>Dimension of the Machine never gives you enough ammo
>Call of the Machine just dumps dozens of enemies of enemies in your path haphazardly, with no consideration for pacing or encounter design
The new Quake expansions are EXHAUSTING. These people are making Wolfenstein III and an Indiana Jones game next? Is there any hope for those?
git gud
this exactly
if you can't do it it's a you thing
Fpbp.
If I wanted to play slaughter maps, I woild download doom wads.
Dimension of the Machine is far, far, far away from slaughter. Don't bullshit me anon I just finished it in the last three days.
Point is, og quake 2 levels were not as flat and boring structurally, amd they didn't just throw the 50 same enemies at you. Dimension of the Machine does.
>og quake 2 levels
I thought we were talking about the new expansions.
>amd they didn't just throw the 50 same enemies at you
I'll give you that. Quake's weapon selection and enemy roster isn't everybody's cup of tea, but for me I've learned about myself that I don't really like vores more than anything else. Quake 2 has a greater enemy variety it's true and some people prefer that.
Dimension of the Machine was top tier. Haven't gotten to Call of the Machine yet.
Nightdive made the expansions, not Bethesda.
MachineGames, the nuWolfenstein devs, made the expansions, hence the 'of the Machine' names.
Well they should make more and abandon wolfenstein
I didn't have any ammo problems with either expansions but MachineGames attempting to use the medics like Archviles got annoying fast. Those frickers can revive tanks and other medics.
It doesn't help that I can barely tell the larger enemies apart while I'm being forced behind cover because of hitscan abuse.
Their AI simply got improved to where they actually work now.
Have you played Rogue Ground Zero yet? The medics are fricking nuts in that. They were absolutely shit before. They barely functioned. Now they're rezzing shit like crazy. Just use a BFG or empty an entire chaingun into them the moment you see them.
>that part where you have to kill a railgun and a tank near a lazer with a basic shotgun and rifle
>These people are making Wolfenstein III and an Indiana Jones game next? Is there any hope for those?
why the frick are you using a small side project, made by like 5 people max, to gauge their ability to deliver a quality AAA game?
Considering their AAA endeavors, judging their capabilities by the Quake expansions is the optimistic approach.
Play Arcane Dimensions
Just use the Infinite Ammo cheat.
Fricking yeah, what are some other good quake 1 wads like Honey or Alkaline?
Dwell is nice, though a bit hit and miss. The various jams always have some nice maps in them too. Been playing through the spiritworld myself recently, map design is a little frustrating but the encounters are fun.
Not like the other expansions were any good either. The reckoning and ground zero fricking suck
Any response from the devs about the fricked up lighting in outdoor areas!
Just play the upcoming PS1 campaign if you want good lighting.
Is the new expansion just a level pack? Or are there actually new weapons/enemies/etc.?
Levels, but they do include the previously unused/unfinished Disruptor weapon, and they actually use other content from the expansions this time (unlike the Quake 1 expansion, which used strictly vanilla weapons/monsters)
I haven't played the new one, but Dimension of the Machine was awesome. I liked it more than any of the other Quake 1 campaigns.
Why is the shambler the only quake 1 monster in the bestiary? Did they hide one in call of the machine?
>one
Im in for some shit, arent I?
It's not really a surprise if you played Quake Champions, or hell, even if you considered Quake 3 canon.
just spoil it properly. god damn. i didnt play either of those games.
Quake 2+4+Enemy Territory aren't actually a separate canon from Quake 1, high-ranking Strogg have had contact with lovecraftian magicks. CotM hints that the Strogg are actually an autonomous creation of the old gods.
Strogg themselves aren't very "eldritch" looking... they seem just as likely to go insane laying eyes upon an Elder Thing as a human would
I'm really not sure how to feel about this whole thing. The Strogg don't have an ounce of magical bullshit, and Q4 doubles down on the hard sci-fi elements of their shit. The idea that Shub-Niggurath somehow fricked around in some earth dimension and produced an army of biomechanical humanoid horrors that seem out of its purview really clashes with the entire mood that 2, Wars and 4 tried to set for them.
the weird thing about this is that QC isn't exactly canon but is more like a guide book on the ideas they want to add to it. doomguy being the doom slayer was a thing in QC before the reveal in Eternal, but it wasn't considered canon until Eternal's reveal
it's entirely possible that the Strogg are a Niggurath creation, but wasn't really canonized until this add-on campaign, and even that's possibly not canon until Id themselves treat it otherwise.
Doomguy being the Doomslayer was obvious if you've played Doom 64.
Yeah, it's really obvious in hindsight and after 2016 I was one of the people proclaiming it had to be him. Especially with the whole Doom 64 Blood Keep thing. But those were weird times.
I like that they integrated 64 into the canon. It's a really great game.
You want to take Quake Champions lore as canon, really? After shit they pulled and turned Visor into cringy "le russian FSB cyborg?"
I don't know if it was in 4 or ET but I remember hearing that the reason the Stroggs where invading Earth for resources was because they were actually fleeing from a bigger threat
The final boss of the new episode is just 2 Shamblers.
Is that fricking it? Funnily enough I started with "Too Deep" as my first level and I was bored to death until I got to the end and found the giant Shambler in Cthon's pit, only to be disappointed once I found it was just about as easy as the original Q1 fight. Frick it, no reason for me to beat the expansion yet.
You re-fight a pair of bosses before that too, it's a really underwhelming ending really.
Tough as balls too because it starts flooding the arena with mutants when one of them gets low enough and there's frick all place to hide.
>hide
None of the other Quake 1enemies really do anything the rest of the Q2 roster doesn't already and the Shambler is easily the most iconic enemy from Q1.
Vores and Ogres do.
Is the Niggur referenced?
A mural you can find in the campaign shows the two Shamblers and a relief of the Black Goat herself.
Why do all the textures in the Q2 Machine pack look so cartoony
its some sort of industry standard at this point, i see this kind of texturing everywhere, tbqh even nu-doom looks a bit cartoony to me
probably hand-drawn rather than photosourced
tons of old stuff was basically stock images and photos carefully ground together with a hand touch, and I wouldn't be surprised if Quake 2 was the same when they weren't cooking up early ass 3D render background art. nowadays no one wants to actually do photo sourcing much the same way unless your game sells itself on realism, so this exaggerated, hand-painted style is in for so many things
if you need new textures for a short episode, why bother going around hunting for old photos and shit when you can just draw what you need with modern programs?
It was actually crazy finding out just how many textures in Doom were photo sourced from stock photos and in one case literally some employee's scabbed knee.
They look like they were made by Makkon from q1 community.
Someone said she's involved in the plot somehow, is this true? Like, she's behind the Strogg's actions or something.
Possibly? This is the ending text.
>And you are lost in the infinite cosmic void
T-thanks.
Far as the episode's concerned, you're hunting for the "Strogg Maker", with six marines grabbing data disks to find its origins. One of the Marines ends up in these ruins, fights a giant Shambler and loses their mind amidst ruins and murals to Shubby. Then you march in on the supposed origin, kill two Shamblers called the "Masters of the Machine" and the campaign just sorta abruptly ends with a thanks for playing.
Bro, it's a Quake mission pack, whadya want
Yeah I know it's not much for story, they leave any real plot to implications and in Q2 the radio chatter and a big explosion at the end. It just feels weird to drop this in a remaster so bluntly.
Plus in the monster vault details, they also fence sit about whether Shamblers are furry or muscle
>It just feels weird to drop this in a remaster so bluntly
We know Hugo wants to make a new Quake after Doom Eternal. You can bet he's going to retcon and connect everything for whatever he puts out.
If Stroggos isn't Ranger's Earth I will reject any new lore added by a new SP Quake. Just like I checked out of Doom Eternal's plot at the expansions.
Nah, Stroggos should be a parallel dimension. Ranger's earth should be travelling the cosmos and dimensions unwittingly waking things that should never be awoken. Like that ship full of monster specimens in Dimension of the machine.
sus
STROGG BOARD
>mfw quake is on sale for 3$
But I wanted to get the physical version,should I just buy it then go for II?
>get the physical version
>t somebody who never lent their games to their friends
come on anon......
nobody does that shit anymore, grandpa
moronic zoomie that likes taking corporate dick up the ass with their digital loisence. If homosexuals like you that have enabled us to get to this point where devs and publishers try to frick us over left and right and have the power to fricking censore games literal years after it's release.
Yo Ho
Does the Quake 2 remaster also use their engine instead of a sourceport?
>bought Quake 2 for .90 cents just to try out the raytracing
>eh
>remaster update comes out
>now the game is $10
Feels good
>was debating on buying the expansion packs ages ago but decided against it
>get them for free
damn, israelitethesda being based finally.
Honestly I know people use Simple Quake Launcher or some shit nowadays to make booting up their individual expansions and mods easier, but having everything quickly bootable from inside a single menu with consistency goes a long way. Plus if you use the Give cheats in console for weapons and items and so forth, you can dick around with expansion weapons in the base game, everything's unified.
>These people are making Wolfenstein III and an Indiana Jones game next? Is there any hope for those?
MachineGames already made like, several Wolfenstein games. Ganker will tell you they're all shit, I think there was some quality in The New Order and The Old Blood, but The New Colossus, Youngblood, Cyberpilot, all that shit utterly fell apart so hard that they've been dead silent on future projects. Go figure, the stealth mechanics broke so the rules no longer made sense, hitscanners galore would start shooting you from across the area in between grates and kill you in seconds with next to no indication that your health was going down, the story got super fricking moronic as the writers lost their collective minds and the gameplay became bogged down by just throwing shit at the player without much consideration for balance before minutes on end of absolute fricking nothing to do but pick up ammo and armor.
I thought they did decently with the Q1 campaign, but Q2's is all style and gimmicks, they don't really seem like they wanted to make a fricking QUAKE 2 campaign and instead tried to make it more like Doom.
You’re just bad. It’s perfectly viable to run and gun in TNC on max difficulty and stealth is 100% unnecessary. I made a point of triggering every alarm and did fine.
>I thought they did decently with the Q1 campaign, but Q2's is all style and gimmicks, they don't really seem like they wanted to make a fricking QUAKE 2 campaign and instead tried to make it more like Doom.
This. A good Quake map puts its focus on exploring a complex and interwoven 3d space where the presence of switches and scripted events give the player the illusion of control over the world. Unlike in an RPG where the player's growth is easily tied to stat bullshit, progression in a 90's FPS is all about starting from mystery and confusion when a map starts then progressing to mastery of its secrets and shortcuts. Killing things is fun, sure, but good enemy placement should highlight level geometry by making the player pay attention rather than the other way around, and this is especially true in Quake 2 where the gunplay and enemy design really isn't anything to write home about.
id knew this, and, even at their lowest points after Romero and Peterson's departures, oriented their level design principles to showcase interesting architecture and interconnectivity. MachineGames, on the other hand, totally missed this and basically made a bunch of linear slaughtermaps that eventually wear on the player. The levels are pretty but there's no reason to appreciate the set dressing since the player is funneled from point A to point B and it seems the only scripting is used to teleport new enemies in instead of changing the environment in a meaningful way. I'll concede that they made a few interesting combat encounters using Q2's bestiary and had a couple good setpiece moments, but the problem is that even after Nightdive's adjustments the Strogg are just too tanky to have fun fighting more than a few at a time and there is too much "dead space" between good bits of level design that seems like it was implemented just to pad out the completion times.
>rant cont'd
If you didn't like Q2's original campaign and want better examples of what MachineGames could have done, then the expansions by Rogue and Xatrix are definitely worth playing. Better yet, SiN, for all of its flaws, is the perfect showcase for the whole "each level is an interactive toybox" approach that makes these old shooters fun to play despite their simplicity.
>Yeah, the consistent thing I've noticed with reviewers for the Q2 remaster's new campaign is that everyone finding it excessively difficult and ammo-starved is usually playing it on Hard
I'm playing on Hard and I feel like I'm getting enough ammo, except it's the WRONG ammo. Shotgun shells are everywhere but it fricking sucks to kill those tanky hordes even with the SSG. You need rockets and cells to deal with the bullshit their throwing at you yet I keep feeling the need to conserve ammo by using the shotgun which isn't good for dealing with anything but a single enemy in a tight corridor. Frick, you can't even safely get close to the Beserkers and Enforcers, which used to be shotgun fodder, thanks to the AI updates.
>Better yet, SiN, for all of its flaws, is the perfect showcase for the whole "each level is an interactive toybox" approach that makes these old shooters fun to play despite their simplicity.
Honestly that SiN remaster they're still working on getting this level of care and some careful rebalancing instead of liberally throwing shit at the wall could go a long way.
>Honestly that SiN remaster they're still working on getting this level of care and some careful rebalancing instead of liberally throwing shit at the wall could go a long way.
I agree wholeheartedly. If Nightdive just polished off some of the remaining bugs you STILL have to noclip into the last test chamber if you do the bonus level as a mutant, nerfed the sniper enemies a bit, made the forced-stealth sections a little more lenient, and added a health bar to Wage's final boss, then it'd be a pretty-much perfect remaster to introduce the game to a new generation.
I do worry that they will do some weird shit to muck around with the gameplay like they did with the Quake remasters. There was a lot of critique for those two releases because both games are well-documented and have tons of accurate alternatives for playing on modern Windows, but they do that kind of stuff with all of their releases, like shoehorning in content from the worst versions of Powerslave (PSX) and Forsaken (N64) into the modern rereleases. The Turok remasters are pretty well-regarded, but in 2 especially they "impoved" the level design and weapon balance without giving us any options to play it vanilla. Is this right for them to do?
The console versions of Powerslave are superior to the PC release though.
No shit, they're totally different games. I mean that Saturn is the original and best version and the PSX port is a hackjob with simplified level designs and half-assed enemy recolors, but for some absurd reason Kaiser started his port based on the Playstation version and only begrudgingly tweaked it to better resemble the fan-favorite Saturn version for the Exhumed release.
I played the PS1 version on my console and had a lot of fun.
Just because they changed the level layour a bit doesn't mean it's worse.
>Just because they changed the level layour a bit doesn't mean it's worse.
It literally does. It's levels were cut down for the hardware in the same way that Doom's levels were grossly simplified for the Jaguar: https://youtu.be/HCsO8O4W4Fw?t=847
Who cares? the game is still fun and the Saturn has shit looking water and other bugs.
>Is this right for them to do?
Probably not, especially with no toggle options or original map choice setup to get the real experience. That's one thing I do just hate about Nightdive's work, they make lots of weird changes at random. Some make sense for modern reasons, some just seem like they have their own idea of "definitive" and suddenly want to make the game they want to play out of someone else's. Q2R here is mostly great but no options for the original maps without the blown-out Luxel Density, toggling off the new aggressive AI and extra moves, or even disabling the dynamic lights they placed in the maps without r_staticshadows in the console is pretty ridiculous.
They advertise it as Quake 2, but it's really their own "director's cut" take on it, and the options you can change are minor compared to the shit you can't.
I thought they used the Saturn layout and just added the blue scorpions from the psx version.
Do we have indication of the individual map authors for Call of the Machine? I thought Operation: Laser Eyes was pretty good but the other three maps I tried sucked in the exact way OP described and I’m pretty demotivated to finish the rest of the expansion.
yes it's john carmack
>dark corridor full of mutants
why do you keep banning me janny?
Janny cant banny the anny, only moddy has that powwy.
gotcha. hey mod, the frick did I do to you?
If i was a mod you wouldnt be typing that, not from that proxy anyway.
dunno anon I've been a regular on the strogg boards last couple of days and randomly keep getting blocked in my areas where I can post comfy.
Maybe it's a dynamic IP thing? my PC had no issue but my phone's ip was blocked due to "abuse" for almost a year, then one day the block was lifted for whatever reason.
>hope
No. The map design is really hit or miss too. Some of the Quake 1 Machine maps are fricking great looking, tried out the new Q2 Machine maps and they're bland as shit.
never
ever
Good. Quake Champions was shit.
He's in QCDE, but QCDE is kind of shit
They're making a new Indiana Jones game?
Yeah. It was teased quite a while ago so am hoping for a reveal trailer soon.
The CGI teaser reveal was two and a half years ago and they haven't brought it up since.
They might have to reevaluate what they're doing with the game since the new movie failed at the box office. Indiana Jones isn't a strong IP like it was 20 years ago.
That kind of sucks. I'd be up for another Tomb Raider-style Indy game.
Just finished Call of the Machine on Hard. Final Boss was a drag but I loved the general environments and most of the level design. I had a great time. Playing The Reckoning now.
>had more fun fighting the gekk and mutants rather than the strogg
Cyborgs just aren’t interesting
been trying Dimensions of the Past, also by machine games, on normal and its a great time, but on hard is like an entirely different, fricking frustrating game
usually i dont mind one bit enemy spongyness in Quake, i still consider a fantastic shooter that aged gracefully, but in DoP, for fricks same im running out of ammo CONSTANTLY, and it feels as if, if you dont discover every fricking secret you starve to death
i dunno, doing a hard run of any quake campaign might not be worth it
i want to have fun, not shoot at the same fricking enemy for 3 hours
Yeah, the consistent thing I've noticed with reviewers for the Q2 remaster's new campaign is that everyone finding it excessively difficult and ammo-starved is usually playing it on Hard. The devs seem to take Hard mode as inclination for "make every shot count, we're going to flood your butthole with pain."
well im judging them based on their first Q1 expansion here, but yeah, seem like this is the case
i aint no quake expert, but i did finish the main quack 1 campaign and the first 2 expansions on normal without much issue
Dimension of the Past is a bit bullshit with ammo management, but Dimension of the Machine is a lot better on that front. Though the realm of the stonemasons is a bit of a slog, mostly because the levels themselves are pretty bland.
trog trog trog
>filtered by a game that i used to play when i was 5
LMAO zoomies are fricking pathetic
These were made by the same.people that made Wolfenstein 2 the ultra cucked one. Tells you all you need to know.
The iron maidens don’t appear at all in the new expansion, typical MachineGames
Don't forget the laughable "secrets"
you know, i honestly didnt know that quake 2 64 was a completely different game. pretty short though, took me like 2 hours to beat in one sitting. fun though.
it was also on the Quake 1/64 engine, so it's literally Q1 heavily modified and painted over to look, sound and play more like Q2. which is why power ups are instant, there's no crouching and other weird bits, or why it had the Q1 skies.
>Strogg Mining Intake on Nightmare
>section where you have to shut down 5 drills
what the frick was machinehead THINKING
unironically had to savescum AND use the zoomer compass
>Dimension of the Machine never gives you enough ammo
That's Dimension of the Past, dude.
>they actually nerfed GZ's turrets
BASED
Still going to play it only on normal because I fricking hate that mission pack
Is it a lot less damage? I beat it once on nightmare before and told myself never again
They have a laser now so you can see where they're aiming.
Sounds interesting, at least that cuts down on the bullshit somewhat
I finally realized why I was having actual threat from the Brains this time around. They're now all Reckoning's Beta Class Brains that can actually hurt you. Weird change but then I remember the old Brain was just a meat wall and nothing more. More akin to that dumb brute enemy in Marathon 1.
After replaying the game, I have no idea how I beat Quake II 64 on the hardest difficulty when I was a kid. It looks pretty much impossible with a controller.
It had shittier AI
Even taking the Nightdive AI out of the equation, it's back in the day where console FPS games were hard because either A.) they were fricking tough as shit like Turok or higher difficulty Goldeneye/Perfect Dark, or B.) their controls were so fricking bad, stiff and awkward that using modern rebinding setups in an emulator or some shit effectively cuts the difficulty in half.
so what's the deal with that half open door in the new area of the first map?
There's an entire room behind it that has a little detail but seems to be containing no easter eggs or secrets. Just seems to be set dressing.
Thanks. I'm going to listen some Trent
Quake 1 is one of my favorite games. 2 is alright, but eh. I guess I should not really be complaining when so many modern FPS copy Quake 1.
for me 2 is quake because i played it first. q1 felt weird to play afterwards, like a half finished tech demo, and i could never jive with the eltritch horror thing, or the simplistic weapon designs when Q2 had comparatively gorgeous graphics, slick lighting, a cool scifi setting and a cool weapon sandbox that expanded on some of the ideas doom and q1 had with super versions of weapons sharing ammunition pools with the more precise normal guns, and you use both situationally. the only problem with q2 here is that the stock shotgun is rather weak and the super is more efficient at killing so you rarely need to use the original shotgun once the super is found, and throwing grenades becomes pointless once you get the gl since it can launch them faster and farter than you can.
i am also refreshed by the age old concept of "pick your favorite weapon and start blasting" rather than the situationally forced switching of the newer doom games or other titles that go out of their way to make you cycle thru the weapon list either thru gameplay or pickup/map design.
>instead of nice tidy levels they put flat arenas sprinkled with doom wads like slaughter map bullshit with frickton of monsters
My disappointment is fricking immeasurable
Like it's not fun in a slightest, worse with all hitscan enemies q2 has. Anyway you either breeze thrkugh this shit thanks to stored adrenaline+quad+invul or just waste time and a couple of quickloads to boring shit.
>Dimension of the Machine never gives you enough ammo
Filtered.
why did they even bother calling it Quake 2? theres nothing remotely similar between the each game
They both says "HUH" when you jump.
Because it was either that or Wor.
>theres nothing remotely similar between the each game
HUH
all the names they wanted were taken or didn't work out, and Quake was a brand name that worked
Because Quake was just going to be an unconnected series of games that would release every time they had a new Quake engine to use.
It wasn't supposed to be a sequel originally... They went with that name, because it was an easy sell to audiences. Especially when it's largely following the idSoft formula from the start.
Haven't played the Q2 expansion yet, but I really don't remember having such a problem with Q1 at all.
>unit is called corpse run
>wow cool
>they give you BFG and 100500 guards flood the room just for the sake of forced "satisfying" BFG shot
frick off
holy shit you're insufferable
go suck a Black person dick, anon
very concerning proposal, seek help
Is there a way to avoid the berserker jumps? I think jumping away on impact reduces the damage and bounce a bit, but I seem to always get affected by it no matter what.
Bait them into doing melee attacks more.
Oh, I'm not having issues with fighting them, I meant in general. Like is it guaranteed damage if it happens or not.
Oh, seems like there's no avoid it at all once he does it. He jumps too quickly and lands right next to you even when you're moving.
I've found rushing them or hiding behind something and letting them run to you helps. They seem to need a direct LoS and a minimum decent distance away from you to attempt a leap attack. Get close enough and they default to the running hammer attack.
>mfw there's a very real chance of unreal tournament being ported
I hope it's based on the PS2 version for kicks
Bethesda quake sucks and they going down in history as the same people who made baldy Gay 3. There is no difference between the woke agenda and Bethesda. Pride Parades where they expose groomed children to nudity and sex is the same thing.
All they did was add more contrast and add more security. From developers you wouldn’t like to get to know. The point of id software was always to let the developers get close to you through the in game credits, through the map secrets, and various things. Now that literally trannies are designing things, we wouldn’t want to get close to whoever designed the new Laser Space Caves (Like from The Matrix 2&3 movies, they go in to a dark dance club to meet the troony AIs that live willingly in the Matrix). They think you won’t notice or compare the original game engines with their new ones, they think you are an insect or a bug and are just attracted to the space lasers. They don’t have any real light. You are attracted to a gay bonfire.
In Jesus Christ’s name burn in hell mother fricker.
God kill your body, the Holy Ghost curse your spirit.
>For God so loved the world, that he gave his only Son, that whoever believes in him should not perish but have eternal life. For God did not send his Son into the world to condemn the world, but in order that the world might be saved through him
Go touch up on your bible studies friend. You'll be alright. He would never condemn me through you, for he loves me as he loves you, and he hopes you find your way back to Him and bury whatever this hatred is you are possessed of.
John isn’t the verse that saves you, you should do some actual reading of that chapter that verse is from. It talks more about condemnation and hell than getting saved.
>Whoever believes in the Son has eternal life, but whoever rejects the Son will not see life, for God’s wrath remains on them.
We are not condemned so long as we give ourselves to Him.
>He sure will
He will not, and he will surely not condemn you as long as you find you way back. I will pray for you friend. You will not get another reply out of me. Good luck.
The sexually proud cannot inherit the kingdom of God, nor can darkness approach the light of God, nor can salvation be imparted to those who didn’t really want it.
https://patriots.win/p/16c28jtpeX/theres-texas-and-then-theres-aus/c/
>we’re totally christians! Jesus is my homosexual lover savior !!! He won’t condemn ME to hell!!!
>he won’t condemn me through you
He sure will. All the sun you caused and did through homosexual pride is not going to be redeemed. Liars cannot inherit the kingdom of God, nor can the sexual immoral.
Thank you God and Amen for condemning them to hell and avenging conservatives. This board is full if pedophiles and spambots who will not inherit the kingdom of God, and nor will we have to see their anime perverted faces ever again.
>KEX engine game
>Disables the Windows key even if the game isn't the active window
Frick those developers.
>not using windows ME
>bother redoing the models, the intro FMV
>don't bother asking nVidia to borrow their textures
There's no point in using RTX textures in this, it isn't using RTX. That shit is configured to work solely with raytracing. There's a reason why when you turn RTX off in that port, it goes right back to vanilla pixel graphics. Besides, that shit is total garbage for the game itself once you get past the fancy visual effects, Nvidia's team couldn't stop themselves from trying to visually reinvent how games look in style past the fancy tech, and the shitty rundown factories and depots of Stroggos look way too damn clean with their work.
I always thought armagon made the strogg on shub behalf. He is the one that went to earth dimension and he look like the macron
Armagon is definitely a nod to the strogg.
I'm just still surprised at how good the enhanced models/textures look in this while retaining the feel of the original. Q1 Remaster fricking butchered half of the enemies.
anyone have a good video or videos explaining all quake lore and timeline?
There is none. At best you can sum it up in a couple paragraphs:
>Q1 you play as ranger who is the only one to survive when a teleportation experiment summons Quake's minions. You proceed to frick them up on Earth before travelling to their interdimensional realms to frick them up there. You kill Shub-Niggurath, one of the old gods, and proceed to slaughter your way across the dimensions for the rest of time. You stop a new invasion of Earth in Scourge of Armagon and stop time from being unravelled in Dissolution of Eternity.
>Q2: The strogg are aliens who want to frick up Earth. Earth launches a pre-emptive attack to stop this, and you play as the only marine to survive the landing. You then stop the invasion before it starts.
>QIII: Interdimensional gods summon heroes to battle in an arena for their please.
>Q4: Nobody cares
>Call of the Machine and future Quake?: The strogg have some connection with Shub-Niggurath and Quake himself, maybe they were created by them, maybe they signed a pact. We'll see what happens next.
summing up Q4 to be punctual because it exists and I didn't like it but I care
strogg are in disarray and humans can take the fight in bulk to their planet, corporal kane and the group plan to blow up a nexus that controls the strogg hivemind
kane gets captured and turned into a strogg before being saved from the hivemind at the last second, proceeds to finish his mission
game ends on a sequel hook implying more strogg shit to fight
also there was Quake Wars Enemy Territory, where we get to see the strogg's initial invasion of Earth that leads to Q2 and 4, but there isn't really any story to be held there as a multiplayer game
whos quake? another old god like shub?
is shub one of the interdimensional gods that like arena shooters?
The series isn't really sure. It was originally the Ranger's title in development. Then it became the villain in the final game's manual. But you never find out what Quake is beyond defeating "its minions". So presumably it's a god above gods.
Shub-Niggurath is pretty much one of the Cthulhu Mythos top gods inserted directly, except the Ranger gets to telefrag the b***h.
so call of the machine takes place after Q4? the new mappack in Q2R
Also no idea. It's MachineGames basically cooking up something new for the hell of it with no real idea or context as to whether it's canon or where it is in the story besides presumably after Q2. The Doom 64 remaster's additional campaign was canon, and maybe CotM is too. Apparently a playable Strogg in Quake Champions has his bio refer to a Slipgate, and taking CotM at face value, the Strogg might be one of Shub-Niggurath's various outreaches (and Quake's by association) into attacking humanity by artificial production of a militant species harvesting organics for parts, but that's just me theorizing.
where do you think it should go from there
do you think quake should ever be revealed as to who or what it is?
also best quake logo?
Q1 is my favorite because of simplicity and a brutal metal fricking nail perfectly sums up the game, but Q3 is aesthetic as frick.
>do you think quake should ever be revealed as to who or what it is?
No. Just keep using the name as an excuse to make an FPS with whatever tech/ideas they want to pursue at the time. Wouldn't even be mad if Q5 ends up being some VR exclusive.
Is the Quake 1 remaster any good?
For base game, mods and almost everything else the sourceport ironwail is better. However, the remaster comes with a very good new expansion that works best in it and is worth playing for that alone.
Wolf3 probably got quietly cancelled because of poor reception.
You know what I'm gonna say it. I like the Quake II grenade launcher far more than the Quake 1 grenade launcher. It just has a really nice design.
I agree, that satisfying *thunk* it makes is great.
I prefer the Q1 barbell sound when it lands though. The Q1 grenade is probably my favorite SFX in the entire game, and that is saying something with a game with such brilliant fricking audio.
hi im the person with the most quake clout who comes to Ganker
you dont have to play these episodes, they are bad. the swedish designers (lmfao its always swedes) have no idea how to make quake levels.
Call of Machine seems like they made Doom maps for Quake 2. It's fun to be in the chaos, doors open and everyone starts fighting.
Why do new games use unity/unreal over quake engine?
Because people want modern engines, and the open-sourced IdTech stuff goes as far as Doom 3 / Quake 4, I believe. Plus Unity and Unreal are easy to build stuff in from scratch, especially with Unreal's blueprints, compared to the fact that with IdTech you functionally have to actually know how to program a video game and do thorough work as it doesn't really have much for tools of its own that aren't filled with third-party, middleware shit.
By all means, you can mod RAGE, but without a deluge of external tools and lots of excess bullshit no sane person would ever do, there's no real reason to.
also Id and Bethesda stopped really issuing out IdTech except to special case scenarios, similar to how Valve stopped mostly doing it with Source except for Respawn's Titanfall and that one movie made in SFM or whatever
There's still a lot of games that have quake in their bones. Half Life Alyx and every CoD game for instance.