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Quake – 30th Anniversary Update

slayersclub.bethesda.net

181–190 of 211 posts

Re: Quake – 30th Anniversary Update

#183

Earlier quoted context omitted.

I haven't fired up UT99, UT2K4 or any of the Quakes for decades. Are there active servers where you could get a good DM session?

afps is pretty dead. there are a handful of people on qw, q2,q3 but if you don’t wanna dig around start with the microtransaction feature quake champions or the quake re release while people are playing it again. also shout out to banana shooter or straftat if you want a quick fix in a f2p game. it’s not really afpsy but pretty fast movement and wacky guns in both

[dead]

Re: Quake – 30th Anniversary Update

#184
post #61

Nine Inch Nails also has some new merch and soundtrack album for the 30th anniversary: https://shop.nin.com/

Making the photos look like the old photos of the ID office is inspired.

https://www.nin.com/quake-nine-inch-nails-limited-merch-coll...

Nicely done; Really appreciate the extra effort, little touch that means so much

Re: Quake – 30th Anniversary Update

#185
post #133

Earlier quoted context omitted.

3 weeks ago, John Romero did a play through while discussing the entire design and build process of the game. It was actually pretty cool how they designed the first room to demonstrate almost every new feature of the engine and how the first level is made to walk you though most of the new gameplay features. https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728

Yeah ... "new features", especially the torches, to show me that FPU of 486 OCed to 150MHz is not enough :) Good old days of 7-15 FPS being better than nothing.

Fun fact: The pattern of the torches' flickering is encoded via special strings in the source code:

https://jasemagee.com/post/2022-03-27-26-year-old-quake-ligh...

Re: Quake – 30th Anniversary Update

#186

Earlier quoted context omitted.

It was never officially released, but it was on the front page of epic launcher for years, even after fortnite took off. The online experience was fairly complete and enjoyable (for people with experience) for ctf, duel, tdm, and team arena master. But yeah, epic didn't support it as much as they could have.

Eh, "boomer shooters" died along side with Halo and LAN parties. Minecraft was the final nail in the coffin. The knack and knowledge of hosting a dedicated server required skills. If you could one click button host a Quake 3 Arena server or UT, there would still be sort of a crowd. But not only that, if you were new: servers got toxic with the same grumpy players knowing every single trick in the map to one-shot kill…

>Fortnite killed Team Fortress, Overwatch killed Halo

I'm sorry, what?

Re: Quake – 30th Anniversary Update

#187
post #68

Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular. Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires ru…

Story time! I was a kid when the original Quake came out in ’96. I don’t remember if I saw it in someone’s .diz file, a FAQ, or somewhere else, but I learned you could change the actual game physics through the console and most importantly you could do it mid-game. I used to host LAN parties where all my friends from school would lug their PCs over, and we’d hook everything up over 10Base-T. One match, somebody was c…

[deleted]

Re: Quake – 30th Anniversary Update

#188
post #68

Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular. Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires ru…

> Those were the for real LAN party days which I'll never get back I still remember hours-long marathons of Doom2 deathmatch at my cousin's Novell cubicle farm after office hours, ca. 1994. Then Duke Nukem 3D (using Build to make custom maps [anybody here play NukeCity 1 and/or 2? That was me!]), then eventually Quake. Oh nostalgia, you rickety tower of mixed emotions.

crazy played both of those. nany many years later when i looked into the build engine finally :'D

my game was HL and CS (later days) which got me into modding so years after i looked at build engine.

i made for worldcraft a human launcher one day (ripped entities from some HLDM map by valve) and that got chucked into awp_1337_sk337 (by other guy, superjer).

miss those times :') still occasionally crack open the worldcraft to make a room with zombies and nades!

Re: Quake – 30th Anniversary Update

#189
post #113

Earlier quoted context omitted.

I've never understood the appeal of the opposite. Modern gaming where you just play with different randos every round. When I was a kid playing Quake 3 I had different servers bookmarked, knew the players that ran the servers and the general crowd that hung around. Had friendships and rivalries. Modern multiplayer you may as well be playing bots. There's no community.

Is there any community anywhere in life any more?

There really isn't, and I hate it.

Re: Quake – 30th Anniversary Update

#190

Earlier quoted context omitted.

> Those were the for real LAN party days which I'll never get back I still remember hours-long marathons of Doom2 deathmatch at my cousin's Novell cubicle farm after office hours, ca. 1994. Then Duke Nukem 3D (using Build to make custom maps [anybody here play NukeCity 1 and/or 2? That was me!]), then eventually Quake. Oh nostalgia, you rickety tower of mixed emotions.

crazy played both of those. nany many years later when i looked into the build engine finally :'D my game was HL and CS (later days) which got me into modding so years after i looked at build engine. i made for worldcraft a human launcher one day (ripped entities from some HLDM map by valve) and that got chucked into awp_1337_sk337 (by other guy, superjer). miss those times :') still occasionally crack open the world…

The original Shadow Warrior used the same engine as Duke3D, and when 3DRealms hired a company to build an add-on campaign for Shadow Warrior, that company reached out to me to design a level based on the popularity of my NukeCity levels. I designed the level and everything, and the add-on was completed, but it was shelved when Shadow Warrior sales underperformed. Sad.

I never got paid for that work, but the campaign is out there: Twin Dragon[1]. I built Level 11: the Fortress.

[1] https://www.moddb.com/games/shadow-warrior/downloads/twin-dr...

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