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  • #16
    For me the main reason why I still play NQ as opposed to QW, is simply that I started on NQ, and back in the day it felt really weird to play QW with lag.
    Once you are used to compensate for the ice-skating and timing on a laggy NQ connection, it is really hard to play on a laggy QW connection.. so back in the days I stuck with NQ and never looked back..

    Now that everyone is on broadband and NQ servers run a lower ticrate, we can pretty much pull the same stunts in NQ as you guys do in QW, except not as easily I guess..

    I gave QW another shot a few years ago, but the connection was not smooth at all (kinda unexpected) and the RL felt like an instant-hit weapon.. grenades bounced funny.. and it was pretty much a spawn-rape fest all the way.. Add to that, that I've been playing the same guys in NQ for over 15 years now, meaning I consider them my friends, and you will see why I'm not eager to leave the NQ community..

    Having said that however.. If the day comes that NQ is dead and buried for good, I will probably switch to QW (if that is still alive then). After all, quake still rules

    edit: Oh looks like Mindz beat me to it.. so yeah what he said basically

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    • #17
      I started to play q1 in 2007/8 (can't remember and enjoy both, QW and NQ. I love the rawness of NQ, the only game without any client side prediction that I know of, it feels really good and smooth once you have adjusted to the overall delay. On the other side, QW has awesome speed and you're are not forced to search for brown guys on brown maps

      The gameplay differences are only minor and may not even be noticed by someone completely new to quake. I had only good experiences in both communities which is something it clearly separates them from for example ql.

      As for the overall environment however QW eats NQ alive especially when you are a linux or bsd user like I am.

      In NQ there is no up-to-date and faithful mp client for linux, let alone the bsds. If I hadn't some C and Makefile skills I wouldn't be able to play NQ at all.
      On the other side all 3 top notch QW clients work out of the box on Linux and 2 of them , with some tweaking, on OpenBSD (where I am on currently).

      Beside that, QW players use IRC so its easy to contact devs and players.

      QW has lots of tournaments and, best of all: qtv.quakeworld.nu . I often spend some time in the
      evening watching games there, them being mixes, tournament matches or random practice.

      And, of course, QW has Bulat))

      I could write much more but in the end I like them both and play them both.

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      • #18
        Originally posted by leopold View Post
        I started to play q1 in 2007/8 (can't remember and enjoy both, QW and NQ. I love the rawness of NQ, the only game without any client side prediction that I know of, it feels really good and smooth once you have adjusted to the overall delay. On the other side, QW has awesome speed and you're are not forced to search for brown guys on brown maps

        The gameplay differences are only minor and may not even be noticed by someone completely new to quake. I had only good experiences in both communities which is something it clearly separates them from for example ql.

        As for the overall environment however QW eats NQ alive especially when you are a linux or bsd user like I am.

        In NQ there is no up-to-date and faithful mp client for linux, let alone the bsds. If I hadn't some C and Makefile skills I wouldn't be able to play NQ at all.
        On the other side all 3 top notch QW clients work out of the box on Linux and 2 of them , with some tweaking, on OpenBSD (where I am on currently).

        Beside that, QW players use IRC so its easy to contact devs and players.

        QW has lots of tournaments and, best of all: qtv.quakeworld.nu . I often spend some time in the
        evening watching games there, them being mixes, tournament matches or random practice.

        And, of course, QW has Bulat))

        I could write much more but in the end I like them both and play them both.
        What delay? lol. I ping 150ms in Europe, but all across the USA I ping 60's max, 40's and 50's normal. 40ms is nothing. I will admit from 70ms and up you start to notice the slight delay between pushing a button and something happening, but I can ping up and continue to cope.
        Last edited by Mindf!3ldzX; 10-15-2012, 12:21 PM.
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #19
          Originally posted by Zalon View Post
          ...since the NetQuake community is kinda non-existent in Europe, there really isn't much that would attract me to NetQuake today...
          Well it certainly could be better, but there are 4 current European NQ players on this page alone . So whilst I'll concede that, like Peg's trousers, it is wearing worryingly thin in places, it's thankfully not quite non-existent

          Kind regards

          Monty
          Mr.Burns
          "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
          WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
          Servers: Quake.shmack.net, damage.servequake.com

          News: JCR's excellent ctsj_jcr map is being ported to OOT

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          • #20
            HEHE, I played some Bigfoot today until I seen someone was at Shmack thanks to Pol's !servers stuff I downloaded.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #21
              Originally posted by Zalon View Post
              Hehe, I know why I play QW, the main reason is the community, apart from that, it's what I "started" playing.
              I get that entirely.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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              • #22
                Originally posted by Mindf!3ldzX View Post
                HEHE, I played some Bigfoot today until I seen someone was at Shmack thanks to Pol's !servers stuff I downloaded.
                Same here, I use Pol's !servers system almost everytime I play. It's such a simple idea and he's made it so easy to use. The ability to very quickly check your favourite servers in game is certainly the way to go from my perspective. The core commands have been there for a very long time but here's a big thank you to Pol for putting it all together.

                As I recall QW has an all singing all dancing server browser at least in the client I used. <--- Envious

                Kind regards

                Monty
                Last edited by Mr.Burns; 10-18-2012, 06:31 AM.
                Mr.Burns
                "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                Servers: Quake.shmack.net, damage.servequake.com

                News: JCR's excellent ctsj_jcr map is being ported to OOT

                Comment


                • #23
                  I always thought that qw physics was very similar to nq single player physics. Baker told me this is not the case. What are the differences? The rocket jumping seems to be pretty similar with both, and you can bunny hop like mad on both.

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                  • #24
                    Originally posted by PapaSmurf View Post
                    I always thought that qw physics was very similar to nq single player physics. Baker told me this is not the case. What are the differences? The rocket jumping seems to be pretty similar with both, and you can bunny hop like mad on both.
                    If you do it right, with Quakeworld you don't really have any friction. Quakeworld misses the single frame of friction when you touch the ground if you jump again.

                    As a result, if you continually bunny you don't have a counterweight to speed increases.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #25
                      I'm not sure what that means, but I do know that in both single player nq and qw you can fairly easily accelerate simply by bunny hopping. Look at the quake done quick guys, they seem to the stuff that i see in qw.

                      Isn't qw simply nq with a ticrate setting of 0?

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                      • #26
                        Originally posted by PapaSmurf View Post
                        I'm not sure what that means, but I do know that in both single player nq and qw you can fairly easily accelerate simply by bunny hopping. Look at the quake done quick guys, they seem to the stuff that i see in qw.

                        Isn't qw simply nq with a ticrate setting of 0?
                        QuakeWorld.nu - QW physics vs NQ physics: everything you ever wanted to know

                        Most differences betweeen NQ and QW are mentioned there (and often explained).

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                        • #27
                          PapaSmurf, in QuakeWorld the ability to bunny hop (CTF players do this all the time,with speed assistance from Morning star!)

                          Quakeworld = No "limit" to your Bunny Hopping speed,SUSTAINABLE speed.
                          NetQuake = LIMITED Bunny Hopping speed,UNSUSTAINABLE speed.

                          [ame=http://www.youtube.com/watch?v=v6jm9iGW2Co]Quake 1: Guide to bunny jump - YouTube[/ame]

                          I would like to point this out ; With the voice of Phil, and the trick jumping skills of Zalon. = Winning
                          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                          Comment


                          • #28
                            Originally posted by Mindf!3ldzX View Post
                            PapaSmurf, in QuakeWorld the ability to bunny hop (CTF players do this all the time,with speed assistance from Morning star!)

                            Quakeworld = No "limit" to your Bunny Hopping speed,SUSTAINABLE speed.
                            NetQuake = LIMITED Bunny Hopping speed,UNSUSTAINABLE speed.
                            But, this is not true. You can sustain your speed in netquake single player (ticrate=0). It might be more difficult to pull off because it sounds like you have to press forward at the right time to maintain or even increase your speed, whereas in qw you do not. I am not an expert on bunny hopping, so I may be wrong.

                            I seem to recall vis (Brian) showing me a map where one could practice their bunny hopping in netquake. It was a large circular map with wind tunnels that would give you your initial acceleration, then when you landed on the "track" you would need to bunny hop to maintain your speed. I seem to recall that vis was able to maintain his high speed.

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                            • #29
                              Originally posted by PapaSmurf View Post
                              But, this is not true. You can sustain your speed in netquake single player (ticrate=0). It might be more difficult to pull off because it sounds like you have to press forward at the right time to maintain or even increase your speed, whereas in qw you do not. I am not an expert on bunny hopping, so I may be wrong.

                              I seem to recall vis (Brian) showing me a map where one could practice their bunny hopping in netquake. It was a large circular map with wind tunnels that would give you your initial acceleration, then when you landed on the "track" you would need to bunny hop to maintain your speed. I seem to recall that vis was able to maintain his high speed.
                              Okay thats where your getting mixed up, you're seeing two different definitions of BUNNY HOPPING.... ?let me make this abundant info


                              In QuakeWorld you can accelerate using STRAFE & Jumping.
                              This shit you're calling bunny hopping in NetQuake is close but not a cigar, and REQUIRES you get your speed from somewhere AND you must maintain that speed.


                              In Quakeworld that is not the case ,a good bunny hopper continues to gain momentum,and continues to gain momentum,and continues to gain monentum,and cont....... you're getting the idea.



                              [ame=http://www.youtube.com/watch?v=nPtDtPz5m-A]The Speed of Quakeworld - YouTube[/ame]
                              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                              • #30
                                Ya in QW, u dont have to hold the forward button, just a strafe key and jump. Your speed will increase all the way up to max velocity (1000), in NQ this doesnt work, even at ticrate 0. QuakeC can increase your speed when jumping but that's mod dependent.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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