they also completely changed how you move in turok. Some of the map changes in turok were because it was hard to recreate some stuff in the kex engine apparently, and some were because the level design sucks (hi lair of the blind ones)
i can’t help but wonder if we’re just seeing the inevitable slide into unnecessary “quality of life” features that everyone does now. it made sense to finish cut features from strife like “this weapon doesn’t have an icon” or “the game tells you where your objective is on the map” but once you get around to turok it’s like OK yeah the level design is bad but your just sort of redesigning levels how you feel like now. Its not really cut content or anything. Which is fine…but you may as well be up front. I liked how in the new rise of the triad remaster you can turn off everything they changed or added, but even the stuff they added to that is actually mostly cut content (computers in 1994 literally didn’t have enough memory for the cut enemy sprites which were otherwise 100% finished)
I played that first level last night and I was actually kind of excited to find this. There’s a big space back there but it mainly seems like a way to toss some extra armor on the map if you missed the secret one, plus throw a couple more crashed pods around.
Since Q2 is no one’s favorite, I sort of feel like it’s safe to alter a bit.
I wasn’t sure if that was an existing thing that they emphasized with the new lighting.
So much of that game was trying to work around weirdly implemented features. I remember having to run some external program to fix the lava textures on my GeForce2.
I am overjoyed that the jello weapon model animations are all fixed.
I’d be shocked if they do Q3, but if so I wonder which of the two different lighting modes they’ll run with.
I noticed this! I almost said something but wanted to see if they made any other changes in other maps. So far that first level is the only one I’ve really noticed. But I haven’t played the original game in so long.
it kind of sticks you to surfaces, most notable when jumping on crates (also the source of some movement tech but quake 2 movement tech is so boring compared to q3a and quake 1)
Quake 2 jumping is where you can move around in the air a bit mid jump but doing so kills the inertia of the jump so you wind up undershooting/overshooting your jumps as often as not until you learn to just not touch the movement keys during the jump.
hl1 didn’t derive from the quake 2 engine, it forked from the original quake engine and they independently recreated a lot of quake 2 features in development. Movement in HL1 is significantly better in feel than quake 2
but yeah, the sticky jumps don’t feel good and glitch out often, I think it’s actually not an intended feature at all and the byproduct of bugs in the vector math. Kind of like the shitty version of rocket jumps
The only major difference is the addition of a chasm climb at the start of E2M6. It had to be cut for technical reasons from the original release, but years later Romero released it on his website and it was then implemented into the re-release.
it sounds like this is helpful information they could collate instead of requiring me to use search engines, which at some point recently became bitter and impossible to use out of spite. in even just a few years the list of differences will become esoteric knowledge if its not collected properly
The cyber-b**** from Hell… Not the kind of girl to take home to mom
that phrase been in my head since reading the manual when i was like 9
i last played this game in a single fever dream session during 2020 lockdown. its weird that your guy character makes the quake 1 “hooerp!” jump sound. game kinda sucks imo
the heavy machine gun feels cool though! and it made me wanna replay half-life
all the models in the remaster are new, they did the same thing as with quake 1 remaster: doubled the polycount (they’re still very lo-fi but noticably better modeled than the originals), fixed the uv unwraps (id games had terrible UVs until Quake 3 for some reason), and made some very small texture adjustments (while increasing the resolution)