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Quake Brutalist Jam II

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31–40 of 115 posts

Re: Quake Brutalist Jam II

#31

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.

Noooo you just give me that sad news to me. I really enjoyed watching Quake Pro League previous seasons. The finals where a big event to me, I cook some special stuff to watch those games. I'm a fan of the player Raisy, who several times finished in second place and never won the tournament. Sad that he may never have that opportunity again.

Here is the video of the last final when Rapha beat Raisy 4 to 1 https://www.youtube.com/watch?v=VI4M5u5IxAA

Re: Quake Brutalist Jam II

#32
post #6

Fantastic work from these artists, the engine really just lends itself to these environments it seems! As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through. Edit: Found the following leads: 1. https://github.com/sbuggay/bspview 2. https://github.com/passiomatic/elm-quake3-rend…

> the engine really just lends itself to these environments

So I used to think "this would make one hell of a Quake level" in places that it would be really inappropriate to think that: government buildings, hospitals, a school or two. It occurs to me now that these were all Brutalist-influenced buildings. This is something I never ever talked about, growing up in the wake of Columbine.

In retrospect I guess it's not that I'm a psychopath, but that I unconsciously recognized that that sort of design was smack in the middle of the Quake engine's wheelhouse.

Still probably going to keep those thoughts to myself.

Re: Quake Brutalist Jam II

#35

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…

> feels like the video games have begun to reach a point of maturity akin to older forms of art

in the art world, that usually means a revolution or 'new wave' is nearby

i thought 'cruelty squad' and its ilk were the harbingers of the 'new game'... but yea it seems harder to build that kind of devoted community if you don't release your own editor

Re: Quake Brutalist Jam II

#36

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.

eSports are going through a slump right now. Psyonix also cancelled upcoming RLCS. Instead it's going to sponsor a bunch of smaller tournaments like salt mine with 10-20% of the budget of last year's RLCS.

Re: Quake Brutalist Jam II

#37

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…

> feels like the video games have begun to reach a point of maturity akin to older forms of art in the art world, that usually means a revolution or 'new wave' is nearby i thought 'cruelty squad' and its ilk were the harbingers of the 'new game'... but yea it seems harder to build that kind of devoted community if you don't release your own editor

Wasn't Cruelty Squad built with the Quake level editor? It runs on Godot, but apparently uses a plugin called Qodot which lets it use Quake levels directly.

Re: Quake Brutalist Jam II

#38

Earlier quoted context omitted.

> feels like the video games have begun to reach a point of maturity akin to older forms of art in the art world, that usually means a revolution or 'new wave' is nearby i thought 'cruelty squad' and its ilk were the harbingers of the 'new game'... but yea it seems harder to build that kind of devoted community if you don't release your own editor

Wasn't Cruelty Squad built with the Quake level editor? It runs on Godot, but apparently uses a plugin called Qodot which lets it use Quake levels directly.

ah that's awesome! I saw the Godot part and didn't think it would have borrowed from Quake, maybe there's hope...

Re: Quake Brutalist Jam II

#39
I am still playing Q2 on a daily basis. You can download Q2 and see all live servers without downloading an address file. http://q2s.tastyspleen.net/

There is still an active development for quake2 executable and anticheat detection.

There are roughly 20-30 people playing almost on a daily basis. We have tournaments too. (This year's tournament will play its finals).

You can also check q2servers.com. Most players have been playing for over 20+ years. The average age is between 35-55. Twitch and discord channels are also very active. Finally we are playing with voice chat (which is kind of useless considering the speed of the game).

Re: Quake Brutalist Jam II

#40
post #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 diffi…

I know about the developer who, instead of building their game, decides to build a game engine. But that appears to have not been enough for you - this appears to be a game meta-engine! :)

It sounds like quite a technical achievement to accomplish that, but it also sounds like it would fill only a very tiny niche of developers who actually want this and are willing to build assets in entirely different engines just so they can transition to different aesthetics during the game.

Not to knock on the idea though - it would certainly be very cool to see. Curious if you have any other use-cases in mind for such a technology?

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