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Quake Brutalist Jam II

slipseer.com

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Re: Quake Brutalist Jam II

#52
post #11

Earlier quoted context omitted.

Easy setup: 1) Download and unpack ironwail (best engine). 2) Copy id1/ (from your official Quake install directory) to your ironwail directory 3) Launch ironwail Adding and launching a mod: 1) Unpack the mod into your ironwail directory 2) Launch ironwail 3) select the add-on If you have quake on steam, ironwail will automatically detect it. If you want to directly launch into a mod you can create a shortcut or use…

There's something called quake injector too, which makes it even easier to get access to maps, at least ones on quakespasm. You probably still need to add them manually if they're from slipseer, but i think most are on both sites

Ironwail can download some popular add-ons in game. Not as robust as injector, but is extremely accessible.

Re: Quake Brutalist Jam II

#53
post #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 hav…

I'm in that demographic. Started playing Q2 online in 97/98 before switching to Q3A in 99. Lately I've been playing Q2 Enhanced. What I miss the most is the OSP tourney mod.

Re: Quake Brutalist Jam II

#54

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

The medium continues to grow within the purview of the original communities.

Quake hasn't enjoyed _as much_ change as Doom, with source-faithful engines like Quakespasm being standard and the likes of Darkplaces being niche. However, the Doom community both embraces faithful ports like prBoom, Crispy, and Chocolate Doom; and carries at its centre the wonderful GZDoom engine.

GZDoom zigs where every other game engine zags. Rather than moving away from BSP into static meshes, and other standard "modern" shifts, GZDoom embraces the fundamentals that make it mod-friendly. It maintains BSP at its core, and while it supports voxels and meshes it remains 2D-focused. What it adds is all the trappings that make it attractive to rapid iteration: good scripting, a toolkit of predefined events, and tools with excellent asset importation and management.

If I imagine where Quake would go, if it were to follow GZDoom's model, I imagine it would lean into Quakeworld's client/server architecture, the QVM, realtime vis, static lighting, and so forth. Particularly the static lighting; which is something I find modern engines tend to treat as a performance feature and not an aesthetic feature.

Both Quake and Doom, but moreso Doom, have unrealistic lighting; with overly sharp and unnatural transitions. When playing modern games everything is softer, the shadows are more natural, the scenes are realistic; but they lose that harsh aesthetic that gave rise to the horror of Doom and Quake. The shadows aren't just dim, they're black, and who knows what they hold.

Anyhow, I digress.

Re: Quake Brutalist Jam II

#55
What I often remembered most from first person shooters is the architecture, and music, even though I didn't focus on it at the time.

I frequently also dream architecture or vistas. I love those dreams. Sometimes I wonder if I chose the wrong profession.

I also love some architecture that noone that I mention it to seem to understand. Those buildings just speak to me in a wordless manner.

Re: Quake Brutalist Jam II

#56

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…

    a well-developed aesthetic that is used as an informed choice
Wow! I love the way you phrased this, and your post in general. It put into words something I had struggled to express.

For too long, pixel art and other "dead" technologies like Q1 mapmaking were largely treated solely as kitchsy "retro" or "nostalgic" aesthetics and not worthy of study, refinement, and enjoyment in their own rights.

Re: Quake Brutalist Jam II

#57

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.

Frankly, they should have pulled the plug years ago. The game has been dead for years. I try to watch every QPL grand final and it has been a borefest. Most exciting moment was the million dollar tournament. Newcomer beating Vo0 in spectacular manner. StarCraft, which MS also owns these days, at least had traction for about a decade. Quake Champions was a bad game and it failed immediately. Maybe NS could finance pro…

it's a genre issue. these types of games will never be popular to most people given the alternatives now available

Re: Quake Brutalist Jam II

#58
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…

> 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!

I just learned about this [1] yesterday but seems to be the first data point I've seen regarding something like you describe. Very cool to see, and it definitely blew my mind that things like this are now being developed.

[1] https://archipelago.gg/

Re: Quake Brutalist Jam II

#59
post #43

The brutalist design in the Talos Principle 2 is superb, highly recommend if you're a fan of this style!

Talos Principle is a slept on masterpiece, its shocking it isn't more widely known about. I've been engrossed in the second game all week and the photo mode is a very welcome addition.

Re: Quake Brutalist Jam II

#60
post #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 hav…

what engine do you use? yamagi?
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