Quake4 made even faster
Quake4 made even faster
Is this old news?
This is a snippet from a journalist at pczone:
"For me though, in terms of excitement the multiplayer just edges it. You forget, you really do, but multiplayer Quake is like the deathmatch version of Heinz Big Soup - big, chunky, satisfying and running through your system as fast as lightning. Amazingly enough, at the time of writing there's a new build in the id offices that's running 20 per cent faster than the already hyper-nifty version I played three days ago. And I'm still buzzing, I really am. You should have seen me when I pulled my act back together - two rail-gun kills and a frag from the spinning melee blade of my gauntlet prompting a "That's it man, you're on fire!" from the id guru standing behind me. Of course he might have been talking to the guy sitting on the machine next to me, or even to someone who had come into the room and happened to be burning. It didn't matter though, my manhood had been reclaimed. The joys of Quake deathmatch are coming back to the ascendancy..."
This is a snippet from a journalist at pczone:
"For me though, in terms of excitement the multiplayer just edges it. You forget, you really do, but multiplayer Quake is like the deathmatch version of Heinz Big Soup - big, chunky, satisfying and running through your system as fast as lightning. Amazingly enough, at the time of writing there's a new build in the id offices that's running 20 per cent faster than the already hyper-nifty version I played three days ago. And I'm still buzzing, I really am. You should have seen me when I pulled my act back together - two rail-gun kills and a frag from the spinning melee blade of my gauntlet prompting a "That's it man, you're on fire!" from the id guru standing behind me. Of course he might have been talking to the guy sitting on the machine next to me, or even to someone who had come into the room and happened to be burning. It didn't matter though, my manhood had been reclaimed. The joys of Quake deathmatch are coming back to the ascendancy..."
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Don Carlos
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Heh, another snippet when this guy played the SP:
"If I concentrate really hard, then at the back of my peripheral vision I can just about make out the swish of a ponytail as Todd Hollenshead, CEO of id Software, shakes his head in dismay. "No, your other right. Over there. The red armour," he sighs, as I nervously jab the WASD of Quake IV deathmatch, walking into walls, falling off ledges and getting hurled into walls through faulty jump-pad use. I've been marked out as a player of remedial standards and Hollenshead is doing his utmost to make me less of a loser. It's horrible, and hard as I push myself I just can't concentrate. It's truly the stuff of nightmares. I'm playing Quake in front of the men from id - and the men from id think that I'm a noob. Freud would have a field day."
"If I concentrate really hard, then at the back of my peripheral vision I can just about make out the swish of a ponytail as Todd Hollenshead, CEO of id Software, shakes his head in dismay. "No, your other right. Over there. The red armour," he sighs, as I nervously jab the WASD of Quake IV deathmatch, walking into walls, falling off ledges and getting hurled into walls through faulty jump-pad use. I've been marked out as a player of remedial standards and Hollenshead is doing his utmost to make me less of a loser. It's horrible, and hard as I push myself I just can't concentrate. It's truly the stuff of nightmares. I'm playing Quake in front of the men from id - and the men from id think that I'm a noob. Freud would have a field day."
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Don Carlos
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Yeh it kills uDRuM wrote:Heh, another snippet when this guy played the SP:
"If I concentrate really hard, then at the back of my peripheral vision I can just about make out the swish of a ponytail as Todd Hollenshead, CEO of id Software, shakes his head in dismay. "No, your other right. Over there. The red armour," he sighs, as I nervously jab the WASD of Quake IV deathmatch, walking into walls, falling off ledges and getting hurled into walls through faulty jump-pad use. I've been marked out as a player of remedial standards and Hollenshead is doing his utmost to make me less of a loser. It's horrible, and hard as I push myself I just can't concentrate. It's truly the stuff of nightmares. I'm playing Quake in front of the men from id - and the men from id think that I'm a noob. Freud would have a field day."
I played against Hollenshead and Willits and i was sweating like a beast!!!
Where were you when the West was defeated?
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reefsurfer
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Re: Quake4 made even faster
DRuM wrote:"That's it man, you're on fire!" from the id guru standing behind me. Of course he might have been talking to the guy sitting on the machine next to me, or even to someone who had come into the room and happened to be burning.
made me laugh.
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Don Carlos
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Quakecon 2001DRuM wrote:I'll bet. When and where did you do that?Don Carlos wrote: Yeh it kills u
I played against Hollenshead and Willits and i was sweating like a beast!!!
2 v 2 CTF
Turb and Myself vs Hollenshead and Willits
Where were you when the West was defeated?
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Grandpa Stu
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reefsurfer
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reefsurfer
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Mr.Magnetichead
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reefsurfer
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Reef, even if they add the hud, the models, the weapons and the physics, it will never, ever be QUAKE 3 again.
If you want to play Quake 3, then play Quake 3. Most of you will ONLY play Q3 if you can have picmip 16, or forced models, or simple items, or fast sky etc etc, none of that is in Quake 4. Yo ucan lower resolution, you can lower texture detail, but you cant disable shadows, you cant force models etc etc.
In other words, even if your standing there in Q3DM6 in a teamplay game with your rocket launcher, it will never feel like Quake 3. Because it isn't Quake 3.
If you want to play Quake 3, then play Quake 3. Most of you will ONLY play Q3 if you can have picmip 16, or forced models, or simple items, or fast sky etc etc, none of that is in Quake 4. Yo ucan lower resolution, you can lower texture detail, but you cant disable shadows, you cant force models etc etc.
In other words, even if your standing there in Q3DM6 in a teamplay game with your rocket launcher, it will never feel like Quake 3. Because it isn't Quake 3.
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Don Carlos
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Yeh me and Turb did that tooGrandpa Stu wrote:i remember playing games with a few id guys when TA first came out. mostly it was just ToddH though.
We owned Greame D and some of his chums
on TA for the mac. We layed it down hard
Where were you when the West was defeated?
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reefsurfer
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Ofcourse it cant BE quake 3...but it can sure as hell FEEL like Quake 3.o'dium wrote:
In other words, even if your standing there in Q3DM6 in a teamplay game with your rocket launcher, it will never feel like Quake 3. Because it isn't Quake 3.
Dont argue against until you have tried it o'dium... that is just lame.
UT2004 isent UT2003 but it FEELS and LOOKS like it..yea?
TBH with you i dont WANT Quake 4 to be like Quake 3. However I do want a few things from it. Delayed rockets are a no no, and I just wish the nailgun had a cool trick (Pin dead bodies to walls ala painkiller, HL2 and FEAR) and that the hyper blaster was blue....
But hey, thats what mods are for right
I dont mind Quake 4. Its just that everybody MOANED Doom 3 was dark, so they have REALLY fucked up this time. In adding a single ambient light for the whole elvel, it makes it bright. Then they add smaller lights dotted around next to light sources, for shadows near those. BUT, while that does make the map bright, it also takes away all the mood from the level and shadows will be next to none existent. Another problem with that method is that specular maps will hardly be touched, and local maps will all be lit from the front
But hey, thats what mods are for right
I dont mind Quake 4. Its just that everybody MOANED Doom 3 was dark, so they have REALLY fucked up this time. In adding a single ambient light for the whole elvel, it makes it bright. Then they add smaller lights dotted around next to light sources, for shadows near those. BUT, while that does make the map bright, it also takes away all the mood from the level and shadows will be next to none existent. Another problem with that method is that specular maps will hardly be touched, and local maps will all be lit from the front
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reefsurfer
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