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Quake Brutalist Jam II

slipseer.com

21–30 of 115 posts

Re: Quake Brutalist Jam II

#23

Bethesda recently announced there won't be a Quake Pro League next year, massively depressing news. IMO Quake is peerless in its mechanical skill and speed requirements, truly one of the most challenging games in the world, like comparing Go to lesser strategic games.

Go is one of those games I could never understand whether a move I was making was a good one or not. It just felt like I was randomly placing stones and then at the end had to count up and see who won as I certainly had no clue how it was progressing. Is that normal for new players or am I particularly challenged in that area? Chess is a less abstract game where I can generally tell what's going on. Regarding Quake,…

You're not alone. It takes a bit of studying to figure out the strategy of Go, which is primarily conceived of as creating different shapes. Shapes of stone groups impart certain properties to the group.

Re: Quake Brutalist Jam II

#24

Bethesda recently announced there won't be a Quake Pro League next year, massively depressing news. IMO Quake is peerless in its mechanical skill and speed requirements, truly one of the most challenging games in the world, like comparing Go to lesser strategic games.

Go is one of those games I could never understand whether a move I was making was a good one or not. It just felt like I was randomly placing stones and then at the end had to count up and see who won as I certainly had no clue how it was progressing. Is that normal for new players or am I particularly challenged in that area? Chess is a less abstract game where I can generally tell what's going on. Regarding Quake,…

When I first started playing Go, I realized I thought about it like Risk. I was trying to draw Napoleonic battle lines on the board, and push back the opponent. And it kinda worked for very entry-level games, but mostly didn't make sense? Because then the opponent would just place somewhere behind my "line" and it all fell apart.

Over time, I started imagining each of the spots on the board as being a person in a city. And placing a stone, really, was like bringing the AOE II priest to "wololo" convert the person to my team. So really, the goal wasn't to create battle lines, the goal was to pick and choose who on the board to join my team, so that by the end of the game, I would have the most influence in the city. (I've heard others describe it as planting plants to grow over the majority of a garden, which is similar) At that point, I started choosing spaces around the board in order to make sure I had enough friends in each neighborhood that I would be the most popular person there, even once my opponent started advertising in the region too.

That begs the obvious question, are there different neighborhoods that are more important than others? And the answer is yes. As you learn about eye shapes, you'll realize its easier to be popular and own in a corner than it is a side, and a side than it is the center, so when you start the game, you prioritize being popular in these regions, in that order (https://www.youtube.com/watch?v=xqpqa5NCbMY&t=52s)

And then over time, I've learned how to do that more and more efficiently, and the tradeoffs that come from that.

It also helps to start on smaller boards, then move to bigger ones as you get a feel for what's going on : )

Re: Quake Brutalist Jam II

#25

I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…

I agree, it's great to see people rummaging through old game engines to find the "right medium to express their thought", the way one might rummage through a pile of art supplies.

The only thing I personally think is a shame, is that the structure of interactive experience inherently lends itself to collage — to a potential for different "scenes" made from entirely distinct "media" — but that it's prohibitively difficult currently to (seamlessly) weave together different game engines into one game art project; especially when some of those engines aren't open-source engines, but only exist in the form of old games that are usually turned into art through ROM-hacking.

An artist should be able to have me walk through a door in an RPG Maker game end up playing a Quake level! And then, upon killing a certain enemy, be suddenly in a bossfight in a SMW ROMhack! And then, upon succeeding or failing in the boss fight, I should be able to either end up in their custom Unreal-engine-coded finale, or back in the RPG Maker "space" from before! All without loading times or futzing with the display settings!

I've been working on a "solution" to this "problem of artistic collage" — a runtime that supports custom (i.e. zero-installed from the internet on demand by a game) sandboxed cores wrapped in realtime-per-frame in-memory-state import/export logic, where "a game" is actually a set of sub-game modules, with each module being expressed in terms of its own core, and having either a plain API call (for open engines) or a RetroAchievements-like memory-watch rule, to trigger state-transitions over to other modules.

Re: Quake Brutalist Jam II

#26

Earlier quoted context omitted.

There is a huge Quake mapping community that has been consistently producing amazing new maps, map packs, and full mods. * https://www.quaddicted.com/ * https://www.slipseer.com/ * Quake Mapping Discord where all this goes down https://discord.com/invite/f5Y99aM

What's a good entry point if one wants to get started playing? Acquire Quake (1? 2?) on Steam and then server browsers just work as-is?

https://discord.com/invite/eu9B2Jv - Quake for newbies

https://discord.gg/EyPV44hpPz - Quake 1 community

Re: Quake Brutalist Jam II

#27

I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…

I agree. At one point pixel art or lowpoly 3D was the best you could do. Now it's an aesthetic choice. I'm actually using raycasting (ala wolfenstein 3D/rise of the triad) for a hobby project because I think there's still interesting things you can do in it that haven't been explored.

Re: Quake Brutalist Jam II

#29

I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…

[deleted]

Re: Quake Brutalist Jam II

#30
post #22
post #3

Is there still a big Quake community out there? People playing new / cool maps?

I still play Quake Live, and I can confirm that we are all still playing the same 5 maps.

"Almost Lost" and "Campgrounds" are brilliant works of level design art. Why bother playing any other map?!

Great game and it is still amazing to me how after all these years I am still finding new moves or nuances of the physics engine to learn and practice.

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