Reloading in games now drives me insane.
[editline]27th May 2016[/editline]
Can't go 5 seconds without reloading.
GRRRR
[QUOTE=simkas;50404393]I feel like sci-fi space marine stuff has been done to death now so a new Quake with that setting would feel a little too generic. If they were to make a new Quake game, it should be more like Quake 1, with the weird lovecraftian horror stuff blending a bunch of different settings, cause that would be a much more interesting and unique setting now.[/QUOTE]
I'd be okay with the sci-fi as far as weaponry and such goes, but I'd definitely love to see a whole new Quake game based around the Lovecraftian stuff. Quake 1 has a more interesting setting, but 2 has better weapons.
I don't dislike Quake 2 at all but if they rebooted Quake I'd rather they take after Quake 1 just because I think it'd be more interesting.
I thought that id has already said that they're looking at making a Quake reboot of Quake 1
I'd like to showcase some more [URL="http://i.imgur.com/cGOdvHm.png"]serious[/URL] pictures of my mod now.
[img]http://i.imgur.com/khszhFO.png[/img]
[img]http://i.imgur.com/j7BZfdD.png[/img]
[img]http://i.imgur.com/UC6A1Sn.png[/img]
The mod I am working on takes the elements from the betas/alphas/prereleases that I found most interesting (with some [I]very extremely minor inspiration[/I] from [I]some select[/I] Doom Bible tidbits), and puts them all together. I've also taken some ideas from ScoreDoom for the scoring system. It is still a work in progress, but I have reached a point where I am comfortable showing off what I have done so far.
One of my main goals is to make the alpha hud entirely functional, including a radar, and with all the readouts working. One of the things I wish to do is to make the radar rotate with the player, so that it is easier to read the locations of the blips on the radar. My friend has been helping me with a lot of elements, such as a restoration of the unfinished pump shotgun sprite, some of the beta monster projectiles, and [B]ALL[/B] of the sound design. This project would be an [B]AUDIO MASSACRE[/B] without him helping me out, huge thanks to him. Ultimate Doom support is first on the list, with Doom 2 stuff coming later.
snip i forgot that's quake live, d'oh
I remember DOOM RPG lol the new DOOM release is amazing.
[QUOTE=DrPyspy;50404996]I'd like to showcase some more [URL="http://i.imgur.com/cGOdvHm.png"]serious[/URL] pictures of my mod now.
[img]http://i.imgur.com/khszhFO.png[/img]
[img]http://i.imgur.com/j7BZfdD.png[/img]
[img]http://i.imgur.com/UC6A1Sn.png[/img]
[/QUOTE]
This must be how powergamers see normal UIs.
[media]https://www.youtube.com/watch?v=XwneUOw5UfI[/media]
i think x1.25 speed is the best speed, 1.5 is too fast for the style and the normal speed is too slow imo
-snip-
I was just thinking about the eventual Quake reboot again.
What if they merged the two Quake universes(Quake 1 and Quake 2) for the reboot? It starts off with Stroggs and stuff, you think it's a followup/reboot of the Quake 2 universe. Then after the first few missions of fighting Stroggs, you start using slipgates to go through different dimensions and the Lovecraftian space horror stuff starts happening.
[QUOTE=TalonAran;50406465]I was just thinking about the eventual Quake reboot again.
What if they merged the two Quake universes(Quake 1 and Quake 2) for the reboot? It starts off with Stroggs and stuff, you think it's a followup/reboot of the Quake 2 universe. Then after the first few missions of fighting Stroggs, you start using slipgates to go through different dimensions and the Lovecraftian space horror stuff starts happening.[/QUOTE]
That sounds very DOOMy - I'm not sure if I'd be down for that. I'd rather have the lovecraftian stuff from the start.
Could have it so there's tech base from the start, but you can already see distortions of reality, tears in the seams of physics and existence combined with occasional breaks that bring in abnormal beasties compared to the grunts and enforcers running around. Then a short frolic through a slipgate sends you through a castle of horrors and abominations, and from then on the slipgates just keep you guessing, from otherworldly realms to futuristic space stations [sp]like the initial Strogg attack on Earth and humanity[/sp], before tearing your way through the thick of the worst of their nightmares, finalizing in a realm that shouldn't exist - the realm of Shub'Niggurath.
Throw in a telefrag finish combined with an actual boss fight that isn't just a bunch of Vores and Shamblers.
I get that they're alternate universes, but Quake 3 didn't really give a shit considering it had Doom, Quake 1, and Quake 2 characters all represented in it. At this point you might as well either make the Strogg War its own sub-series or something, or just merge it in as another realm/verse in Quake overall.
[QUOTE=bloboo;50406965]They should just keep the Quake series completely random and just throw in another random setting. I don't know why but I actually unironically like the idea of a series thats completely inconsistent with itself.[/QUOTE]
Go back to the original plan for a crazy asshole with a magic hammer and put the game in Asgard.
I just found out something in Doom 4
[sp] In the Advanced Research level there's a series of sarcophagus's very similar to the Doomslayer's. Are they tombs of the Night Sentinels? [/sp]
[img]http://images.akamai.steamusercontent.com/ugc/278474310949302267/B1962BF915CDDEAAF0921F67C2726B6D22C97C34/[/img]
All the poor souls.
Also what somebody died in future?
[QUOTE=wauterboi;50406636]That sounds very DOOMy - I'm not sure if I'd be down for that. I'd rather have the lovecraftian stuff from the start.[/QUOTE]
You have to remember that each episode in Quake 1 started off with a techbase. If you attempted to tie the Quakes together, that sort of progression would make sense, also as a homage to the original.
[sp] And the multiplayer component should be Quake 3's tournament, so we successfully fuse all the universes [/sp]
All the Quake 1 talk makes me wish they would've gotten Reznor to do the music for Doom 4. I think the soundtrack as it is is pretty nice, but this Doom seems right up Trent's alley in terms of ambience.
True, but Mick Gordon still did a pretty grand job.
[QUOTE=ironman17;50407339]True, but Mick Gordon still did a pretty grand job.[/QUOTE]
I need that ost now. Release it for fucks sake.
[QUOTE=Doom64hunter;50407224]You have to remember that each episode in Quake 1 started off with a techbase. If you attempted to tie the Quakes together, that sort of progression would make sense, also as a homage to the original.
[sp] And the multiplayer component should be Quake 3's tournament, so we successfully fuse all the universes [/sp][/QUOTE]
I just hope that if they reboot Quake the MP plays like a true sequel to Quake III.
[QUOTE=the tee;50407176][t]http://images.akamai.steamusercontent.com/ugc/278474310949302267/B1962BF915CDDEAAF0921F67C2726B6D22C97C34/[/t]
All the poor souls.
Also what somebody died in future?[/QUOTE]
You have to warn him before it's too late.
[QUOTE=Bread_Baron;50407411]I just hope that if they reboot Quake the MP plays like a true sequel to Quake III.[/QUOTE]
You know that'll never happen as long as Bethesda is breathing down id's neck and forcing them to make their games console friendly.
I accidentally sequence broke.
I was on the mission 'Hell On mars' [sp]I was going after the second Gore Nest, I got stuck in a section of pipes, and started clipping through, I fell through the ground into the tram station, I never got the Yellow Key. I had to open a door near by to trigger the demons spawns, but after I killed them the objetive popped up to use the tram[/sp]
Fixing Multiplayer is as simple as nerfing the chaingun or straight up removing it. Quite frustrating because a hotfix could have been released already. Did no one realize this in the beta?
I dont even mind the Demon Runes and shit it's all really fun.
[QUOTE=The Combine;50407985]Fixing Multiplayer is as simple as nerfing the chaingun or straight up removing it. Quite frustrating because a hotfix could have been released already. Did no one realize this in the beta?
I dont even mind the Demon Runes and shit it's all really fun.[/QUOTE]
The issue is that it wasn't in the Beta.
The Chaingun came out of fucking nowhere, so it's likely that little to no balancing was actually done on it.
[QUOTE=CertainDOOM;50404346][media]http://www.youtube.com/watch?v=1g-7-dFXOUU[/media]
Part 2 of Mick Gordon's lil behind the music thing. Dude's a sick cunt.[/QUOTE]
very curious about that russian synth he got, looks awesome
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