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  • #16
    To be honest all of the elder god names sound like the most awful, nerdy gobbledygook names pulled straight out of one's rear end.
    Yet all of the more casual names for some creatures like Gug and the Tower of Koth sound totally awesome.
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    • #17
      I enjoyed the quake bosses. Better than Icon of Sin from Doom 2. Although it would have been better if SHub actually was able to be shot directly or shoot at the player. It was interesting how to defeat her though. The first time I did, I didn't even realize what I had done.

      The only big disappointment came from when after I first got to Chthon, it was pretty cool to fight a boss even though it took me a few tries to figure out how to beat him (although, after you figure it out, there isn't much challenge left. The disappointment came from how there were no other bosses at the end of the other episodes. I was expecting to encounter 3 more bosses. I was pretty disappointed.

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      • #18
        Yeah, I know what you mean:

        In Episode 2 they tried to remake the Baron Duo in the first episode of Doom using the Vores, but it didn't have the same effect.
        I mean, in Doom, the Barons are the biggest, nastiest enemies next to the cyberdemon- and miles above the other Episode 1 enemies.
        Vores don't really have the same spot in the Quake foodchain- they're slightly larger and more dangerous than the man-sized fiends, and significantly smaller and weaker than the Shamblers we've been fighting since midway of episode 1.
        Come to think of it- of every monster made for Quake (including mods) to make a boss duo out of, probably the only ones that fit the bill are the Kona-ised Nehahra Barons, or the Quoth Death Lords (Gugs are way too extreme to introduce in twos, shamblers have more of a solo quality).

        For the rest of them they didn't even BOTHER - it's like they were starting to fall behind schedule at this point and just said "ok- we've got these maps so far- let's just insert the rune at the end door of... THESE TWO.. and we're done."
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        • #19
          Originally posted by King Hazza View Post

          For the rest of them they didn't even BOTHER - it's like they were starting to fall behind schedule at this point and just said "ok- we've got these maps so far- let's just insert the rune at the end door of... THESE TWO.. and we're done."
          basically what happened

          Originally posted by John Romero interview of Q-expo 2006
          scar3crow: So would you call Quake an almagamation of ideas from different projects compressed into one title unduly brought about by the press and general community knowledge?

          John Romero: Nope. Quake was one original idea that got changed 7 months before shipping to something totally different and the name remained because the world already knew what the game was called.


          scar3crow: Only 7 months? Would you mind shedding some light on how it was changed so quickly? I know many people, including myself, had the impression that it went through varous stylistic changes, and believed that the texture set was evidence of such. Put that on top of the rumors one hears of it beginning as an RPG, to a hack and slash, up into a first person shooter, and one can construe many ideas as to what the designs were originally like.

          John Romero: Originally the game was going to be much more like an adventure or experience - you traveled through a full 3D world with your massive hammer which increased in power as you defeated enemies, much like Link's sword in the Zelda series. That was the idea but there was never any game code to prove out the idea. So we reached a boiling point where some of the dev team was very worried that we wouldn't be able to release the game within a year after our first year of development and they started to freak out. We held a vote and the vote was to just slap in DOOM-style weapons and polish it off and get it out the door. So i rewrote the design, defined the weapons, level-order, etc and we just plowed through it and released it on June 22, 1996. We did have another texture set created for Aztec-style architecture but one of our level designers couldn't get any ideas or inspiration from it so we had to drop the entire texture set...
          10th Anniversary Quake Expo

          research helps you understand, ya

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          • #20
            Yeah, I read that article, too!
            Check out my awesome Deviant art page!
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