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It really was a distinct shift, wasn't it? And you could feel it then too, it's not like you have to look back 20 years later and go "yeah you know what, that p
by mstade 10y ago
It really was a distinct shift, wasn't it? And you could feel it then too, it's not like you have to look back 20 years later and go "yeah you know what, that probably was a pivotal moment" – it was palpable right then and there. Quake, as it turns out, was a really great name in more was than one.
Me and some friends who played a lot together back in the day, some of us belonging to the same clans, are doing a re-union LAN later this summer as a kind of celebration. Can't wait! :o)
- nailer 10y agoThe atmosphere still exists when you look at shots today - I think it's mainly the lighting: http://static1.squarespace.com/static/566d855a841abafcc8ed19c4/576a68059de4bbf43633a24c/576a6808d482e96c76827deb/1466591242129/Q11.jpg http://static1.squarespace.com/static/566d855a841abafcc8ed19...
- mikekchar 10y agoI suffer from poor vision, but surely I can't be the only one... there is no lighting in those pictures. It's black. I'm tempted to say it's so black you ask yourself how much more black could it be... Well, a little more black, but not much. I never played quake because I literally couldn't see it. I always wondered what it looked like to people who liked it.
- Kristine1975 10y agoApparently you can set the screen brightness in Quake's console by assigning a value to the variable "gamma": Less than 1 is brighter, more than 1 is darker: http://www.quakewiki.net/archives/console/commands/quake.html http://www.quakewiki.net/archives/console/commands/quake.htm...
- nailer 10y agoI closed the curtains, so the only light was coming from the monitor. I think id should have told people do do that too.
- colordrops 10y agoIt wasn't just a feeling. The reason Quake felt like a distinct shift was that it was the first proper 3D engine in an FPS, allowing for much more interesting level design and player freedom. Doom was still built on the hacky 2.5D engine from Wolfenstein.
- Kristine1975 10y ago>Doom was still built on the hacky 2.5D engine from Wolfenstein. That's not true at all. Wolfenstein 3D was a raycasting engine based on cubes. Doom used BSP trees and allowed for much more varied level geometry without right angles everywhere (although there still were no sloped floors).
- colordrops 10y agoLet me rephrase that. Doom extended the technique used in Wolfenstein, which is 2D maps and sprites, and movement in the 3rd dimension was limited. Quake used a proper polygon rendering engine. In any case, it doesn't change my point that there is a discrete change in the rendering tech between Doom and Quake that accounts for the difference in feel.
- angersock 10y agoAgain, you're kinda missing the big change from wolf3d to doom. Doom added semi-dynamic lighting, arbitrary line angles (wolf3d was only grid-based), and moving segments. Maybe not as large a leap as from Doom to Quake, but at the time it was significant.
- T-hawk 10y agoYou guys are arguing from opposite directions. Doom-to-Quake was a bigger technological leap, going from a hacky 2.5D raycasting engine to a fully polygonal 3D environment and renderer. But Wolf3D-to-Doom was a bigger gameplay leap. Doom could do enormously more with level design and the visual experience than Wolf3D could. Quake being fully 3D didn't really do all that much for the player experience over and above Doom.