John Romero recently shared the original sequence of maps for Quake, as of March 26th 1996, using the internal file names. It revealed a different structure to how we think of the game. Where the final release is four distinct episodes with separate entrances from start.bsp, where episode one is a cross section of maps and styles, with the remaining episodes being primarily owned by a particular mapper and of just one theme, we now can see an earlier and different beast: There was no start map, and the game led with all of the base maps, before going through the themes of medieval, metal, wizard, and elder. Sure that sequence is familiar enough, but as I’ve covered before, Quake has a rhythm, where Doom has a flow. The interrupts of the base maps at the beginning of each episode lends itself to that rhythm. This original structure flows, more like Doom. Below you can see the full plan, and my write-up of how the sequence would go using the final file names, with the reference having been graciously provided by John.
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Tag Archives: id software
Quake Live on Steam – Thoughts
So Quake Live is now on Steam. For whatever reason, some people insist on calling it Quake which is just silly. I won’t be doing that, but I will be abbreviating it to QL.
A lot of mechanic changes seem to be operating under the auspices of making the game more welcoming, an understandable goal for a Free To Play title. But friendly mechanics can only work if the user can appreciate them, and that involvesĀ a useful UI. I’m not a UI expert, but if I’m going for a quick game and choose Team, don’t put me in a full game. I didn’t click Play to Watch.
The real crux is in all of the fairly random game design changes. QL is a modified form of Q3A. Q3A was very friendly to new players. Weapons respawned quickly and set the ammo for that weapon to either a minimum, or current + 1, making camping weapons or timing them a low return effort. This solution unto itself had the potency of Weapon Stay without the visual incongruity. Pair this with the mentality that QL is “too hardcore” or something of the sort. This is inane. QL has a high skill ceiling, but five seconds with any gun and playing two rounds on a map is going to teach you the nuts and bolts. The only not quite observable mechanic is in the finer nuances of bunnyhopping. Rocket jumping and plasma climbing are things you can observe. Item timing is a case of noting the time when you see an item picked up, and noting it again when it reappears. The rest is the mental juggling you would want to do, on par with the precision you would want to practice to improve your aim. Continue reading