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What do you think the next Quake game should be?

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  • #16
    I want a parallel story for Quake, no sequel, no prequel.

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    • #17
      Non-pickup TEAM-MODE deathmatch. If you've ever seen a match at quake.crmod.com , from the "Team Captains / Picking" , onward to "Getting everyone R UP'd", playing 20minutes, its a pain in the ass if you wander into the server mid-game, its fn annoying. Sometimes, CRMOD is the only active server,and the people can't just fn connect and start clicking,aiming,and graping.
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #18
        Originally posted by Christopher Murphy View Post
        it'd be a rip off just making a sequel to Quake 1 which has a new character and new dimensions, that's not original.
        DooM 2 followed this exact thing, instead of Phobos and Hell - it was Earth and Hell
        Quake 2 and Quake 4 did this too
        Most sequels follow this alot. They usually keep the same main character though - however they are basically the same game in a new area.
        Since Quake 1's story was so vague and short - it would be nice to see it expanded. Also who is to say that killing Shub stopped everything? We did have 2 OFFICIAL Mission Packs after all. Why I said I'd love to see a prequel as those act as partial sequels. Slipgates were around before the game started. It wasn't simply "ok built" gamestarts.

        However I wouldn't mind seeing a Quake game which takes place the exact same time as Ranger goes. There's 4 bases in Quake 1. Who's to say that he was the only one to escape and fight? Or to say that there's only 4-6(2 MissPks).

        It would be quite hard to make a sequel to Quake 1 as you would have to add story to both before and after Quake 1's events to make it worthwhile. Why I brought up the prequel with US actually causing the attacks - we went in to take over, they went on revenge.

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        • #19
          When you read the story, it says you're the only one left, so how could there be a different character?

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          • #20
            Only one left in your base - in Q1 there's 4.
            Who's to say none made it out before you arrived?

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            • #21
              What do you mean there's 4? It never said anything about 4 bases in the story.

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              • #22
                Carmack had cutting edge tech and they spent too much time arguing and 'hatched' the Quake 1 story in haste. The features of the engine in 1996 out shined the sloppy story. I think it's kinda silly that "we" create a slipgate and oh btw some other dimension did too, etc. etc. It's like a b-rated comic book at best. "While scouting the neighborhood, you hear shots back at the base." (WTF?? Is this about boyscouts??) It was a development path to make a fantasy-gothic-horror then limited on time, switching to plan B.
                I often wondered if there was a split in camp id, which delayed development. Carmack busy making progress on the engine, Romero making maps and focusing on a gothic-horror, and others trying to create base levels as a shift in direction.

                I suppose the "prequel" would be that initial surprise attack on the home base. I think doom3 kinda touched on this, they cracked open a portal to hell and out spewed evil.

                If you played, all Episode x Map 1 levels in sequence, you get a different idea of what Quake would look like.
                What do you mean there's 4? It never said anything about 4 bases in the story.
                Four bases is the first level of each episode.
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                • #23
                  Yeah and if they just stuck together for a little longer they would've made an awesome game, not that Quake wasn't awesome, but it would've been better in my opinion.

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                  • #24
                    I'd just like to see a new quake where nailguns that don't look stupid are weapons, HP lovecraftian monsters and medieval/base level design mixing like Q1. It doesn't have to be the same, maybe an alternate story to Quake since I'm sure most people don't even recall the story anyway - It'd probably be a more interesting Doom 3.

                    Also, I'd like to see a game where the weapons and enemies have specific roles in the level design again. Too many realistic games with their "fight the same guy with different weapons" gameplay over and over again.

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                    • #25
                      Like a Quake on Doom III engine mod?
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                      • #26
                        I voted Quake 1

                        they need to finish where Id left off on Quake, Mission pack no. 1 & 2 wasn't enough for my liking

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                        • #27
                          I really hope that id makes a version of Quake to make it seem so realistic, it's scary as hell. That may take some time though.

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                          • #28
                            Realistic imo would ruin it.
                            Part of what made it great was the gameplay. Once you add in realism to it, that changes the game play HUGELY. Rocket jumps, grenade jumps, fall damage ect ect would all be gone.
                            Now on the sense of realism though, if it was done - that would be a nice mod though. It would make a whole different approach at Quake. Weapons would do realistic damage - meaning the Shaft and Rocket Launcher would be VERY deadly - even to a Shambler (as it has reduced explosive damage in standard Q1). Of course this would mean enemies can kill you too - so even a Grunt can gun ya down - after all it's a damn shotgun lol.

                            This idea actually could be done already by simply editing weapon damage.

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                            • #29
                              I wonder what intails a Quake 1(2)/Quake remake... Better graphics? (we already have that look at DP & Qrack.

                              A more in-depth story? (Possibly explaining more about "Quake" and continuing where Q1 left off.)

                              I've often wondered what a true Quake 1 sequel would be like but when I do that for the most part all I see is updated graphics (even physics on objects) and a loosely knitted story (ala Quake 1's current story) a Quake "sequel" wouldn't have to an extremely story line (or would it?) Just offering new monsters, better levels with updated A.I... Can we make Quake resemble HL1? I noticed HL1 the player and whole world feels taller while Quake1 feels short and stubby.

                              To me Quake left off about 1/4th of the way where I would expect it to...You slapped a few shamblers around... ripped off a Chthon's balls... collected the runes & killed Shubby...

                              I could easily thing of many ways for the current story to twist and turn but it would still have to be "Quake" of course no 1 buckshot kills, no realistic new-age-game BS good old fashion hardcore Quake.

                              We have the ability right now (had the ability for quite sometime) to make our own "Quake remake/sequel" but haven't truly dove into the idea or even began to toy with it. Maybe we're happy with Quake 1 just the way it is and this love for Q1 is inert?

                              Me personally... I'd like to know what the current Q1 setting is capable of if we maxxed out what it can do with the tools we presently have (compared to what we had in 96'ish era). Can we make huge amazing outdoor areas? (prolly not) can we even enhance the enemy A.I? What about physics? I don't want to see the gameplay physics change but I'd like to see crates get blown off into the distance when someone lays a rocket next to them!

                              Also can all this be optimized and held under a unifying format? Or would it just sprawl out in many directions and just cause many different mods to be made?

                              ID obviously isn't going to make "Quake1-2" They actually botched Quake 1 in the first place (lol) So its up to US.

                              What do you think?
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                              • #30
                                John Romero designing new maps !
                                new levels with new secrets, new enemies and bosses...

                                Originally posted by Phenom View Post
                                What about physics? I don't want to see the gameplay physics change but I'd like to see crates get blown off into the distance when someone lays a rocket next to them!
                                that sounds cool as fuck, and labor intensive too !
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