I saw on reddit.com/r/quake a post about Quake2World, a free game being developed by members of the community that is rooted in Quake2, but with some changes/enhancements. This got me thinking of what my ideal Quake game would be on a modern engine.
What design features would you want to see in a new Quake game?
I was thinking about what I would want if we could make a new Quake game that would garner more popularity and still be true to its roots in Quake 1.
I. Weapons:
1. Axe - same as Q1 axe but does 50 damage (haven't thought too much on the melee, so other ideas would be welcome here)
2. Q1 Shotgun - Make this the starting weapon same as in Q1
3. Super Shotgun = Q3 Shotgun - Super Shotty gets an upgrade.
4. Super Nailgun = Q1 super nailgun - 180 dps. Quake wouldn't be quake without a nailgun (well the real quake anyway).
5. Q3 Plasma Gun - 200 dps. Plasma gun does more damage than the super nailgun (20/shot instead of 18/shot), but also can inflict self damage and mini pg jumps.
6. Q1 Grenade Launcher - this thing is deadly in the right hands
7. Q1 Rocket Launcher - definitely need the q1 rocket launcher. All other RLs pale in comparison to this classic
8. Q1 Lightning Gun - 300 dps, and none of this underwater LG bs...discharging all the way. the great equalizer.
Not sure how I feel about a railgun. Never really liked that weapon to be honest...but I'm sure the masses would never be happy if it weren't included.
II. Movement and Physics:
Obviously this is NQ centric, so the movement/physics should be as close to NQ as possible. I'm not a fan of QW's movment/physics, it's like Quake on crack, which obviously ppl like, but it's a little too crazy for my tastes.
III. Netcode:
If it were at all possible I would say a client side prediction based netcode that could somehow make it feel like 10 ping NQ. That's my pipedream, and that would be ideal. The netcode is tied closely with movement, so this would have to be done to some standard, i.e. movement that closely resembles a NQ server with 0.05 sys_ticrate? 0.025 sys_ticrate? Something to discuss.
TL/DR: What are the characteristics of your perfect Quake game?
What design features would you want to see in a new Quake game?
I was thinking about what I would want if we could make a new Quake game that would garner more popularity and still be true to its roots in Quake 1.
I. Weapons:
1. Axe - same as Q1 axe but does 50 damage (haven't thought too much on the melee, so other ideas would be welcome here)
2. Q1 Shotgun - Make this the starting weapon same as in Q1
3. Super Shotgun = Q3 Shotgun - Super Shotty gets an upgrade.
4. Super Nailgun = Q1 super nailgun - 180 dps. Quake wouldn't be quake without a nailgun (well the real quake anyway).
5. Q3 Plasma Gun - 200 dps. Plasma gun does more damage than the super nailgun (20/shot instead of 18/shot), but also can inflict self damage and mini pg jumps.
6. Q1 Grenade Launcher - this thing is deadly in the right hands
7. Q1 Rocket Launcher - definitely need the q1 rocket launcher. All other RLs pale in comparison to this classic
8. Q1 Lightning Gun - 300 dps, and none of this underwater LG bs...discharging all the way. the great equalizer.
Not sure how I feel about a railgun. Never really liked that weapon to be honest...but I'm sure the masses would never be happy if it weren't included.
II. Movement and Physics:
Obviously this is NQ centric, so the movement/physics should be as close to NQ as possible. I'm not a fan of QW's movment/physics, it's like Quake on crack, which obviously ppl like, but it's a little too crazy for my tastes.
III. Netcode:
If it were at all possible I would say a client side prediction based netcode that could somehow make it feel like 10 ping NQ. That's my pipedream, and that would be ideal. The netcode is tied closely with movement, so this would have to be done to some standard, i.e. movement that closely resembles a NQ server with 0.05 sys_ticrate? 0.025 sys_ticrate? Something to discuss.
TL/DR: What are the characteristics of your perfect Quake game?
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