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Let's Design the next Quake

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  • PapaSmurf
    started a topic Let's Design the next Quake

    Let's Design the next Quake

    I saw on reddit.com/r/quake a post about Quake2World, a free game being developed by members of the community that is rooted in Quake2, but with some changes/enhancements. This got me thinking of what my ideal Quake game would be on a modern engine.

    What design features would you want to see in a new Quake game?

    I was thinking about what I would want if we could make a new Quake game that would garner more popularity and still be true to its roots in Quake 1.

    I. Weapons:

    1. Axe - same as Q1 axe but does 50 damage (haven't thought too much on the melee, so other ideas would be welcome here)
    2. Q1 Shotgun - Make this the starting weapon same as in Q1
    3. Super Shotgun = Q3 Shotgun - Super Shotty gets an upgrade.
    4. Super Nailgun = Q1 super nailgun - 180 dps. Quake wouldn't be quake without a nailgun (well the real quake anyway).
    5. Q3 Plasma Gun - 200 dps. Plasma gun does more damage than the super nailgun (20/shot instead of 18/shot), but also can inflict self damage and mini pg jumps.
    6. Q1 Grenade Launcher - this thing is deadly in the right hands
    7. Q1 Rocket Launcher - definitely need the q1 rocket launcher. All other RLs pale in comparison to this classic
    8. Q1 Lightning Gun - 300 dps, and none of this underwater LG bs...discharging all the way. the great equalizer.

    Not sure how I feel about a railgun. Never really liked that weapon to be honest...but I'm sure the masses would never be happy if it weren't included.

    II. Movement and Physics:
    Obviously this is NQ centric, so the movement/physics should be as close to NQ as possible. I'm not a fan of QW's movment/physics, it's like Quake on crack, which obviously ppl like, but it's a little too crazy for my tastes.

    III. Netcode:
    If it were at all possible I would say a client side prediction based netcode that could somehow make it feel like 10 ping NQ. That's my pipedream, and that would be ideal. The netcode is tied closely with movement, so this would have to be done to some standard, i.e. movement that closely resembles a NQ server with 0.05 sys_ticrate? 0.025 sys_ticrate? Something to discuss.

    TL/DR: What are the characteristics of your perfect Quake game?
    Last edited by PapaSmurf; 02-25-2015, 08:36 PM.

  • Mindf!3ldzX
    replied
    Originally posted by syluxguy28o3 View Post
    cause that's where they wanted all the gibs to be. With all the water, easy clean up
    omy LOL!

    (holy crap, that all caps killer can really shrink the masculinity of my LOL's)

    Leave a comment:


  • Syluxguy28O3
    replied
    Originally posted by Mindf!3ldzX View Post

    I still facepalm at why the 3 strongest weapons all occupy the same fn area of dm3 , Bridges area. /FACEPALM^9000
    cause that's where they wanted all the gibs to be. with all the water, easy clean up

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by Syluxguy28O3 View Post
    overall these weapons dont pack enough punch to be primary arms in combat. when speed and dmg are everything, the rl, tbolt, and gl are the tools of choice for getting the job done. the sng's dmg does make it occasionally useful, as well as the fact that some of the weaker weapons fare better in under-water combat.
    bingo.

    no one runs to the nailgun to pick it up because it's going to give them an edge, it's just gonna be like taking a knife to a gunfight....

    If you've got a nailgun and you head to water (DM3) , good luck using it against ANY of the 3 weapons occupying that side of the map.

    GL,RL,and LG , all 3 of those weapons trounce the others except for SNG and that is only if you have the capacity to lead your aim and if the enemy is low on H, there is another scenario where they COULD BE considered useful, but honestly the circumstances where that happens are far and few.

    In Clan Arena, those weapons RARELY get utilized and 9 times out of 10,as Sylux said, it is happening in water. weapons crutching on water gameplay is a blatant example of being a pretty shitty/useless weapon....decent design for singleplayer but in multiplayer, they are basically the bastards of quake's weaponry... ESPECIALLY in online play.

    If Quake was to be evoked into a modern "nod" to the original quake, these shitty weapons have to get some teeth to them, otherwise might as well play Q1 in its original form.

    Do it better or don't do it at all IMO.

    idea : nailgun should shoot 16 penny framing nails / gutter nails


    sng would shoot smaller "finishing nails" , the size differences are immense.
    larger nails on shittier weapon = beefed up damages...

    For your visual exampling...
    The gutter nail, a behemoth in length.

    The framing nail

    Finishing nail.


    Multiplayer could have simply done without those weapons , completely idiotic if you ask me.

    No one "cares about controlling" any weapons in DM other than RL/LG/GL , which are all conveniently located in the same fn area of DM3.

    a NEW quake must have either reworked DM3 or NO-DM3 "period".

    I still facepalm at why the 3 strongest weapons all occupy the same fn area of dm3 , Bridges area. /FACEPALM^9000

    Leave a comment:


  • Syluxguy28O3
    replied
    Originally posted by xaGe View Post
    Define your opinion of "useless" ?
    overall these weapons dont pack enough punch to be primary arms in combat. when speed and dmg are everything, the rl, tbolt, and gl are the tools of choice for getting the job done. the sng's dmg does make it occasionally useful, as well as the fact that some of the weaker weapons fare better in under-water combat.

    Leave a comment:


  • xaGe
    replied
    Define your opinion of "useless" ?

    Originally posted by Mindf!3ldzX View Post
    nailgun IMO is useless in multiplayer, same goes for SG and to a lesser extent SSG.

    Leave a comment:


  • Mindf!3ldzX
    replied
    nailgun IMO is useless in multiplayer, same goes for SG and to a lesser extent SSG.

    Leave a comment:


  • tumbleweed789
    replied
    Originally posted by Mindf!3ldzX View Post
    I would have never known that, as I didn't (still have not rather?) play DoE or SoA, or any of them addons.

    Neat find,just not quite sure if RL Clown will make it back here o_O
    They're fun although not quite as well made as Id's work. My favorite were the gremlins, cheeky little bastards that take weapons off your hands then make funny yelps when you kill them.

    A Q1 sequel would be hype inducing. I mostly agree with previous posts in regards to mp. The budget would be solely for a lengthy and (for the plot snobs among us) well written story mode. Keep the themes of Q1 and get rid of the claustrophobic feel. Would adding more horror be taking the series forward? Most important, to me, is to keep the bhop and rocket jump. Have some of the levels be fast paced like Quake truly is. Perhaps in some levels you run away from some invulnerable monstrosity?

    Bring the old weapons back, but add unconventional ones that arena fps is known for. An acid weapon that burns off enemies' bodies in real time could be nice. Expand the magic too: add one that allows you to steal enemies' souls and heal yourself.

    Leave a comment:


  • Mr.Burns
    replied
    It sounds a little like the arm pit rocket launcher in IEE's RuneQuake Plus mod. You have an RL under each arm pit activated by Rune-Use and the usual RL in the middle activated by your regular Fire button. Ahh happy days

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by tumbleweed789 View Post
    I would have never known that, as I didn't (still have not rather?) play DoE or SoA, or any of them addons.

    Neat find,just not quite sure if RL Clown will make it back here o_O

    Leave a comment:


  • tumbleweed789
    replied
    Originally posted by RL Clown View Post
    I thought that this would be a sick idea for a new Quake weapon... Picture this: A cannon that fires three rockets at the same time (a gatling rocket launcher). I got this idea from Beast Wars Transformers... Look at Rampage's weapon:
    wut

    Multi Rockets - QuakeWiki

    Leave a comment:


  • RL Clown
    replied
    I thought that this would be a sick idea for a new Quake weapon... Picture this: A cannon that fires three rockets at the same time (a gatling rocket launcher). I got this idea from Beast Wars Transformers... Look at Rampage's weapon:

    [ame="http://www.youtube.com/watch?v=f_lAH0ec-tw"]http://www.youtube.com/watch?v=f_lAH0ec-tw[/ame]

    Leave a comment:


  • Adam
    replied
    ...Because I mentioned Wrack on page three of this thread, I thought I would just stick this bit of info here.

    Wrack is on sale at Indiegame stand for $1.

    I have played it since I commented here and it is not bad at all.
    Definitley worth a dollar and you do get a Steam key.

    Leave a comment:


  • Haeylleh
    replied
    Well while you're waiting for that or building it how about this Xonotic mod/fork : ChaosEsque Anthology | Linux game database

    Has lots of medeval weapons, castles, but also modern weaps, and futuristic ones. 70+ weapons 100+ maps so far.

    (Try out krilldonjon, baptistryalone, and darkhold for medeval maps, you can set your initial loadout and remove other weapons if you wish (mutators) and replace them with nothing or burning pyres etc, arrows can be lit from these (F+R)) (darkhold is randomly connected together each startup, has monsters etc. Monsters can also be added to any map with the monsters mutator)

    Leave a comment:


  • ezzetabi
    replied
    Originally posted by omicron View Post
    In light of the advanced amount of games in 2015, I could see the next Quake being the following.

    Single player: A long campaign. Each level is a mission that you need to enter. Before you enter the mission, you can buy weapons, armor and such at a base. You can also hire AI to help you in the mission. The AI become part of your team and get better as you play more missions with them. You can take on contracts on other worlds. other missions for $$$. The $$$ allows you to buy more AI, weapons, armor, etc. The actual gameplay stays Quake-like but the economy and these other things will get the newer generations of gamers involved and incentivize them to learn Quake style games.

    Multiplayer: Both an economy mode and a straight up deathmatch mode with mosts aspects of NQ dm automated. Players just need to click multiplayer and it will match them with other players or they can choose teamgame and invite their team and wait for a pickup team to be created against them.
    I am not sure, I am all for a better AI (like F.E.A.R for example) at least for some enemies. But I do not think any friendly AI is a good idea. Part of the appeal of quake is the descent in the madness feeling it gives, where the Elder World is the natural conclusion. Setting up mission and giving friends would destroy this feeling... maybe.

    Leave a comment:

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