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Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!
by cammikebrown 3y ago
Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!
- miramba 3y agoI bought the recently released dusted up version, it’s still fun to play against the bot in DM4.
- newqer 3y agoYou never forget your first.
- beebeepka 3y agoThe movement? It was just dull but they fixed it with QuakeWorld. Bunny hopping is fun until you encounter stairs. They fixed that mechanic in Quake 2 but then everything else about this game is crap. Q3 was OMG, simply amazing Movement wise, CPM/CQ3 or QuakeLive is where things became fun again
- drzel 3y agoModern QuakeWorld has the option of enabling ‘air step’ which allows surfing up stairs. I don’t think the deathmatch purists use it, but it’s become standard in FortressOne (modern QWTF fork).
- fatline 3y agoThe amazing thing about QuakeLive is that it initially ran in a browser window. I'm not sure how it was implemented, but it was amazing and it supported Mac and Linux as well. I wonder why they then decided to make it into a Windows only desktop app.. :-(
- George83728 3y ago> The amazing thing about QuakeLive is that it initially ran in a browser window. The performance was complete dogshit. Just simply awful. I had modern hardware at the time which ran both the original Q3A and ioquake3 at hundreds of fps if uncapped but QuakeLive in browser burned my computer up for sub-60 fps even with the graphics turned down. Unplayable. Not to mention they dropped Linux support. QuakeLive made me quit playing Quake. If I sound bitter about it now, you should have heard me then.
- ThatPlayer 3y agoI'm pretty sure it was just a browser plugin. So probably native code unlike nowadays when you can get proper 3D with WebGL.
- beebeepka 3y agoYes, it was a plug-in. The game was released simultaneously too early for WebAssembly, and too late for the masses who might have liked it
- Zardoz84 3y agoI'm sorry, but I don't agree with you. Quake 2 was the BEST Quake
- beebeepka 3y agoNo, it is not. I still play a few matches every now and then. 1. Movement is weird. Teleports suck immensely. 2. Weapons are slow to fire, and somehow, even slower to recharge/change. The 15km/h rocket projectiles don't make any sense. 3. Stock maps are crap. Thank God for ZTN 4. Has the worst community. Clients and mods are horrible. Zero quality of life stuff
- sjm 3y agoQ2 being so slowed down compared to QuakeWorld makes a lot of sense when you read that John Carmack _hated_ the bunnyhopping bug in QW, and wanted everyone to be slow moving Terminators walking down hallways. I'm with you though, I hated it, and my friends and I quickly went back to QW (+ QWTF) after trying Q2 briefly. I did have a soft spot for Rocket Arena 2 in Q2 though, that was fun.
- Xenoamorphous 3y agoWhen it came out I didn't quite like it. I was like, what's the advantage of 3D when it all looks so polygon-y? Duke Nukem "3D" looks better! The atmosphere was brilliant though.
- silisili 3y agoAt the time, going from quake to glquake felt like a huge leap in technology. How could graphics even get any better? I guess every generation goes through something like that.
- deleted 3y ago[deleted]
- willvarfar 3y agoDuke Nukem 3D was built on the 'build' engine, which was built by a super cool 18yo called Ken Silverman http://advsys.net/ken/ http://advsys.net/ken/ . Back in the 90s John Carmack was asked "If you could just hire anybody from the 3D world, who would you hire?", and he named Ken http://advsys.net/ken/carmken.htm http://advsys.net/ken/carmken.htm
- johnwalkr 3y agoHave you played the remaster? It has a lot of subtle upgrades (and more polygons of enemies is one of them). It's really good.
- 3y ago
- divan 3y agoI recently tried it on Quest 2 headset. Quite playable in VR!
- cubefox 3y agoReally? I thought such shooters with quick movement don't work in VR.
- divan 3y agohttps://www.youtube.com/watch?v=VKLGyYXvs6I https://www.youtube.com/watch?v=VKLGyYXvs6I
- cubefox 3y agoYet modern VR games usually don't work like this for some reason.
- mmh0000 3y agoThey work REALLY well. Ever since getting my HTC Vive in 2017, and recently upgrading to a Valve Index, I haven't played a non-vr FPS game. Check out PavlovVR (CS:GO ripoff): https://www.youtube.com/watch?v=OPMllOHfxCc Serious Sam VR: https://www.youtube.com/watch?v=3-Qgx70_P8E
- cubefox 3y agoThen why doesn't Half Life Alyx work like this?
- hoherd 3y agoQuake 1 was the first stereoscopic game I ever played. Back in the late 90's, some local computer store had a 3D rig with glasses that had LCDs in the lenses that would turn the whole lens opaque. On the CRT, the left eye view would render on one refresh while the right lens was blacked out, and then it would alternate. It was such an amazing effect to see on a 120hz screen.
- jojobas 3y agoQuake 2 soundtrack is up there with the angriest, cleanest metal albums in existence.
- Rodeoclash 3y agoI'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.
- cubefox 3y agoThe new Doom games have little to do with the original Doom gameplay, perhaps because it wasn't that good in retrospect. For Quake there would be more potential for something like a remake.
- TheBigSalad 3y agoStrongly disagree that the new Doom games have better gameplay than the old ones. Every fight is a giant monster trap. IMO it showcases the worst aspect of the original doom games.
- slothtrop 3y ago> have better gameplay That isn't exactly what they said.
- webkike 3y agoBut gunplay and movement is the essence of Doom, unless you're saying that the best part of the original Doom games were the labyrinthine level design
- George83728 3y ago> unless you're saying that the best part of the original Doom games were the labyrinthine level design Not the best part, but certainly one of the best parts. Doom and Doom 2 did labyrinths really well, much better than wolf3d (wolf's labyrinths were too samey and dull due to engine constraints) and I think better than nearly any game since. Games started foregoing labyrinths around when Half Life 1 came out (see also: Daggerfall vs Morrowind), I think because labyrinths filter plebs. But if you stick with Doom it'll teach you to have better spatial awareness that trivializes level learning in most other games. The new doom games particularly have linear level design very reminiscent of Half Life with some arena sections interspersed; they don't feel like Doom levels at all (except in very superficial ways, like "mars/hell themed".) Such modern games lend themselves to navigating levels without maintaining a working knowledge of where you've been; at each instant your navigation choices may be informed by what you see on the screen right then without regard for what you've seen before. You can play Doom that way too, you'll get to the end eventually through brute force, but Doom does an excellent job of encouraging you to do better and develop your skill. If you remember where you are in relation to where you've already been, you can anticipate when a path is looping around to where you've already been before you actually round that corner. Maintaining orientation in this way, especially in a labyrinth, is a skill Doom excels at teaching. When you get good at it, such awareness of the level instills a sense of presence that just can't be conveyed any other way. Most modern games don't try to teach it; they expect that novice players won't be good at navigation and so, in the name of accessibility and mainstream appeal, refrain from challenging those players.