Lately, I've been wondering about how might we use the physics exploits of the Quake 1 engine for a gameplay advantage. Watching stuff like Quake Done Quick really makes you think about what might be possible with regards to level editing.
I was wondering if any of you guys had any thoughts about how one might go about creating a fun and fast paced jumping game using Quake 1? What design elements would be fun that would be borrowed or ported from 2d platforming games, specifically those from the 1990s?
Here is an example of what I've experimented with so far. I've found that pits that harm the player, moving platforms (func_trains), and high ledges necessitating a grenade jump all translate elements of 2d platforming.
http://harbl.iiichan.net/sonic.zip

(click on the thumbnail for a larger picture)
I'd be interested in what type of gameplay you guys think would be possible specifically using the known exploits..
I was wondering if any of you guys had any thoughts about how one might go about creating a fun and fast paced jumping game using Quake 1? What design elements would be fun that would be borrowed or ported from 2d platforming games, specifically those from the 1990s?
Here is an example of what I've experimented with so far. I've found that pits that harm the player, moving platforms (func_trains), and high ledges necessitating a grenade jump all translate elements of 2d platforming.
http://harbl.iiichan.net/sonic.zip
(click on the thumbnail for a larger picture)
Code:
================================================================
Title : PLATFORMING USING QUAKE 1
Author : dayfive
Email Address : day5ive [AT] gmail [DOT] com
Release Date : 02 February 2008
Description : Levels intended to test three
dimensional platforming using
the Quake 1 engine.
Additional Credits to : FrikaC, LordHavoc, and
The creator(s) of gtkradiant & hmap2.
================================================================
* Play Information *
Episode and Level # : SONIC.BSP *
JUMPTEST.BSP *
SPECIAL2.BSP *
SPECIAL3.BSP
* denotes that this level was used in a demo that will play
in order after you start Quake.
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Difficulty Settings : Yes
New Sounds : No
New Graphics : Yes
New QuakeC : Yes
Demos Replaced : 3
* Construction *
Base : My imagination
Build Time : Eh, give or take about a week. Thinking
about this stuff is great for
relieving stress.
Editor(s) used : gtkradiant, hmap2 for compiling maps.
Direct port of qcc for compiling QC.
Text editor for editing QuakeC
* Notes *
How to run : Just put the 'sonic' folder parallel
with your ./id1 folder and run
"quake -game sonic".
For example if your folder is setup as
C:\QUAKE then put 'sonic' at
C:\QUAKE\sonic.
Hint : Consider the radius of explosives
relative to the player's current
position to gain speed and
altitude. Watch out for gaining
too much speed and then going
through a teleporter without touching
the ground. Email me ways that you think
2D platforming gameplay elements can be
realized using the Quake 1 engine and
the known physics exploits.
* Copyright / Permissions *
Verbatim copying and distribution of this entire article are
permitted worldwide without royalty in any medium provided this
notice is preserved.
Source code is included under GNU GPL license and is located in
the ./src folder of this archive.
I'd be interested in what type of gameplay you guys think would be possible specifically using the known exploits..

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