QUAKE THREAD
This is far from complete, and I probably got a few things wrong, but whatever doggies, let's talk about the Quake series. I'm obviously skipping a lot of info, or esle I'd hit character limit, and if you really want to learn more you could ask someone here or read a wiki. Also, there are a
shitload of images, and they are all hosted on imageshack, so if some of them aren't showing up for you IS might be having a heart attack or something.
It will likely take a while for them to load.
Anyway,
Quake:
Release Date: 6/22/96
Systems: DOS, Linux, Sega Saturn, Nintendo 64
The Lovecraftian-themed FPS that ditched the sprite-based objects and 2.5D environments that were commonplace in the early nineties. The fact that it was one of the first games that were playable over the then fledgling
internet meant it gained an overnight popularity, with Quake servers popping up in droves. The story isn't really fleshed out as a result of the team trying to make two different games att the same time, and then combining them, but for the most part it is as follows:
In the future, mankind has developed crude teleportation technology and the government has built a series of teleporation devices known as "Slipgates", which allow travel to alternate dimensions. Unfortunately, those dimensions aren't exactly
empty, and the creatures who inhabit them decide to come visit Earth and generally fuck up our Christmas at the order of their leader, who the government has code named "Quake". You play as a soldier named Ranger, a slipgate explorer, who is tasked with entering the Slipgate and giving the enemy a taste of it's own medicine.
It had a soundtrack by Trent Reznor, and as a result all of the ammunition crates for the nailgun have the NIN logo.
It had two additional "Mission Packs", the first titled Scourge of Armagon, where you are tasked with killing one of Quake's most powerful generals, and the second titled Dissolution of Eternity, where you get to kill a dragon.
Notable games that use the Quake engine include Half-Life.
Screens:
DOS:Sega Saturn:Nintendo 64:Quake II
Release Date: 12/09/97
Systems: PC, PlayStation, Nintendo 64, Xbox 360
After the release of Quake, ID Software started working on their next game, which would be unrelated to the Quake storyline. Codenamed
Quake II, the game was coming along well, but ID couldn't get a trademark for any of the titles they came up with, so they pretty much just said "Fuck it, we're just gonna call it Quake II".
You play as a soldier yet again (named Bitterman), only this time instead of shooting demons, you're shooting aliens. A techno-organic race of creatures known as the Strogg has used interstellar wormholes to invade nearby galaxies, destroying their civilizations and integrating them into their own, Borg-style. After a time, they find Earth, and proceed to invade the planet and generally just fuck up our Christmas.
Humankind decides to launch a counter-invasion, using the Strogg's own wormholes to bring the entire Earth fleet to their planet. Once there, you (along with thousands of other marines) are dropped (in a drop pod, Starship Troopers-style) onto the surface of the planet to try to assassinate the Strogg leader, the Makron. You get a bunch of additional objectives while you're there, but they generally involve just getting keys, pushing buttons, and shooting stuff.
There were a couple of singleplayer expansion packs which added new weapons, but you played as a different character in each.
Interestingly enough, "Industry analysts" claimed that a port of Quake to the PS1 would be impossible. Not only was a port of Quake made for the Saturn, but a port of Quake II was created for the PS1. It lost a few levels and the skybox, and saw the inclusion of "loading corridors" that broke the existing levels up into smaller pieces, but for the most part it is surprisingly faithful considering the source game and the hardware involved, as it even features dynamic colored lighting and a solid framerate. It is also one of the few games to support the PlayStation Mouse. Deathmatch is included, with a selection of new maps, and it supports 4-player splitscreen with a rock solid framerate.
The Nintendo 64 version featured entirely new levels, along with new lighting effects. It supports the Expansion Pak for enhanced visuals, and four player split screen for deathmatch.
The Xbox 360 version was released as a pack-in with Quake IV. It supports 720p, split-screen co-op and DM (up to 4), and system link co-op and DM (up to 16), but is not playable over Xbox Live.
Notable games that use the Quake II engine include Kingpin, Soldier of Fortune, and Daikatana
Screens:
PC:PlayStation:Nintendo 64:Quake III Arena
Release Date: 12/02/99
Systems: PC, Mac, Sega Dreamcast, PlayStation 2, Xbox 360 (upcoming), Nintendo DS (uncertain)
Instead of continuing the singleplayer storyline from Quake or Quake II, Quake III Arena focuses on Arena-style deathmatch, with the singleplayer porion composed of the player fighting bots. The storyline involves an ancient race called the Vadrigar, who have created the Arena Eternal, which they populate with warriors nicked from time and space (consisting of original characters created for Q3, and characters from and inspired by previous ID Software games), who are teleported from their locations the instant before they die and forced to fight for the amusement of the Vadrigar. An expansion pack was released later, titled Quake III Team Arena, which added a few new team-based game modes, and new weapons and models.
A PlayStation 2 port was released, titled Quake III Revolution. It had a modified singleplayer game which incorporated elements from the Team Arena expansion, and had support for four player split screen, but lacked USB KBaM support and online play.
The Dreamcast version was a port of the original game, featuring extra maps created especially for the Dreamcast release. It features four player split screen, as well as four player online play. Being one of the first cross-platform online games (along with another DC release, 4x4 Evolution), Quake III DC waas playable online with players using the PC, Linux, or Mac versions using a Dreamcast specific map pack, but was still limited to four players per server. The game is still playable online over dial-up or bradband using a BBA, and there are people who still play online regularly (myself included). It supports KBaM, and server-side mods. Graphically, it edged out the PS2 version, especially when played on a VGA monitor at 640x480 using a VGA box.
Quake III Arena is also seeing an upcoming release on Xbox Live Arcade for the Xbox 360.
John Carmack also mentioned a DS version of Quake III at QuakeCon a few years ago, but it's not known if the project is still being worked on.
Screens:
PC:
PlayStation 2:
Sega Dreamcast:
People:
Quake IV
Release Date: 10/18/05
Systems: PC, Mac, Linux, Xbox 360
Quake IV, for the first time in the series, is a direct sequel to an earlier title, in this case, Quake II. Your character is a marine by the name of Matthew Kane, who is part of the invasion of Stroggos, the Strogg home planet. Bitterman, the main character of Quake II, succeeded in assassinating the Makron, but another is quickly elected and the battle continues. The human government originally thought that the Makron was similar to a King, but it turned out that the term Makron was an elected office, so a new one would simply take the place of the previous one. Quake IV fleshes out the Strogg quite a bit more than Quake II did, even going so far as to hint that their race was created specifically for war by another race (perhaps the Vadrigar?) and then forgotten. The Strogg subsist on a foodsource made from their enemies. Pretty hardcore.
Multiplayer is extremely similar to Quake III Arena, only with different maps and weapons.
The Xbox 360 version was released at the launch of the console, and suffered from occasional framerate issues, which became worse if the game was played at 1080i. It also shipped with an extra disc which contained the entirety of Quake II. It has Xbox Live support for up to 16 players.
Notable games that used IDTech IV (the Doom 3/Quake IV engine) include Enemy Territory: Quake Wars, Prey, and the upcoming Wolfenstein.
Screens:
PC:Enemy Territory: Quake Wars
is stupid and the less said about it the better. Play Wolfenstein Enemy Territory instead.
Ok dudes. Since ID is currently working hard on Rage and Doom 4, it'll likely be a while before we see another Quake game. Anyway, talk about Quake or something.
Are there any good Quake III mods you dudes would reccomend?
I recently got ahold of an N64. Is tracking down a copy of Q2 worth it?
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Resident 8bitdo expert.
Resident hybrid/flap cover expert.
Of course then Unreal Tournament came along and gave us 8 players online instead of 4.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
By the by, someone needs to post the Tenebrae mod for Quake. It incorporated all sorts of nifty new shader effects into the Quake 1 engine.
also quake 2 is the best fps ever it just sucks that the steam version doesn't come with the music
My ex-girlfriend and I used to have a fucking blast with that after school back in high school.
Quake Spy, was the greatest thing since sliced bread: No more games of "Hunt the IP."
This was before quake world, so no client side prediction.
When glquake got released I plunked down 200 bucks for a 4MB Monster 3-D card. it was 3-d only, it had a pass through for a regular 2-d card. Made quake even better.
ahhhh the memories.....
Since i've been desperately trying to get Quake running again through steam, here are some mods I've been trying:
ezquake, and nquake - good for multiplayer, bit of a headache for using it in single player.
darkplaces - great for single player, adds some neat affects. If you have trouble with it, try one of the newer betas
fuhquake - seems decent still playing with it.
Quake II: Rushed for Christmas, NO MULTIPLAYER. Bad ID. They hyped the A.I. and actually having a cohesive story as opposed to the first Quake. Where they made a bunch of levels with no planning and then realized they need a game/story with this and just strung stuff together.
Quake III Arena: was a good game, and i spent a lot of time on it. But Epic got their stuff togother and made Unreal Tournment. Which was a better online experiance, maybe not as pretty - but had flexiablity built in to that QIII didn't.
Quake III Team Arena: I always felt this was just playing 'catch up' to Unreal - but i did like the suicide nuke you could do.
I listed some current mods, but these are the ones that i put a lot of time in when they came out:
Quake mods: Team Fortress - yes the orginal. Got to love Medics with plague grenades and spies that could play dead.*
Quake II: Action Quake.
Quake III: Urban Terror. For when i got sick of Counter Strike.
*favorite strat: sneak in to the enemy spawn room. Play dead. Wait for spawn, stabby, stabby. play dead, repeat. It would work great till someone wised up.
Tenebrae Quake
Bump Mapping, stencil shadows, higher quality textures, transparent water and a shit tonne of other cool stuff.
The only problem is I can't install Quake because the installer is 16/32 bit or some shit.All I can say is I'm pissed.
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I break out Quake 1 now and again when friends are round, fantastically fun game and loads of awesome mods. I keep the Reaper bots handy on my computer and "Painkeep" was one of my favourite "Total Conversion" Deathmatch mods.
It had an initial "Hub" voting level where each player dived in to the portal for the level they wanted to play and it loaded the most popular. All new weapons and models including:
ChainLightning gun (Run in to a room with a firefight going on and fry everyone by hitting one person and lightning would bounce to the others)
Airfist (Push people around with cushions of air. Also useful for jumping higher)
Bouncing Nails.
Exploding shells for your Double barrel shotgun (mightily powerful with Quad)
Beartraps (can only carry 3 at one time)
Autosentries (Think Aliens)
Gravity Wells (When dropped picked up everything in the near area and pulled it in to it's squishy centre, whereupon it would explode. Brilliant to see loads of players, ammo boxes and sentry guns flying around it in circles and then exploding.)
Harpoon Gun (similar to the Hook except it could pull Ammo, weapons, etc towards you)
All new levels (well designed) and generally just damn good fun. I'd love to play a big game of it again.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Wow that quake looks good for what it is.
I fell madly in love with Quake 2 when it was released. I played nothing but it, and then i discovered modding and multiplayer. If i'd had Xfire back in those days i reckon i would have racked up a shit ton o' hours.
Some of the mods for Quake 2 were brilliant, the player models were perfection. Nothing matched the modding community of Quake 2 back in the day, before HL was released anyway.
Quake 3 emerged and i got into the hectic, mad and frustrating multiplayer. I experienced ragequit and despair at losing for the first time as nothing matched playing against real people. So used to winning i almost got rid of the game out of frustration, but i didn't and played on, realised that losing was part of the fun too.
Never really got into Quake 1 or 4. Quake 1 felt so dispassionate and shallow by the time i started playing it and 4 never really involved me as much as Quake 2 did. A remake of Quake 2 on the Q4 engine would be nice tho.
Bunting, Owls and Cushions! Feecloud Designs
Quake 4 sucked though except for one part. Quake 3 I never got into because I always thought UT was better.
The original Quake though still owns at least five years of my life, especially once I discovered you could play FPS games online. My lord, that discovery almost ruined me that did. I still remember how awesome Quake CTF was. Nothing I've played since was as fast and as much fun as that.
Actually, the 360 version is just plain terrible (beyond terrible).
still had some fun with the demo though, but I was expecting wolfenstein:ET except even more awesome, but it wasn't at all. W:ET had a buuunch of maps to cycle through and second they were actually well designed maps with fun objectives.
Shame they've stopped with the beta invites, i still want in on this partly cos it's the only game which will work on my laptop. So least i can still get my MP fix whilst im away from home.
Bunting, Owls and Cushions! Feecloud Designs
Point at man. Shoot at man. Enjoy. Repeat.
Is Quake IV a decent shooter? I heard mixed results, and the demo didn't really give me too much to tell.
Way better than Doom 3.
I never had the full version of Quake or Quake II, but I played the demos to death, and I played Quake III a bit in college.
I used to put random cd's in the cd drive and then boot up Quake. It was one of those games which no longer seem to exist anymore that use CD music, allowing you to use whatever music you wanted without being obtrusive. I used to have the entire first episode memorized, although it's been so long I'd probably get lost now.
Great game. Games just don't have levels like that anymore... and by levels like that I mean levels that focus on fun over all else.
I used to do this. More games need to allow a custom soundtrack, although to be fair, these days it's easy enough to just run Foobar in the background. It'd still be nice to be able to set different sets of MP3's for different levels and events and stuff. I remember that Total Annihilation even allowed you to set which music tracks played for building, combat, winning or losing. I was surprised when the option of custom MP3's didn't rear it's head in SupCom.
I have a suspicion that Q2 had more crates than any other game in existence, but this is just a hunch. We need to study this.
Currently playing: GW2 and TSW
Listen to this fucker.
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XBOX Live: BrandXSavior
Wii: 4629 5078 1523 8513
Or something like that. It's been a decade+ since I read it.
I KISS YOU!
I don't really remember it playing out that way but that's why Romero is such a funny guy.
NIN was going to do the Doom 3 soundtrack, but dropped out. Somewhere is a download of the original NIN gun sounds and musical effects.
Bunting, Owls and Cushions! Feecloud Designs
Then Quake III came out. Along side a little game called Unreal Tournament. I liked the Single Player campaigns in the first two Quake games and the lack of a real SP in Quake III disappointed me. UT, on the other hand, had low gravity rocket launcher battles across the tops of futuristic skyscrapers. I was sold.
I never got around to playing much of Quake IV. I had heard very mixed things about the game, as well as hearing something about having to connect to a network and check your game every time you played. I don't mind when it does it in the background like Steam but telling you upfront with a progress message saying "Hey we're here to check your shit that you legally bought and have played vaious times this'll only take a minute just hold yer horses Nancy" kinda rubs me the wrong way. Go ahead and spy on my every move, just don't tell me about it :P .
I forgot to throw Quake Live in the op, and I diidn't bother with all of the various source ports or the post would have taken an hour to write. Crazy mofos got Quake running on cell phones and Quake II running on DS-s and Quake III running on Xboxes and all manner of craziness.
Steam / Bus Blog / Goozex Referral
then I got Quake 2 and played it on Heat until it shut down. I think heat was a bit ahead of it's time and that bundled with the buggy client , and rampant abuse killed them off. I think I still have a free disc that had vengeance on it someplace.