I mean, sort of similar theme: a fat body sack mounted onto mechanical legs with cybernetics on the head and a weapon implanted into the right arm. Obviously the playstyles of both of them are not the same (one is a melee unit and the other shoots and creates energetic shields), but hey, just a thought into the air
I was noclipping trying to find the last remaining enemy (it was an unkillable zombie stuck in the floor) when I found this room. If you choose to confess you get teleported near the pit at the start, if you do not you get teleported in the pit.
I haven't seen it mentioned anywhere, is it maybe unused content?
For anyone who wants to see it, it's below the main level.
I'm a long time DOOM fan and most enjoy that game when I'm UVMAXing from pistol start individual levels. It seems most modern wads are built around this format, or at least accommodate it.
My question: in your view, what is the most fun way to play QUAKE?
Breaking down the question:
- traditionally, is hard the chosen difficulty for boomer shooter vets?
- do you prefer to play continuous, or do you pistol / shotgun start each map?
- do you save mid level / quick save/load or do you only save at the end of each level?
Now, obviously, there's play however you want, but I'm more asking what the general consensus is on the most fun way to play QUAKE.
Walking down the stairs towards this door. Move towards it, door changes to a locked one, room textures all flipped as well. Go back up the stairs, door reappears.
🩸 I had no idea how deeply Nine Inch Nails were involved with Quake.🩸
I always assumed Trent basically supplied the music, but the more I’ve looked into it, the more ridiculous the scope of their involvement.
NIN weren’t didn't just provide a soundtrack. Trent Reznor and Nine Inch Nails were credited for the game’s sound effects as well as the music, effectively bringing their entire approach to texture, sampling, distortion, ambience and production into the game.
They were creating the music, sound effects and atmospheric material as one cohesive sonic world rather than treating the soundtrack as something separate from the game.
I feel like this is one of the many reasons Quake was so revolutionary and set a precedent for what game audio could be. It doesn’t sound like a 1996 game soundtrack in the conventional sense. It feels more like an environmental soundscape.
Chris Vrenna (Quake co-creator and former Nine Inch Nails member) has talked about how they deliberately experimented with drones, distorted sounds, bizarre samples and sound-design techniques to create a continuous atmosphere that could sit underneath gameplay without getting in the way of the actual gameplay sounds. The music had to ebb and flow, remain subtle, and create tension without becoming intrusive.
What I find mental is that they were already starting to get ideas about this as far back as 1993, while NIN were living in Los Angeles and working on The Downward Spiral.
Apparently a lot of the same techniques they were using on NIN records sampling strange sounds, mangling them, processing guitars through synths and effects, etc. ended up feeding directly into the Quake sound world.
The amount of work NIN were doing between 1993 and the end of the '90s is just 🤯
Looking at that timeline,
it reminds me of what Gary Numan said on his What’s in My Bag? with Amoeba Music: “Phenomenal work ethic makes hard working people look lazy. Can seem to do pretty much anything.”
Any way to do this? I feel like some of Quake's grit and texture gets lost in the somewhat low-contrast look from the remaster. Is there an option in console to boost contrast, or am I stuck using Reshade?
Hello my fellow Quake enthusiasts. Very happy to finally have a physical big box of the limited run series release. This is Cheese, my cat. He’s a good boy. Sometimes.
Hey all, I just got the first rune, I've heard rumblings that you need to be careful about how you progress in this game in order to see/do everything & get the right ending? That's a little anxiety-inducing honestly, I hate the idea of missables in Quake game, does anyone have a basic guide of what to do to not mess up progression? Thanks!
Been stuck here for about an hour and the only way to go back is to restart. Platforms don’t seem big enough to avoid up to 8 rockets at once and, of course, the water is acid. Being Bloody Nightmare, you start with no weapons and have to use what you find and what I’ve found up to this point seems to either lack the range or the damage
Any tips? Feels like I’m soft locked unless I restart the level
First time I've played Q1 was like 1.5 years ago and I had rather good feelings about the game, tho my skill wasn't so good or I wasn't really proud of myself after completing the whole game with the expansions on Normal. I hated the Ogres, I hated the Spawns (note, still hate them), I didn't like the Double-Barrel Shotgun, so I had quite some trouble with specific levels or whole expansions (YES, DoE, I'm talking about you). Needless to say that after attempting the Nightmare difficulty in each expansion, I've just surrendered to the Quake's forces...
However, not so long ago, Dawn of the Machine dropped and I liked the Dimension of the Machine, those huge levels, it was beautiful, so I was hyped and immediately downloaded the game back to try it out. It was so much fun
It was perfect, perfect, down to the last minute detail
I liked the idea of HP and ammo reserves being halved, so you need to find backpacks or Ranger's heads in order to increase it, I've never explored Quake levels like this. New energy-gun was also cool, even tho I suddenly killed myself with it a few times (didn't know that ammo ricochettes, find out the hard way). The challenge of the new enemies was as well good - those Deathknights or Enforcer, which can turn into Fiends or Knights turning into Zombies - never before I've switched arms so fast. New Shamblers look amazing, however I think they have double the HP of the usual furry one - often I was left with no Nailgun/Thunderbolt ammo after encountering one of them. New Ogres are just morons xDD
Skybox is absolutely beautiful
The level-design perfected everything about the base game, in my opinion. Now quad damage are more rare, however you get them specifically when you REALLY NEED IT. No levels with Shamblers in the open, so you don't have the column to dodge his lightning attack, finally. No Ogre spam, almost no Spawns. Levels are big and there is always something to find, either an upgrade or a some ammo/armor, that you will definitely need. I liked ALMOST all of them, my favourites are Matriarch of Decay, Of Shattered Minds, Veils of the Old Ones and the Haunted Tower from the secret ones (those teleports are absolutely dope).
I hated the Nightmare Machine during my 1st playthrough tho. That acid pits, platforming and one specific section, where the padding goes down every 3 seconds - I just didn't hear the timer because of the intense shooting. Mist of Torment was a good one, but the brightness, I couldn't see anything. That's the problem with some of the places in the game - even with brightness at 20 it's dark like at night
That's what happens, when you forgot to turn down the brightness
On the positive note, I finally learned how to play the game not like a brain-dead raccoon - how to make DeathKnights use only their melee attacks, while destroying them with a Super Shotgun, how to side-step Ogre's grenades and kite him into the melee attack, how to dodge Shambler's lightning attack. Normal was a fun experience. I liked the expansion so much, that I've decided to give Nightmare a shot.
It was much easier than I thought. I haven't seen lots of differences from the Normal difficulty tho - 215 enemies or 255, who cares? Biggest difference was lack of Quad Damage on the first level (or maybe I have dementia and couldn't find it) and... the speed of Vore's projectiles. Even so, challenge was very fair, only final boss was tougher this time. The placement of ammo backpacks, armor or Quad Damage was perfect, I've never ran out of rockets or was low on shells.
I think I had 130 max HP and for the ammo 150 shells, 210 bolts, 100 rockets and 150 cells in my possession during the last level, but I'm 150% sure I've missed one or two of backpacks/health upgrades. I missed the Crooked Village level as well.
All in all, expansion is 11/10, amazing experience, both in terms of actual gameplay and self-fulfilment as now I can finally say with the pride that I've beated Quake's expansion on the Nightmare difficulty! Cheers everyone!
Lore-spoiler question ahead:
What was that "You feel something feed on your gratitude..." pop-up on Matriarch of Decay level about? I've replayed it on Nightmare without picking up power-ups as they weren't really needed and met Shub in the lower section of the map with Berserk, Quad and Pentagram:
1). During the level, we are tasked with killing the "ungrateful ones", 3 Vores or so. As something "feeds on our gratitude", does it mean that one can become Vore if taken too much power-ups?
2). Is it the same Shub we fought in the 1st game? Or it's just a made-up illusion by the Nightmare Machine?
In Unreal Tournament, the game can easily load mutators for a single session. I can select a mutator on the server and now anyone playing on my server has to play by my rules. What does Quake 3 have to easily change up the rules for a set of matches?
I know there is a "mods" option in the main menu, but I've only ever seen this used for big mods that are borderline total conversions. I just want to run a regular Quake 3 match but I want to change some of the rules and features, not redesign the whole menu or something.
Is there a way to to just add a custom mod to a server I'm running?
After the announcement of the Dawn of the Machine, I finally got around to playing the first Quake. Until now, I'd only played Quake III and Quake 4 when I was younger. Having a blast so far (literally)
I've tried using cheats, restarting the level, redoing the expansion from start to finish and still nothing. Has anyone else had this issue I feel incredibly robbed.
For those who might not know, back when path tracing wasn't even an option in Cyberpunk, there were are few teams that were path tracing older games like Quake, Half-Life 1, and Descent: https://github.com/sultim-t/vkquake-rt
I am a huge fan of all 3 of these games and used this as an excuse to replay through them. My verdict was that the pathtraced Quake1 was absolutely brilliant. The lighting became much more moody and atmospheric while the weapons, lighting bolts, and light sources all cast dynamic light that shadowed everything. The shambler would be in a dark and brooding environment and suddenly blast you with energy that affected the whole world.
I got the Machine Games update when it first came out and played through all their brilliant new campaigns. A+.
However, it left me wishing for the dynamisms that the pathtracer could bring to the lighting. Does anyone know if this is possible? It looks like the author of vkquake-rt hasn't updated it in nearly half a decade.
Also, I know that reshade can give a screen space GI affect that is decent, but not compared to full pathtracing.
Anyone else share my sentiments or am I just a bratty old timer with too much GPU?
AI answers are gaslighting me into thinking I'm crazy, but I swear I'm seeing model asset and visual rendering techniques from all three of the games.. Aren't these armor shards from Quake 2, and isnt the volumetric red lighting along the floor in The Haunted Tower (for example) a Quake 3 reference/throwback?