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I feel I am being realistic in regard to this particular project, but I am because it got a lot of publicity and has of yet -- to my knowledge -- to produce any concrete output.Originally posted by scar3crow View PostIn response to everything else you said, it honestly just sounded like pessimism and nothing else, a fear of the ambitious, only this time for once the ambitious project isnt coming from the wide eyed newbie, but rather an experienced member of the industry who likes Quake, and is willing to sacrifice his free itme for it.
Doesn't this project require 37 new Quake maps too? Engine coding? Countless new models? Remember, this has to be a TOTAL conversion -- Id Software said so for him to be allowed to use the name "Quake 10 Year".
The amount of things that must be completed for this project to go anywhere is higher than any other project and has -- to my knowledge -- a single contributing member.
Creating 37 new maps, 30-50 new models, QuakeC and engine coding in addition to the textures --- this is too much to expect from 10 contributors.
I'm sure he has plenty of talent to do some of the portions that relate to modelling, textures and even possibly mapping.
But on the whole, the scope of the project is very large to be someone's, to my knowledge, first Quake project.
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I like all what scar3crow just said. I will wait for Quake 1's blood sequel. Besides the man said he likes Quake why bombard the situation with "I'm not going to expect it so I won't be emotionally hurt when/if it doesn't happen"
If you fail to plan, you plan to fail.
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Prey's core team (as in, all the coders, all the artists, all the mappers, all the designers, etc, and excluding voice acting and such) came to about 25. And that is with a hard engine to develop with from what I understand (doom3).Originally posted by BakerA game anymore is made by no less than maybe 40 or 50 such individuals,
Looking at the credits in fact more most modern games, the size of the team comes not from the list of what we immediately think of (engine coders, game logic coders, modellers, artists, mappers, sound guys), but rather all of the support, the extra help to round it out and even more so, the company managers because theyre being managed as a major financial investment by one company with the oversight of at least a large corporation if not a handful.
Doom3's core was made by 21 people, and then they hired outside for sound effects, a few music tracks, and then had a few other people for voice acting and company management.
In response to everything else you said, it honestly just sounded like pessimism and nothing else, a fear of the ambitious, only this time for once the ambitious project isnt coming from the wide eyed newbie, but rather an experienced member of the industry who likes Quake, and is willing to sacrifice his free itme for it.
No, hes just an artist, modeller, animator and mapper. If he desires to pace himself, that leaves a sound person and an engine person - and DarkPlaces added a fair amount of the features he wanted, and would probably have the rest if LordHavoc wasnt strung between DarkWar engine, DarkWar gamecode, DarkWar utilities, and everything else DarkPlaces, and his own personal life.but he isn't an engine programmer
Be as disparaging about Quake10Year as you like, but I still think it could be cool, I still think he has the physical capability to do it, and hope to see it - if not, I hope he releases his texture work publically, as that has already well exceeded the work of others in this community, because of his skill. Yes, I said skill.
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I'll be happy when this Q10Y is completed,but until then,I expect it to fail/not be released/finished. Why such the dim outlook? I'd rather not be let down,so expect the worse,and if you get the worse,you expected it.
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There are unofficial 'mission packs' that are quite large, like Nehahra and Soul of Evil or small but good packs such as Beyond Belief or Zerstörer which I think are a great compliment to the original set of levels and monsters. Other packs people have praised are in this thread: link
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A game anymore is made by no less than maybe 40 or 50 such individuals, so the distinction between professional (you are getting paid and so are others) and amateur (you do it in your spare time) is significant.Originally posted by scar3crow View PostKedhrin is a professional designer, mapper, and artist on a modelling level (which is how he creates his textures). The only way it classifies as an amateur project is by the original definition of amateur, doing it for the love of it, not for compensation.
Lack of resources mean you don't have the time or manpower or resources to achieve something and I think it is fair to say that Quake 10 Year is largely an "idea" specifically because of a lack of resources.it may be going slow, but if it doesnt materialize, it will be because he chooses for it to not, not for a lack of skill or resources.
If someone doesn't have time, that is a resource and one they do not have.
Skill, well that's a funny word that can mean a lot of things, but he isn't an engine programmer and had a wish list at QuakeSrc.org that he needed others to do so my point that an amateur project cannot compete with a professional one on talent is also true.
Talent or skill is not a valuation of someone's worth but is a precise assessment of capabilities and the Quake 10 Year project does not have enough of it -- the combination of capabilities -- to fulfill it's stated goals.
AgreedWith the current id team, Im not interested in them remaking Quake actually... Honestly, Im not interested in a remake really, Im interested in a sequel to Quake like how Doom2 was a sequel to Doom - an extension of the setting with more of what we loved - in that case with mild engine enhancements (since it came rapidly after the original).
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Quake 1's true sequal should make just as little sense aS Quake 1 did! Shamblers, Vores, and Grunts with pleasure rods up their butts oh my!
Quake 1's sequal shouldn't be lets enhance the story line.. thats how Quake 2 was made.. Quake 1's dialog was that less then a porno. Your main goal in Quake 1 is to kill, see blood/gibs to confirm the kill and move on while finding cool stuff to pick up that magically seems to be where they are. Quake 2 shouldn't. In Quake 1 you felt like you really only had yourself to depend on. In Quake 2 you had atleast a source of outside communication. and Quake 3 was just RA with better graphics.
Quake 1 felt like a lug because it was one. not because it was ment to be programmed like that! Give us the feeling of walking in the Quake Guy's shoes once more! Quake 1 sequal!
I think a Quake 1 sequal could be done properly with the Q3 engine
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You have no idea how many times LordHavoc and I have discussed a proper sequel to Quake - and each time we really love the idea and want to see it through, but no one else is interested in such projects it seems.
Kedhrin is a professional designer, mapper, and artist on a modelling level (which is how he creates his textures). The only way it classifies as an amateur project is by the original definition of amateur, doing it for the love of it, not for compensation. Others, that he knows through his industry contact are interested as well, but they have their actual jobs of making games as well and thus things are going slowly. Actually if I remember correctly, Kedhrin was semi-recently made the lead of a project. He may not be making money off of Q10Y and thus it is "amateur", it may be going slow, but if it doesnt materialize, it will be because he chooses for it to not, not for a lack of skill or resources.An amateur project cannot compete with the armada of resources and talent a professional project can.
With the current id team, Im not interested in them remaking Quake actually... Honestly, Im not interested in a remake really, Im interested in a sequel to Quake like how Doom2 was a sequel to Doom - an extension of the setting with more of what we loved - in that case with mild engine enhancements (since it came rapidly after the original).
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I agree totally. I think the main point for me would be to play it and be able to say "Wow, I'm playing Quake One again... for the first time."Originally posted by Baker View PostMy answer = yes absolutely. I think if someone who understands the whole Quake 1 continuity and had played since the early days was in charge of the project that it could be very successful.
Sometimes they re-make a movie and out do the original. If the right kind of people were in charge of the project that understood the things that made the original so outstanding, I'd be very much in favor of seeing that done.
The right people in charge would certainly make the dream a reality.
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Well, first ...Originally posted by The Villain View PostI hadn't heard about this...
It looks amazing!
Thanks Canadian Sniper.
My answer = yes absolutely. I think if someone who understands the whole Quake 1 continuity and had played since the early days was in charge of the project that it could be very successful.
Sometimes they re-make a movie and out do the original. If the right kind of people were in charge of the project that understood the things that made the original so outstanding, I'd be very much in favor of seeing that done.
Second ...
I view Quake 10 Year as jousting windmills. An amateur project cannot compete with the armada of resources and talent a professional project can.
Additionally, I do not expect Quake 10 Year to ever be completed. I don't have any special knowledge, but prescribe the "the glass is half empty" theory of project completion to any project that has been talked about a lot but has produced very little over an extended period of time.
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Only if the physics, level design were the same. It could use a graphic overhaul with some new models with actual physics to objects.. like the ability to shoot health and ammo packs around!
I would be all over that!
Or keep the old levels and make it a Quake 1 with a true sequel that picks up right after you beat it again!
Right as you frag Shub you get whisk'd off to Quake 1-2!
but add all new levels that can really show off the new features
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I hadn't heard about this...
It looks amazing!
Thanks Canadian Sniper.
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