Page 4 of 5

Posted: Thu May 05, 2005 4:51 pm
by LeonardoP
the bat sign is cool, didn't notice that. there should be more of that shit, just like the q2 intro had with the drawings on the pod :)

Posted: Thu May 05, 2005 5:18 pm
by Shmee
o'dium wrote:Ok, i'm not gonna post any direct link.

But i will say they are hosted on quake2evolved.com

I will say they are under my directory called "odium".

And i will say the files are named from quake4_001.jpg to quake 4_009.jpg

Sorry guys, wish i could help more :(
:o!

Posted: Thu May 05, 2005 5:45 pm
by rgoer
Geebs wrote:Marathon
only good post in this thread so far

Posted: Thu May 05, 2005 5:45 pm
by rgoer
bwahaha I kid I kid I'm just glad somebody actually has some culture

Posted: Thu May 05, 2005 5:47 pm
by LeonardoP
never heard of marathon, got a site?

Posted: Thu May 05, 2005 5:52 pm
by rgoer
ask feedback, he'll preach about it for weeks on end

he can probably still hook you up with everything, too

Posted: Thu May 05, 2005 5:57 pm
by 4days

Posted: Thu May 05, 2005 6:20 pm
by ^misantropia^
Geebs wrote:However, I am honour bound to point out that rocket jumping and grenade jumping (along with flamethrower flying) were invented in Marathon years before Q1 came out.
You can do them in Doom I & II as well (though that's more of a rocket push).

Posted: Thu May 05, 2005 6:22 pm
by o'dium
Fuck off, i could rocket jump in pong.

Posted: Thu May 05, 2005 6:23 pm
by o'dium
Geebs wrote:Looks pretty sweet, now. If they can keep the feeling of the first level of Q2 going all the way through, it'll own. Oh yeah, and the Q2 music - the way it seemed to fit the Stroggs' idle/walking animations was one of the most subconsciously cool things in a game ever.

However, I am honour bound to point out that rocket jumping and grenade jumping (along with flamethrower flying) were invented in Marathon years before Q1 came out.
How in the name of fuck could i forget the music?

Quake 2's music was the best thing about the game, and the reason the intro rocked so much is because the music was... Perfection.

If Quake 4 doesn't have the same kind of music, then it will loose a certain something :(

Posted: Thu May 05, 2005 6:36 pm
by ^misantropia^
o'dium wrote:Fuck off, i could rocket jump in pong.
New-fangled pong. I did rocketjump speedruns all through ADVENT.
Orange River Chamber
You are in a splendid chamber thirty feet high. The walls are frozen rivers of
orange stone. An awkward canyon and a good passage exit from east and west
sidesof the chamber.

A cheerful little bird is sitting here singing.

>fire rocket launcher at feet
BOOM!

At Top of Small Pit
At your feet is a small pit breathing traces of white mist. A west passage ends
here except for a small crack leading on.

>

Posted: Thu May 05, 2005 7:00 pm
by Mogul
o'dium wrote:Yes, the new scans are from CGW.
Yeah, I actually have the issue itself. Looks pretty cool. And, I'm put at more ease because of a couple of things Tim Willits said in the issue.

"Quake 4 is an id game." He wanted to make that clear. And even though Raven is working hard on the "main design," id is still very involved in the game's production. That's good, and is sort of a relief.

The other thing he said (which has been said before, but the more I hear it, the better) is that they're really trying to make the mp aspect of it like Quake III.

On the other hand, now there are some things I'm a little worried about.

In the weapons section, they showed the nailgun and the hyperblaster.

If the nailgun finctions like the ngs from Quake, and the hyperblaster functions like it did in Quake II, we stumble upon an unfortunate "wtf unreal tournament" moment, where we have two guns that function almost identically, hence they create fluff that is only there so little dorks can be entertained my a greater number of weapons. A staple of the Quake series (especially in Quake III) is that the weapons are effective in their own fields, and there's a relatively small core of weapons that are very usable. Very little "extra fluff" in the arsenal -- just what you need. (Quake's ng wasn't all that usable, and they could've easily gotten away with just letting the sng in, instead, but otherwise that's kind of the series rule)

Posted: Thu May 05, 2005 7:07 pm
by o'dium
Well, maybe your looking at it wrong. Nobody said the nailgun would be a Machinegun TAT-TAT-TAT-TAT-TAT style gun. Just because the Quake 1 nailgun was, it doesn't mean anything. In fact, in team Arena, it was a slower projectile based shotgun.

I'm hoping that its a mix of the two. I'm hoping for a slow reload, single shot nails, but nails that will impale into victims ala Painkiller and HL2's crossbow, so then i can nail people/things/stuff to walls.

Now THATS how you handle physics.

Please god dont give me a gun that holds onto objects for 2 secones before shitting it back out ;)

Posted: Thu May 05, 2005 7:09 pm
by LeonardoP
ow damn that would rock. it would def make it a more valuable addition than just a tatatat gun.
altho i dont think you should be able to stick people onto walls, would suck in deathmatch no

Posted: Thu May 05, 2005 7:13 pm
by ^misantropia^
True Mogul, but iD's been known to tweak the weapons until the final release. In Q3 alpha's, the melee weapon was a chainsaw instead of the gauntlet, the RL had a Q2-ish 50 ms delay, etc. The q3tests were a playground for testing splash damage tweaks, ROF changes, ad inf.

PS: do you post at challenge-world too?

Posted: Thu May 05, 2005 7:13 pm
by Duhard
Grudge wrote:It looks fucking great.
Too fucking haloish for my tastes...oh well gg id.

*becomes a valve funboy*

Posted: Thu May 05, 2005 7:13 pm
by o'dium
LeonardoP wrote:ow damn that would rock. it would def make it a more valuable addition than just a tatatat gun.
altho i dont think you should be able to stick people onto walls, would suck in deathmatch no
No no no sir, the way it works in painkiller is quite cool. You shoot people with it and the nails stick into the body but then still run around (or in classic quake fashion, it will just cause damage, not stick in them at all). Its only when you "kill" them with that final blow, or shoot the body after death, that it will stick into walls.

A cool toy but a deadly weapon at the same time.

Posted: Thu May 05, 2005 7:17 pm
by o'dium
Duhard wrote:
Grudge wrote:It looks fucking great.
Too fucking haloish for my tastes...oh well gg id.

*becomes a valve funboy*
id could do with checking out a few things from halo.

But not to much, thank fuck...

Posted: Thu May 05, 2005 7:18 pm
by LeonardoP
ooh lovely, just the way i was imagining it. im not too keen on the hyperblaster btw, thought it was shite in q2, never really used it.

Posted: Thu May 05, 2005 7:20 pm
by Duhard
o'dium wrote:
Duhard wrote:
Grudge wrote:It looks fucking great.
Too fucking haloish for my tastes...oh well gg id.

*becomes a valve funboy*
id could do with checking out a few things from halo.

But not to much, thank fuck...
I was just trolling :P

Hey do you guys know from which CGW issue those pics came from...the June issue?

Posted: Thu May 05, 2005 7:20 pm
by o'dium
LeonardoP wrote:ooh lovely, just the way i was imagining it. im not too keen on the hyperblaster btw, thought it was shite in q2, never really used it.
I loved it, i think that with decent particle effects it can look amazing.

However, who wants to bet that in Quake 2 it turns into something like the Quake 3 plasma gun, no spinning barrel, no delay or skill to use it, just a "Plop" sound and a huge spinning ball of yellow plasma... Woo... Creative.

Oh, and i will honestly mail bomb id if they make this chaingun NOT have a delay to firing like the Q2 one. No more pumped up Machinegun please!

Posted: Thu May 05, 2005 7:20 pm
by LeonardoP
ooohhhhh my icon is all red
btw its the june issue yeah

Posted: Thu May 05, 2005 7:21 pm
by Duhard
*runs to the mag store*

Posted: Thu May 05, 2005 7:22 pm
by o'dium
Shame that isn't in the UK or i would buy that mag myself.

I do have the latest PC ZONE with a full page close up pic of Malcome from UT, with what must be a 1024x1024 texture map AT LEAST on him... Fucking hell he looks good, the best in-game texture i have ever seen....

Posted: Thu May 05, 2005 7:25 pm
by LeonardoP
hmm im not really concerned about the looks, but more about the usefullness in-game. i do agree it shouldn't be as slow the plasmagun, more a sped up plasmagun with a thick knockback.

hmm im not too keen on the delay either :D delay means you must anticipate using it... which would slow down the gameplay. hmm

lol whats with the hmms