Ol' Willy
Arcane
Long ago I played PSone Quake II deathmatch on a splitscreen. Was cool though
No, but that's pretty awesome. Honestly, I can still play Doom to this day and enjoy the Hell out of it, pardon the pun.Have you seen Sandy Petersen playing Doom with his granddaughter?
One of our personal favorite series of wads were the Raven wads that got Tim Willits a job at id Software. I would have to guess, just by how well they played in co-op, that they were designed for that. They were challenging in single player, but it ramps way up if you play co-op. I played through them all in single player. When we went through in co-op, I ran charging in to a room that I remembered being fun only to hear the familiar roar of a cyberdemon and got blasted before I saw him. That was something definitely not in the single player.When i used to have LAN parties, most attempts at playing co-op resulted in failure because there was always that one asshole who couldn't or wouldn't coordinate his play with the rest of us. Now Doom is basic enough that it may work even if you have that one retarded friend who just can't play ball with the rest, but even then you can tell the game was designed for singleplayer. In Memento Mori, there's a few maps that were actually designed for co-op (which annoyingly can only be 100% with cheats now if you play the megawad solo) which shows how maps could be designed if the game were to support co-op from the get go.
Also, Quake had that grenade launcher, which is far from co-op friendly. It also has the Fiend, which is a monster that would make it really easy to shoot your buddies because of it's jump attack.Quake was clearly and fundamentally designed for single player. The multiplayer part is the PVP. Arguing that the game is shit because it doesn't work well in co-op even though it was never meant to is just asinine. "But Doom worked in co-op". Yeah well Quake isn't Doom. Deal with it. Levels in Quake were designed around constant motion and verticality.
That jump attack is really nasty.No, but that's pretty awesome. Honestly, I can still play Doom to this day and enjoy the Hell out of it, pardon the pun.Have you seen Sandy Petersen playing Doom with his granddaughter?
One of our personal favorite series of wads were the Raven wads that got Tim Willits a job at id Software. I would have to guess, just by how well they played in co-op, that they were designed for that. They were challenging in single player, but it ramps way up if you play co-op. I played through them all in single player. When we went through in co-op, I ran charging in to a room that I remembered being fun only to hear the familiar roar of a cyberdemon and got blasted before I saw him. That was something definitely not in the single player.When i used to have LAN parties, most attempts at playing co-op resulted in failure because there was always that one asshole who couldn't or wouldn't coordinate his play with the rest of us. Now Doom is basic enough that it may work even if you have that one retarded friend who just can't play ball with the rest, but even then you can tell the game was designed for singleplayer. In Memento Mori, there's a few maps that were actually designed for co-op (which annoyingly can only be 100% with cheats now if you play the megawad solo) which shows how maps could be designed if the game were to support co-op from the get go.
Also, Quake had that grenade launcher, which is far from co-op friendly. It also has the Fiend, which is a monster that would make it really easy to shoot your buddies because of it's jump attack.Quake was clearly and fundamentally designed for single player. The multiplayer part is the PVP. Arguing that the game is shit because it doesn't work well in co-op even though it was never meant to is just asinine. "But Doom worked in co-op". Yeah well Quake isn't Doom. Deal with it. Levels in Quake were designed around constant motion and verticality.
Depends on how you mean serious. Quake 2 onward was the time of amateur competitive leagues. I absolutely sucked at the FPS I played back then but I still found a clan to take me and played in clan games.. with dial up connections. Hardware was often whatever the family PC was and none of it was high end unless you were a rich kid or could pilfer stuff from a college.I thought Quake was fun until I tried the multiplayer, which was simply epic. When it comes to the campaign, I enjoyed both 1 and 2 for different reasons; they are very distinct games, each with its own unique atmosphere. While the atmosphere of the first was probably better in terms of pure aesthetics, I loved the futuristic weapons of the second (both your own and the enemy's).
Regarding multiplayer, looking back, Quake 2 was probably the most enjoyable for me. It was also janky because PCs were just starting to achieve barely decent frame rates, and the hilarious lag caused by dial-up remained. The third one had good multiplayer, but I didn't find it better than Q2's. It seemed to take the experience to a whole new level, though, but that was mainly due to technological advances. With the improvement of 3D cards and the availability of cable and optical internet, lag was finally becoming minimal. By running the game at minimum detail, frame rates were finally high. Anyone who was serious was using a 140Hz or 160Hz CRT.
In terms of multiplayer mechanics, I missed various small things. For example, how one team could dominate and then hold their advantage more brutally. In Q2, you spawned with 100 health and could be instantly railed, as opposed to getting a temporary health boost in Q3, plus a machine gun that actually did good damage and had great range and accuracy. I don't understand why players should be rewarded for dying. You don't see Dark Souls giving players a free health boost just because they are bad at the game.
It's also a travesty that they abandoned a proper campaign for Q3. The expansion was pretty bad, and Quake 4 seemed just terrible. I remember it having a campaign, at least, but it didn't seem particularly good. Never bothered to give Q4's multiplayer a try, as everyone in my area moved to CS halfway through Q3's life.
Call me contraction on this but I'm very against Sandy doing this.No, but that's pretty awesome. Honestly, I can still play Doom to this day and enjoy the Hell out of it, pardon the pun.Have you seen Sandy Petersen playing Doom with his granddaughter?
One of our personal favorite series of wads were the Raven wads that got Tim Willits a job at id Software. I would have to guess, just by how well they played in co-op, that they were designed for that. They were challenging in single player, but it ramps way up if you play co-op. I played through them all in single player. When we went through in co-op, I ran charging in to a room that I remembered being fun only to hear the familiar roar of a cyberdemon and got blasted before I saw him. That was something definitely not in the single player.When i used to have LAN parties, most attempts at playing co-op resulted in failure because there was always that one asshole who couldn't or wouldn't coordinate his play with the rest of us. Now Doom is basic enough that it may work even if you have that one retarded friend who just can't play ball with the rest, but even then you can tell the game was designed for singleplayer. In Memento Mori, there's a few maps that were actually designed for co-op (which annoyingly can only be 100% with cheats now if you play the megawad solo) which shows how maps could be designed if the game were to support co-op from the get go.
Also, Quake had that grenade launcher, which is far from co-op friendly. It also has the Fiend, which is a monster that would make it really easy to shoot your buddies because of it's jump attack.Quake was clearly and fundamentally designed for single player. The multiplayer part is the PVP. Arguing that the game is shit because it doesn't work well in co-op even though it was never meant to is just asinine. "But Doom worked in co-op". Yeah well Quake isn't Doom. Deal with it. Levels in Quake were designed around constant motion and verticality.
It was a tremendous difference for anyone decent at the game. A 25% free health boost is by no means small; you could survive two rail shots instead of one, meaning that you were alive for at least a few seconds. Plus, you spawned with a fully automatic machine gun (instead of a semi-auto blaster, which was useless at range because its shots traveled slowly). In Q3, you could do serious damage for potentially multiple seconds for free: by simply spawning and starting to shoot with your default machine gun.Giving players a small health boost didn't really make a difference
I think that's a good mechanic. It makes you reflect on all the mistakes you made that allowed such a situation to arise.If a player has max health, armour and has control of the weapon rotation there's very little hope of a come back
You are in a very small minority with this opinion. I understand why you have it but it's simply a bad way to build a player base. I generally play team based shooters and lean into capture the flag a lot. I don't have any fun when the game becomes spawn camping with no hope of escape. It's not "time to reflect" because there's not much you can reflect on in a lot of these situations. You have nothing but dead air if you don't give a players a way to pull back into the game. Which then forces both players to compete still instead of one sweeping the floor.It was a tremendous difference for anyone decent at the game. A 25% free health boost is by no means small; you could survive two rail shots instead of one, meaning that you were alive for at least a few seconds. Plus, you spawned with a fully automatic machine gun (instead of a semi-auto blaster, which was useless at range because its shots traveled slowly). In Q3, you could do serious damage for potentially multiple seconds for free: by simply spawning and starting to shoot with your default machine gun.Giving players a small health boost didn't really make a difference
I think that's a good mechanic. It makes you reflect on all the mistakes you made that allowed such a situation to arise.If a player has max health, armour and has control of the weapon rotation there's very little hope of a come back
I see your points, but I disagree with you on them. I don't like it when games hold your hand. Doesn't matter if its a shooter or an RPG. It's fine if you feel the opposite, but that's what made Quake's multiplayer interesting for me.
You are in a very small minority with this opinion. I understand why you have it but it's simply a bad way to build a player base. I generally play team based shooters and lean into capture the flag a lot. I don't have any fun when the game becomes spawn camping with no hope of escape. It's not "time to reflect" because there's not much you can reflect on in a lot of these situations. You have nothing but dead air if you don't give a players a way to pull back into the game. Which then forces both players to compete still instead of one sweeping the floor.
"Why not just play Quake" is always the response to arena shooters. They're kind of a solved problem and the solution has the player base. Nothing really picks up. CS is kind of the same. It has the player base so they stick with it. Anything new just kind of exists for 6 months then dies off the same way. The FPS market is walled gardens with little innovation possible.You are in a very small minority with this opinion. I understand why you have it but it's simply a bad way to build a player base. I generally play team based shooters and lean into capture the flag a lot. I don't have any fun when the game becomes spawn camping with no hope of escape. It's not "time to reflect" because there's not much you can reflect on in a lot of these situations. You have nothing but dead air if you don't give a players a way to pull back into the game. Which then forces both players to compete still instead of one sweeping the floor.
Sure, but that doesn't mean there wouldn't be a market for such games. For me, dying is the perfect time to reflect. This extends far beyond shooters to RPGs, roguelikes, survival games, strategy games, and MOBAs. Perhaps an analogy to this is whether you believe it's fair in games like CS to wait until the next round (plus receive less money if the team also gets wiped) - as punishment for your mistakes that got you killed. Alternatively, you can just play CoD and respawn instantly. However, there you again encounter spawn camping. With SBMM or not, rounds often end quickly one way or the other, especially with killstreaks, which serve to solidify a team's advantage and punish weaker players.
I don't really follow shooters enough anymore to know what types of games cater to which communities. I never got into battle royales, never bothered to understand how Fortnite works exactly, never even played it. I've seen a bit of Apex and Warzone, though, but personally, I don't see much point in them. However, I understand how they might appeal to others.
I find it hard to believe that you can't build a player base that way. Quake may be forgotten, even though people still play it. But many play CS both at the amateur and pro level, and even 1.6 has plenty of full servers. Also look at how popular League and DOTA are, which also have a high skill ceiling and are anything but forgiving.
It is a lot more "colorful".BTW, reguarding Q2 vs Q3 as far multiplayer goes, i'd say Q3 had the advantage of looking a lot of more colorful. I haven't played Quake 2 multiplayer for over a decade, but what i remember the most from the maps is that everything was organge lol.
I'll give Sandy a pass considering he's showing his granddaughter what he did when he was younger. Plus, I'm not sure how old the granddaughter is, either.Secondly. Don't spend time with your young family members playing computer games. Might be weird to say on codex but there's no reason you should be putting kids in front of screens more than they have to be. Build a model kit with them, play a board game, go outside and play some sportsball if it's not raining. Too much screen time for kids is bad for them and you're better off socialising with them directly. It's so easy to boot up smash bros but I've grown to hate that mentality as I get older and realize how much kids need proper physical interaction and using their minds over computer games.
I think so. They were really good back in the day. They probably don't challenge the people who've played Doom since it was released and can punch cyberdemons to death, but it's fun and well made.Does the Raven mod still hold up? I need to get back into Doom and some original era wads would be neat to try out.
You know, I don't dislike Quake 2. I enjoyed it when it came out. I really enjoyed it. But for some reason, I just don't really play it anymore - and I have it on my New 2DS XL(It's not easy to play with the New 3DS style controller) and on my Retroid Pocket 2S and 4 Pro. When I fire up Quad Touch(the best Quake source port front end for Android), it's always Quake. Never Quake 2, even though I have everything commercially released for both games.Never understood the aversion towards Quake 2.
It's a great game, though obviously not on the same level as the original Quake.
I last played Quake 4 a long time ago.Quake 2 is just too easy. I don't play nightmare since I don't like its gimmicks like enemies' instant reaction time and no flinching, and on hard Q2 is just a cakewalk.
Speaking of which, Quake 4 is probably the most difficult of the series if we talk top difficulties (not counting nightmare in the first two ones). Boss fights are tough, and plenty of encounters are well designed to make you sweat.
I would say that core gameplay of Quake 4 is really good. If we can cut away cutscenes, pointless vehicle sections and increase overall speed, it will be right up the alley with the first two games
I would say enemies are tougher. For example, Berserker in Q2 is a pushover, in Q4 it can quickly slice you up if you let him closeI last played Quake 4 a long time ago.Quake 2 is just too easy. I don't play nightmare since I don't like its gimmicks like enemies' instant reaction time and no flinching, and on hard Q2 is just a cakewalk.
Speaking of which, Quake 4 is probably the most difficult of the series if we talk top difficulties (not counting nightmare in the first two ones). Boss fights are tough, and plenty of encounters are well designed to make you sweat.
I would say that core gameplay of Quake 4 is really good. If we can cut away cutscenes, pointless vehicle sections and increase overall speed, it will be right up the alley with the first two games
Is it really that difficult though?
I remember some tough sections in the game, but other than that, is it really as difficult?
Pretty decent game regardless.
The Doom 3 of the Quake franchise, if you will.
Not a big fan of the squad gameplay in Quake 4.I would say enemies are tougher. For example, Berserker in Q2 is a pushover, in Q4 it can quickly slice you up if you let him closeI last played Quake 4 a long time ago.Quake 2 is just too easy. I don't play nightmare since I don't like its gimmicks like enemies' instant reaction time and no flinching, and on hard Q2 is just a cakewalk.
Speaking of which, Quake 4 is probably the most difficult of the series if we talk top difficulties (not counting nightmare in the first two ones). Boss fights are tough, and plenty of encounters are well designed to make you sweat.
I would say that core gameplay of Quake 4 is really good. If we can cut away cutscenes, pointless vehicle sections and increase overall speed, it will be right up the alley with the first two games
Is it really that difficult though?
I remember some tough sections in the game, but other than that, is it really as difficult?
Pretty decent game regardless.
The Doom 3 of the Quake franchise, if you will.
Also level design, the levels are way less spacious than levels in Q1 and Q2 and thus encounters are really tight.