Morenatsu.
Liturgist
if projectile > hitscan, then blockland is the best fps of all time
Nazis are evil but so are Jews.Ignorance of history overall? Not exactly. I haven't read Mien Kampf nor know all of Hitler's backstory and every detail behind his motivations, this is true. However, it is my understanding that six million jews died under Hitler's rule. What is it I need to know, exactly? Would you like to enlighten me to the context I am missing? Was hitler just LARPing to hate jews but the military under him went ahead with gassing kids and he was powerless to stop it despite trying everything? Or maybe the holocaust was a hoax? Share your knowledge with us.
Cool free update!...*Runs Quake*
"Connecting to Bethesdanet"
Sorry but taking 200 aerosol can ammo to kill a bloated butcher is retarded. Just because it's official doesn't mean it's better.Imagine spotting autism in this thread and then being an omega-autist about Fresh Supply being inaccurate.
I thought they fixed that shit ages ago.Sorry but taking 200 aerosol can ammo to kill a bloated butcher is retarded. Just because it's official doesn't mean it's better.Imagine spotting autism in this thread and then being an omega-autist about Fresh Supply being inaccurate.
There are good and bad kinds of autism!Imagine spotting autism in this thread and then being an omega-autist about Fresh Supply being inaccurate.
Quake 1.5 looks atrocious.
The new weapon models are in that ‘inventive’ style for the sake of doing something unusual, and while they're not outright bad in themselves, they can in no way match the iconic simplicity and roughness of Quake. The thunderbolt looks just bad. Moving the viewmodels to the side is also a pointless change that doesn't belong in Quake, as the centred weapons are part of the distinctive feel of the game and add to the sense of intensity. Also, a punchier sound with a deeper thud isn't inherently better, as far as the shotguns are concerned, while the nailgun's and super nailgun's weaker sounds on the other hand are less interesting. Same goes for the grenade launcher.
The weapon models along with the visual changes to maps and lighting also take the graphical style in that more ‘cartoonish fantasy’ direction, like in Arcane Dimensions. Again, it has its merits, but it's not the original style. Said changes to maps, like additional decorations, new lighting, more dark areas, and such are quite arbitrary and only spoil the original, austere look. The new skyboxes (same as those in Arcane Dimensions) are in no way a good replacement for the original gloomy scrolling clouds, which are one of the quintessential aspects of the game.
The new particles and gore aren't very good looking and are more of a visual clutter. The vanilla gibbing is much more satisfying.
The new monsters, partly borrowed from Hexen II, again don't fit the style of the game and while they may increase the complexity of the encounters, that doesn't necessarily amount to greater depth. Quake is one of the best shooters in terms of flow and rhythm, and how all the enemies and weapons complement each other. It'd be nice if its gameplay had a few more pieces, but adding to it without spoiling that masterful system is rather difficult.
The other additions like grenades or torch are rather pointless, and if the latter becomes necessary because of changes in level lighting, then it becomes an imposed gimmick. Same goes for the visible player's body; Quake is one of those shooters where such a feature is particularly out of place because of how central to the game the fast and precise movement with all its potential for rocket-jumping and gaining velocity is. The game isn't meant to be realistic and it's better for immersion not to see the body. Ladders and glass panes only disrupt the flow. This also applies to the slow motion that gets turned on at random when killing enemies. More gimmicks, and not even harmless ones at that.
The kicking seems to deal more damage than the axe and it's more effective at any rate as it can be used without switching the weapon. Giving the player even just a bit more options for dealing with monsters close by takes away from the need to focus on maintaining the distance while utilizing the ranged weapons effectively, as compared to Doom, enemies that were very aggressive about closing the distance with the player were one of the more interesting changes Id had made.
All this isn't to say that there shouldn't be any gameplay conversion mods and that experimenting with the established systems isn't interesting. But to imply that it's a straightforward improvement of Quake's formula is questionable to say the least.
Because of one post?One of the more retarded posts I've read on the 'dex. Knee-jerk autist reaction, inaccuracies and assumptions galore. And I here I was thinking you were a decent poster. Oh well.