing the then most anticipated game of those (YEARS!!! 97-00) Daikatana. Romero went to see Q2 (as he was and still is an abbid deathmatch fan) and saw that it had coloured lighting and skyboxes he was blown away, and thanks to a technicality in the license agreement that allowed thrid-party developer to upgrade from the Q1 source he got the Q2 source when it was released. But to his horror the code had pretty much completely changed!!!! and evetuly Daikatana was re;eased and ended up a giand comercial falure. An i think that is the near complete history of id software except the Apogee and Gamers Edge days.
from thisscar3crow: Only 7 months? Would you mind shedding some light on how it was changed so quickly? I know many people, including myself, had the impression that it went through varous stylistic changes, and believed that the texture set was evidence of such. Put that on top of the rumors one hears of it beginning as an RPG, to a hack and slash, up into a first person shooter, and one can construe many ideas as to what the designs were originally like.
John Romero: Originally the game was going to be much more like an adventure or experience - you traveled through a full 3D world with your massive hammer which increased in power as you defeated enemies, much like Link's sword in the Zelda series. That was the idea but there was never any game code to prove out the idea. So we reached a boiling point where some of the dev team was very worried that we wouldn't be able to release the game within a year after our first year of development and they started to freak out. We held a vote and the vote was to just slap in DOOM-style weapons and polish it off and get it out the door. So i rewrote the design, defined the weapons, level-order, etc and we just plowed through it and released it on June 22, 1996. We did have another texture set created for Aztec-style architecture but one of our level designers couldn't get any ideas or inspiration from it so we had to drop the entire texture set...
bah
That interview is an interesting read. I'm about to move into part two. I'd like to post a quote relevant to this thread.
Yups. That's basically how I see it.scar3crow: How do you feel about the fact that many speak of Painkiller as Quake's spiritual sequel?
John Romero: Though Painkiller is a great game I wouldn't call it Quake's spiritual sequel - maybe DOOM's. Anything that's going to be a true Quake 1 sequel would have fantastical, dark, raw and unsettling environments with twisted and grotesque creatures - something that belongs in an H.P. Lovecraft story.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.