If Quake Were Made Today

Discuss anything not covered by any of the other categories.
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: If Quake Were Made Today

Post by mankrip »

In Turok 2, thanks to a bug, it's possible to use one of the weapon's telescopic zoom with ANY other weapon, effectively turning all weapons into sniper weapons.

Another of the first games where I found the "hide behind scenery, zoom in, crawl one milimeter at a time until the top of the enemy's head is visible, and shoot him" gameplay is Soldier of Fortune.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: If Quake Were Made Today

Post by frag.machine »

Well, it's a bug, not an intended game feature.
And speaking of aiming... Don't get me started on autoaiming in console FPS! :evil: :evil: :evil:
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: If Quake Were Made Today

Post by Dr. Shadowborg »

I hated Turok 2 due to it being essentially a headshot fest. (Turok 3 had a similar problem in addition to being another one of those railshooters that completely strip out the exploration element of gameplay.) The first Turok game on the other hand, I found to be quite acceptable. (well aside from falling into instakill bottomless pits because the level designers had a love for making you leap from pillar to pillar with very little margin for error...god, I hated that about the first Turok game.)
qbism
Posts: 1238
Joined: Thu Nov 04, 2004 5:51 am
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Re: If Quake Were Made Today

Post by qbism »

A step in the right direction, Q1 remake level in D3
http://youtu.be/vHQtjQ7iLf4
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: If Quake Were Made Today

Post by leileilol »

The use of the godawful Quake.TTF font for the hud burns my eyes with that stupid ass round zero. and the q3 ranger face
i should not be here
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: If Quake Were Made Today

Post by ajay »

I do like it, to a point. My major problem with it is that the monsters move/react too slowly. Having said that I like the level, the environmental affects and the overall quality.
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: If Quake Were Made Today

Post by frag.machine »

This mod surely was in the right track but yeah, the charset font is ugly and the monsters are relatively slow compared to the original. I'd add the scrags looks to similar to human torsos but let's give the due credit, overall it's a really good and polished mod.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
goldenboy
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Re: If Quake Were Made Today

Post by goldenboy »

Have to say it looks like Quake, pretty much. There's nothing that you couldn't do in a Quake mod in this video. Especially once Doom3 tech starts seeping back into Quake, after the source gets released.

In my opinion, looking like Quake isn't enough for a sequel. It needs more of its own identity, and it needs to be able to stand on its own 2 feet as a game. But I realize I'm probably in the minority here.

The trend for sequels to be remakes is shitty. A sequel should be a kickass game all by itself. First thing I'd like to see in a sequel are horrfic new monsters, and a new setting, not the same old stuff redone.
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