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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