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Don't mind me, just posting the best thing id software ever made

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Thread replies: 53
Thread images: 10

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Don't mind me, just posting the best thing id software ever made
>>
>>384808175
Doom was better. Quake had the potential to be on that level, but it had no focus and nothing made sense.
>>
>>384808949

Quake locking its design late into the project is part of what made it so memorable. The weird Gothic and RPG-like environments coupled with state of the art FPS gameplay made it feel stylish and unique
>>
Quake is the height of FPS level design, every FPS since then has been a misstep and a decline in that regard.
>>
>>384809152

Q2 is easily on par with it or even above it
>>
Arcande Dimensions should be mandatory playing on /v/
https://www.quaddicted.com/reviews/ad_v1_50final.html

Its basically what Brutal Doom is to Doom, except Arcane Dimensions is still Quake while Brutal Doom is barely Doom at all.
>>
>>384809152

Duke 3D pham

>>384809253

It's not "the BD of Quake" at all. It doesn't change much of the core
>>
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That's not doom 3
>>
>>384809253

How many levels are in AD? And do they have MP versions/are they playable in MP?
>>
>>384809640
Theres 19 levels I think. Singleplayer maps. You can still coop if you get someone to join you
>>
>>384809253
>Its basically what Brutal Doom is to Doom,
That's a fucking insult. AD is more like a third, unofficial expansion pack- it includes features from the two official packs through the Quoth mod, like some of the extra enemies, rotating brushes, disabling entities instead of killtargeting them, etc., with more goodies added like extra guns (like both official packs added), breakable props, and massive maps some of which are honestly almost the size of an entire episode in the base game... and some of which are just a slog to finish (looking at you, Foggy Bogbottom).

Like >>384809368 said, it doesn't change the core gameplay at all- the one switch-up is that the shotguns are projectile weapons now, but do more damage to compensate, which you can easily turn off through the console.
>>
>>384809245
Q2 had no environment variety.
>>
>>384812098
And no enemy variety. And weapons that felt like rubbish to use, aside from the railgun which fucked up multiplayer forever.
>>
>>384811987
Yeah well, I mean it in the sense its basically the go to mod if you start modding. AD really is great
>>
>>384812462
If you're just starting out, you might not want to delve right into AD's toolkit (or Quoth's, for that matter)- there's a jillion and one entities pretty much custom made for the map authors, and it's easy to spend too much time fiddling with that stuff and not enough learning how to make a good map. If anything, start with vanilla Quake (id1), figure out how to make a fun, interesting map with just brushwork and the vanilla entities, then go from there once you start finding vanilla too limiting (and you can accomplish a LOT more in vanilla Quake than you'd think through map hacks and clever triggers and relays).
>>
>>384808949
Explain your reasoning.
>>
>>384812863
I mean, diving into playing mods, not playing them.

Yeah, AD seemms pretty complex
>>
>>384813305
Oh. Playing, yeah sure, start with AD first, although it might spoil you when you play other maps and mods afterwards. Just hit up Quaddicted and sort by best rating or most downloads and go nuts.
>>
>>384808175
Quake 3 arena. It was a genre definer and has not been surpassed since.
>>
>>384813246

well, Doom was better. Quake had the potential to be on that level, but it had no focus and nothing made sense.
>>
>>384813454
I disagree with your opinion and feel that Quake's disjointed feel not only adds to the character of the game, but allows mapmakers to be more imaginative with their details and designs, not to mention the sheer capabilities of mapping in true 3D instead of 2.5d and relying on sourceports to kludge in room-over-room.
>>
>>384808175
>load up game
>AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
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>>384808175
grey and brown

I can't play it for more than an hour. Doom on the other hand
>>
Oh no way i remember that game
>>
>>384813964
>tumblr
>needs more rainbow

go figure
>>
>>384808949
>doom was better

no it wasn't, /vr/tard
>>
>>384813856
https://www.youtube.com/watch?v=nh9O_FeKp38

DA NA NA
DA NA NA NA
>>
anyone who says doom was better is just a nostalgic idiot and never played multiplayer

quakeworld multiplayer is godlike.

>BUT MUH SINGLEPLAYER

who gives a fuck? Singleplayer in an fps is like singleplayer in fucking street fighter. Nobody with any competitive skill or love for the genre really cares.
>>
the best quake weapon is the grenade launcher
>>
>>384813964
>use player-made mods as an example of colors and art style
wewlad
>>
Least it's the only one in the series with an actual artstyle and atmosphere of its own instead of being a lesser Doom.
>>
>>384814273
I can't find the bone key on this map :(
>>
>>384813964

That picture is from a BTSX level, though. Which requires Zdoom compatibility and does far more complex things than the vanilla game allowed

If you include Quake modding you open up a pandora's box of amazing shit and even very modern-looking level geometry
>>
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who wants to play some QW ZTN?
>>
>>384814236
>>>/vg/arena/
i'm sure you're having fun with the 4 other quakedads still playing MP, gramps, the rest of us will be having fun in other gamemodes and games because we're not pricks
>>
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>>384808175
Quake 2 was even bigger.

For years every FPS game used the Quake 2 engine. And now ID is shit.
>>
>>384814236

Except Quake SP is also incredible, especially Quake 1's

>>384814272
t. American McGee

I only like it in Q1. Q2 and Q3 feel too open for it to be as good
>>
>>384814387
Hell, depending on your definition of modding, you can include a whole lot of actual games- there's still stuff being made today that has bits of id tech 1 way, way under the hood.
>>
>>384814273

I love AD. but that hi-res (in comparison to the other assets at least) snowy rock texture on the right is almost sacrilegious

That shit doesn't belong in Quake
>>
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>>384814864
It isn't high res, at least not how it's used. The skyboxes are high res and use the full color gamut; for all the custom textures in the maps themselves, they may sometimes be higher resolution but are displayed at the same 1:1 texture pixel to map unit scale as all the vanilla textures, they're just larger to cover more area at once. They all also adhere to the vanilla Quake texture palette.
>>
>>384809253
>Its basically what Brutal Doom is to Doom, except Arcane Dimensions is still Quake while Brutal Doom is barely Doom at all.

wht a nonsense comparison.

If you want to truly experience Quake maps the nyou need to experience Quake maps made in the 90s by 90s people not 20 years later by late millennials

I find it so confusing that nobody ever mentions shit like Zerstoerer which was huge at the time
>>
>>384812431
>And no enemy variety

Quake2 has more unique major enemies than any FPS ever made

they just decided to use several of them 2-5 times and call it a day

Q1 is a much better game than Q2. Q2 is TOO "cohesive"
>>
>>384815436
most of the people making maps 20 years later are the same people that were making maps 20 years ago cutting their teeth on worldcraft and texmex m8
>>
>>384809152
no thats blood
>>
>>384815295
>they're just larger to cover more area at once

it's higher resolution compared to the environment than everything else, something about what you're saying doesn't fit, it obviously does not look right.
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>>384814387
>BTSX
>zdoom compat
>>
>>384815596
no they aren't and even if they were it wouldn't matter because it is not the mid late 90s anymore

what people will never understand about quake looking at it in retrospective was the life feelings of the players at the time when the game came out
>>
>>384815775
>>384814387
also thats not from btsx thats a level in jpcp
btsx has vanilla doom 2 compatability
>>
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>>384815763
It literally isn't. Here's a screenshot straight from a map editor showing the X and Y scale of the texture are both less than 1, meaning it actually has a LOWER display resolution than a normal texture, as the scales are decreased slightly due to the angle of the brush.
>>
>>384816828
>arguing
lower scale but looks massively out of place and is clearly too high res in relation to the environment and everyone but you thinks so

moving on

ps max texture size in quake is 320x192 you lose, retard.
>>
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>>384817230
>something the same resolution as everything around it is higher resolution
muh_bad is 320x192, larger textures (fixed to a power of 2 lest you want horrible auto-resizing) have been around since glquake, you are and idiot
"moving on"

>>384815872
>>what people will never understand about quake looking at it in retrospective was the life feelings of the players at the time when the game came out
literally 'muh nostalgia, everyone should play fullbright box maps from 1997 all day and fuck you if you think you're having fun'
>>
>>384817230
> lower scale but looks massively out of place
Your opinion
> is clearly too high res in relation to the environment
He just proved it isn't
> everyone but you thinks so
You just pulled this out of your ass, and clearly, the map maker and the guys doing AD don't think so either
>>
>>384817694
>you are and idiot

seriously why even engage with him
Thread posts: 53
Thread images: 10


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