do people still make quake maps? are there decent tools for it these days? I remember dabbling in high school using some janky CAD-like program that barely ran on my PC. if I recall the quake engine has issues with convex shapes so it’s really not practical to implement any kind of complex geometry
but man, there’s something a game like this that just oozes with the promise and potential of realtime 3D worlds.
in the uk at least quake 2 was almost unanimously sneered at
it took off briefly when 3.20 came out with some legit great deathmatch level design and by that time some of the more popular mods fixed a few of the most egregious regressions (non-instant weapon switching etc.)
playing quake champions and the default insult being ‘go back to overwatch’ took me back to qw’s ‘go back to q2’
i feel this. even at the time of their releases, i thought Quakes 2 & 3 were sort of garish and 90s looking in the worst ways. of course, i did play A LOT of Q3: Arena, anyway.
but yeah, i think Quake 1 has remarkable atmosphere. someone i once dated didn’t grow up playing games, but was, at one point, addicted solely to Quake 1, mostly for its aesthetics.
also, the Reznor soundtrack/sound design certainly makes me lean more in favor of that one.
nobody was ever quite able to nail railguns the way quake did, i guess the closest is ut99’s shock rifle but it still isn’t as cool or good feeling. red faction did have a dope railgun though too, it could shoot through fucking walls
I liked Q2’s soundtrack and the single minded objective of “Get To The Big Gun And Destroy It” (inspired by Guns of the Navarrone). Also the tech was impressive back then. Real time colored lighting! Absolutely mind blowing. Also the way each level just flows into the next without clear cut exits made the whole game feel like one big huge place as opposed to a series of discreet levels.
But Q1 is the one I return to and seek out new map packs for. There are probably cool Q2 mods but I just haven’t been interested enough to find them.
After a couple failed attempts I finally returned to very lategame Nioh, only took an hour of inventory/shop dumps moveset training and plot synopses.
So much going onscreen between various menus and rpg numerics I still find clashes with the rest of the game’s speed, but casting most of the bulk aside just to rely on core combat…works until I’m comfortable with caring about them in practice
If you could graft the best parts with Sekiro, more for dynamic range of options any given moment than stats, that would probably be the ultimate in samurai ninja action