@Gnalvl From what I’ve seen, the majority of people prefer Quake 1 over Quake 2 mainly because of its pacing and amazingly dark and gritty atmosphere. That’s not to say Quake 2 isn’t atmospheric in similar ways, it very much is, but to me Quake 2 feels kind of dull compared to Quake 1 in its gameplay.

It’s still a good game though, and I still enjoy it, but to me, it feels like one of iD’s more cinematic games like Doom 3 and RAGE(although I also liked both of these games as well, because even though the pacing can be slow at times, the gunplay makes up for it.)

Quake 1 and 2 have Nightmare settings that produce faster monsters with higher health in some cases. They just don’t respawn like in Doom. And neither are slow if you know how to bunny hop / strafe jump. You could consider even Doom to be slow if you just walk straight and not use running / straferunning / ect.

I think Quake 2’s pacing is slow compared to the crack-fast speeds of DOOM 1&2 and Quake 1. Quake 2’s slow compared to other games like Duke and Shadow Warrior too.

Quake 2 on its own or compared to most modern shooters? Crack fast. :rofl:

I don’t get what you mean by “pacing”. I’m going to assume you just suck at Quake 2 deathmatch me fool settle it in the ring.

Look at us, arguing over Quake. We’re fighting about the Alpha series all over again. Alpha 2 being the Quake 2 of its series in this case. Slow and sucks.

I wish I knew about demos and I would have taken one of this time on Plutonia map 6, has the Cyberdemon at the end. Started the fight with him at 200/200, and while moving around his room my movement suddenly stopped and I realized I had moved myself with my back against a wall. Also the fucker was right in my face. 3 rockets between the eyes later I came out with no armor and 1 point of health. You hear that, demon? You didn’t kill me. You suck cocks.

@Sonicabid - I actually think Quake 2 is not atmospheric at all, and Quake 1 did a way better job in that area. The Q1 soundtrack is some of Trent Reznor’s best work, with a lot more subtlety and dynamism than most of the “industrial” stuff he’s known for, and really sets the tone. The visual aesthetic is also a lot more unique and moody than Q2’s generic military look. I just think both campaigns really leave a lot to be desired in the gameplay department when you go back to them, and Q2’s gameplay aged slightly better.

There’s a pretty awesome texture pack for Q1’s monsters called Quake Reforged which really brings the designs to life. They don’t come with new models, but seeing HD textures on low-poly geometry has a surreal effect that almost makes them creepier.

I just double checked on this and you’re right. I think I had tried the Nightmare mode of Q1 a few times, but maybe not enough to notice since they hid the entrance I couldn’t always remember where to go to get the modes I wanted. On the other hand, I never knew about Q2’s Hard+ mode at all. I’m excited to try these out and see how much it improves the game. If it’s good, it might be worth a co-op run through with my gf, cause we co-oped through all of Doom 1, 2 Plutonia and TNT a couple years ago and it was fun as shit.

Those look too good. Makes them creepy as fuck.

That’s still child’s play compared to a more modern Doom slaughtermap:

I actually enjoyed Quake, but more due to its unique level architecture and movement mechanics (rocket jumping, bunny hopping). Aside from your aforementioned complaints about Quake’s weapon design, I also felt its monster design was a step backwards from Doom 2 in many ways. The Vores felt like a bunch of dumb turrets compared to Doom’s fast and versatile Revenants, Doom’s Archvile was a much more interesting “take cover or die” monster due to its unique ressurrection mechanic and higher attack damage damage than Quake’s Shambler, the melee monsters in Quake (Rottweilers, Knights, Death Knights) felt redundant and not quite as good at restricting the player’s mobility as Doom’s Pinky Demon hordes, and in Quake there are no powerful hitscanners like Doom’s Chaingunners and Spiderdemons nor monsters capable of covering wide and far angles with fast projectiles like Doom’s Mancubi and Arachnotrons, respectively. Also, whoever came up with that stupid suicide bombing blue slime that appears in the last levels of the fourth episode deserves to be punched in the face.

They made a game that played more or less like this back in 1998. It’s called Unreal, and it had enemies that could use the same weapons as the player and even reliably dodge his rockets and projectiles, so the single player campaign at times genuinely felt like a fierce multiplayer deathmatch against intelligent opponents. And of course, everyone forgot about it as soon as Half-Life was released and now people only remember its multiplayer focused sequels.

I couldn’t agree more. That game is pretty much the Lost Levels to Doom 2’s Super Mario Bros, a criminally underrated sequel that does not add much to the table in terms of enemy design or game mechanics, but is a massive improvement over its predecessor when it comes to level design, while also bringing a more challenging experience to even the most diehard players who have mastered the previous game. I reccomend it wholeheartedly to all Doom fans.

Bump-mapping textures on low-poly models was done for Doom 3 and Unreal Engine 2 games as well. Older games that now use them can look ridiculous, especially if you can use real-time lighting on high-res textures that are bump-mapped. My system can. It maxes out at < 10 frames / second, but it can.

It’s similar to how Doom makes enemies work in Nightmare, where most will barely move, staying in one spot and just keep shooting you as long as you’re in their sights, while making some projectiles faster / more damaging. You’ll see this more often in Quake with Ogres and Shamblers. Both will just stand in one spot and keep firing at you if you don’t move. Becomes funny if an Ogre can see you but can’t hit you. Or sad.

Thread needs more Doom 64. How about some Cat And Mouse, featuring a teleporting Cyberdemon.

I loved doom 2. I remember when I first got it, my computer was not up to par and I couldn’t play it with sound. Still played through the whole game. When I started, I only used keyboard, until I discovered the awesomeness that was a mouse lol.

I remember joining a local BBS and playing doom 2 all day after school. Good times, good times.

@Gnalvl Those models look great. Is the monster texture pack a part of the “Dark Places” mod? Because Dark Places makes textures in Quake 1 obscenely detailed, and it kind of effects the enemies but not like in those pictures.

Edit: Yeah, this texture pack IS for the Dark Places mod. I think I have it already. :rofl:

I’m going to re-download it to make sure, though. Dbl Edit 2nd impact: Yeah I have this shit already, it’s amazing. This mod+Dark Places makes Quake 1 look better than 99% current-gen games in raw texture detail.

^ I streamed it, you can see some of the great texture work(though it won’t have as big of an impact as those pictures/or if you were playing it since my Stream quality in that vid sucks, but it’s decent enough.)

What I mean by pacing in the context of Quake 2 is its RUN SPEED. It’s slow as fuck. I feel like I’m playing as a gimp in that game compared to Quake 1 or the early DOOM games. Again, Quake 2 is one of iD’s more cinematic games along the lines of DOOM 3 and RAGE in regards to its pacing and slow-ass run speeds. Quake 2 just feels like a dull piece of shit compared to the majority of iD software’s other games. It’s just missing something, I find it to be the worst in the series next to Quake 4. Quake 1 and 3=king of the Quake series.

Edit: I also think the atmosphere is better in Quake 1, its setting is much more interesting, the music is better, it was one of the first games to have true freelook without having to hold down a button/having it distort graphics the way it did in Build engine games and such and more. It’s one of iD’s top games and it shows, imo.

Alpha 3 is garbage. Alpha 2 is king(Alpha 1 is the only slow game in the series.) I don’t play Quake 2 deathmatch because it’s slow and is for scrubs, I play real deatmatch like the ones found in Quake 1 and 3.

Between Darkplaces (Q1) and Yamagi (Q2) and I see / feel no difference in the RUN SPEED. ioquake3 (some obscure sequel) has felt slow / laggy with strafe jumps but I put that on it hating ATI cards. CPMA mod does smooth it out.

Alpha 3 still > Alpha 2.

Also Quake 4 > Doom 3.

Don’t like it? Take it up with the Icon.

These chatters on a QL stream going at it over Quake vs. CoD. Pretty funny.

Disagree always and forever.

Argh, I tried to reply a couple times over the past few days, and every god damned time, the forums glitched out and ate my post!

@Sonicabid - the monster textures I posted are from the Quake Reforged mod. They recommend using them in the Darkplaces engine, but they work with other source ports too, and I don’t think Darkplaces comes with them preloaded. You can check it out here:

http://quakeone.com/reforged/

Even if you installed them at some point in the past, they’ve been redoing some of the monsters, so there may have been an update since then.

@ThePurpleBunny - I like that Icon of Sin redesign. The original “texture on a wall” version was pretty lame and making him an actual monster makes it a lot more dynamic and intimidating. The mod you posted came up with a design which looks exactly as you might imagine him, yet also different enough (with all the wings and arms) from other Doom monsters to seem unique. The Ruiner Mod for Doom 3 reimagined him as shackled inside a wall, which makes his immobility a little more sensible. It also strikes kind of a humorous resemblance with Dr. Who’s Satan Pit scene.

@DarkArchville - You’re right, Unreal’s AI was pretty decent for the time. I didn’t play too much of it, but I remember firefights with the skaarj where they strafed all around the room hurling plasma bolts. It was a lot more dynamic, Half Life was really over-rated, and to this day, there aren’t enough games which try to structure enemy abilities in an equal manner to your own.

If I were making a modern Doom game (i.e. Doom 4) I’d rework the attacks of stronger enemies to be more similar to common Id multiplayer weapons. For example, the barons could have 2 types of attacks: a single powerful fireball with the same velocity/damage/splash/ROF as the player’s rockets, and a dbz-style spam move which tosses smaller fireballs with comparable splash/damage/ROF to say, the Q4 Nailgun. For variety’s sake, the knight’s projectile of choice could be lightning - the spam version being a continuous beam like the Q3 lightning gun, and the single power hit being comparable to a railgun shot.

Granted, this would all have to be animated well to look natural, but if the enemies went dodging all around the round the room hurling those attacks, it’d be a much more challenging experience. You could probably even lower their health to that of a tanked-out player (i.e. full armor and/or megahealth) and they’d still be a bitch to kill.

Weaker monsters like the imps should be even more mobile than the player. Doom 3 tried to portray them like xenomorphs, climbing the walls and flying at you from all angles, but it was only in the cutscenes. In gameplay, they mostly just walked straight at you, or stood in place doing their spawn animation, and couldn’t even crawl through the vents or climb a crate to get at you. If they were actually bouncing off the walls all the time, and if their fireballs were a faster, they’d be pretty tough even if a single headshot killed them.

This is the kind of FPS we don’t really see these days. Modern survival horror FPS tend to be garbage, because it’s always just generic zombies. The great thing about Doom enemies is you had a large variety of monsters to fight which were all very different. In a game like L4D, you basically only have 2 enemies types and 95% of the enemies just run straight at you. It’s tedious and predictable and you never have to approach any situation differently.

I want to see a modern Doom game where 4 players can co-op together through sprawling space station and hell environments, and because the enemies are so fast and intense, you will all just get slaughtered in a matter of seconds if you don’t play your best and work as a team. Enemy encounters should be procedurally generated, so they won’t just spawn in front of you out of nowhere, nor can you just memorize all the positions and shoot them as they come out of their closet. I want the player mechanics to be realistic and believable, with reloads, sprint, and recoil, yet with scifi weapons and dodging at least on par with UT so deathmatch mechanics still come into play.

Surprised no one has posted this glorious game made with the doom engine:

You can download it at https://www.srb2.org/

Awesomeness, and yea quake 2 was probably the best piece of work in the series, for me it was the way the machinegun worked, think it was the first time i had to learn to control bullet spread in a game, and how the story leaves behind the bullshit from q1 and goes straight back into some gangster Doom scenaro.

The problem I had with Quake 1 vs Quake 2 was the storylines seemed to have nothing in common. You go from Lovecraft to just random space monsters :frowning:

Quake 1 was definitely the superior game though.

lmfao you make fun of me liking SF4 and then bring up the immense failure known as Rage.

Rage, the game that didn’t work for like 95% of the people who bought it, for several weeks. PERIOD. Even though it was programmed to work on virtually any system, and didn’t even have an options menu because it was supposed to tailor itself to your system.
Rage, the game John Carmack apologized for because it was sooooooooooooo fucking terribad.
Rage, the game with zero endgame, replay, modding community, fun,

I swear to God, you must huff paint before you form an opinion, Sonic…

FYI: Quake 2 was not supposed to carry the Quake name in the first place. They couldn’t resolve a trademark issue with the name they wanted, so they ended up sticking Quake on it. I looked it up and a potential name that keeps getting mentioned is WOR. Yeah, “WOR”. So let’s be grateful for the change.

Just from the video I’d say it’s better than the 3D games Sega put out.

Merry Christmas, everyone:

John Carmack coded “Quake” on a 28-inch 16:9 1080P monitor in 1995.

lol
Wow…

I remember seeing quite a few games on Steam Greenlight that strived to be and were inspired by Classic DOOM.

That monitor must have weighed 4000 lbs. and probably cost just as many dollars…