scar3crow did an excellent interview with John Romero and it is on the Quake Expo site (http://www.quakeexpo.com/), where the site is hosted again by Echon of QuakeDev, scar3crow and Sajt have done most of the heavy lifting this year (and doing an outstanding job of it, btw.)
So it isn't feathers, hehe. (poll thread on Shambler's hide from March)
It strikes me as very weird that DM3 and DM6 dominate in Quake, but in QuakeWorld DM2 and DM4 are quite popular as well whereas in regular Quake are kind of regarded as "newbie" levels for some reason (especially DM4).
Also strange that DM1 and DM5, which are quality levels, are kind of forgotten deathmatch maps. DM1 has no RL (in vanilla Quake), so that is understandable, but I think what ruins DM5 is the Pent, which doesn't ruin DM3 because the map is so large. (Just my take on it).
I think most players will agree that rocket jumping is one of the coolest things in Quake that gives it character. Odd that wasn't forseen prior to the release.
I don't think anyone in 1998 would have expected Quake to be going strong in 2006. Quake looked pretty much obsolete when Half-Life came out and Quake 3 was the nail in the coffin. Quake was written off a "has been" as early as late 1997.
Yellow No. 5 once pointed out that Quake was viewed as "fugly" even back in 1996, kind of an anti-Doom. Not really pleasing to the eye. And around 1997 was when games started coming out that had some very slick 3D graphics making Quake quickly look obsolete from a superficial perspective.
Hehe
That would have ruined Quake. We're lucky!
You know, one of the coolest things about Quake is how the game doesn't "break" when speedrunners do all of these unexpected speedruns. A number of custom maps have triggers and such that speedrunning basically "breaks" the progressing of the map. It's nice none of the ID maps are "breakable".
That's interesting.
Doom's weapons are more balanced, but in Doom almost every weapon was a good one. The unbalanced weapons in Quake make map control much more of a factor and make the Quake experience unique.
John Romero says "I'm not touching that one with a ten foot pole."
Hehe, nice! Good work scar3crow! :d
I think the only true sequel nowadays could only come from the Func_Msgboard conservatives teaming up the Inside3D or DarkPlaces type of guys. I don't think a corporation could do it, they'd have too many developers/designers that would try to warp the game into another cookie cutter first person shooter with sci-fi guns, neon and cyborgs.
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I think that is one of the best interview's I've ever seen done. I think what makes the interview great is scar3crow's choice of topics and the fact that he understands all of the issues that really matter to all of the various different communities that the larger Quake community is composed of.
(Why can't sentences end with the word "of"? Well, I'm gonna do it anyway. To hell with that rule!)
Originally posted by John Romero
Originally posted by Interview
Also strange that DM1 and DM5, which are quality levels, are kind of forgotten deathmatch maps. DM1 has no RL (in vanilla Quake), so that is understandable, but I think what ruins DM5 is the Pent, which doesn't ruin DM3 because the map is so large. (Just my take on it).
Originally posted by Interview
Originally posted by Interview
Yellow No. 5 once pointed out that Quake was viewed as "fugly" even back in 1996, kind of an anti-Doom. Not really pleasing to the eye. And around 1997 was when games started coming out that had some very slick 3D graphics making Quake quickly look obsolete from a superficial perspective.
Originally posted by Interview
Originally posted by Interview
Originally posted by Interview
Originally posted by Interview
Originally posted by Interview
scar3crow: How do you feel about bunnyhopping/straferunning? Some say this occurence is one of the principal dividers in the Quake community, due to the varying degrees of it between Quake and QuakeWorld physics.[/b][/color] Personally I just turn always run on and do the occasional lateral rocketjump, and in singleplayer games do not use even rocketjumps unless the author specifies he allows for such in his flow.
John Romero: You know, whatever you can do to push the odds in your favor is what anyone with extreme competitiveness is going to do - so design your levels for the ultimate or prepare to have your map hacked by experts.
John Romero: You know, whatever you can do to push the odds in your favor is what anyone with extreme competitiveness is going to do - so design your levels for the ultimate or prepare to have your map hacked by experts.
Originally posted by Interview
scar3crow: How do you feel about Quake's lack of a sequel? Would you approve of a core team of fans developing their own free sequel using a modded engine sticking closely to the dark Lovecraftian tones and grit?
John Romero: Hell yes!
John Romero: Hell yes!
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I think that is one of the best interview's I've ever seen done. I think what makes the interview great is scar3crow's choice of topics and the fact that he understands all of the issues that really matter to all of the various different communities that the larger Quake community is composed of.
(Why can't sentences end with the word "of"? Well, I'm gonna do it anyway. To hell with that rule!)
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