4 ms·
You 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
by T-hawk 10y ago
You 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.
- digi_owl 10y agoOut of the box, Quake was a lesser experience indeed. But the engine was highly mod friendly. I think i have at least a couple of CDRs somewhere (if they are still readable) Stuffed with zips downloaded from Fileplanet. Everything from grand projects like Team Fortress, to small one man mods that was not much more than a collage of weapons. This in large part because the game logic was implemented using quake-c, and the compiler was freely distributed.