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Don't remake good games. Make new good games.
Don't reboot good games, reboot poor games that had a good premise.
Discovered this on the inside back of my new Quake shirt from NIN. Their merch team is by far the most loyal to an authentic Quake experience these days.
If you use DarkPlaces, another source port of the general Quake stack like CoD is, you can get the same effect with sv_cullentities_trace 1 where the server doesn't send entity info to clients if the entity isn't in the same PVS as them.
I think that one was added in 07.
Really, really damn good programming guide for anyone who wants to learn QuakeC:
zerror.com/quakebook/basics/…
I don't see the point in "remasters" where they replace the assets with moderately higher fidelity ones. It generally harms the art direction, but to people new to the game it will look just as dated. A 20-year-old game, they aren't going to notice the difference of 2 years.
Mark Turner just released a new Quake map, The Ancient Archive and it is quite fun. It does a few things differently while staying with Quake instead of forcing it to be something else, it feels like an extension of the mapper instead of a reflection of what he's been playing.
The look my wife gave me when she discovered I have the Metal Archives app on my phone, so I can more expediently check information on metal bands.
The thing about being a game designer is when you play games off the clock to unwind, you're basically just spooling up background processes for when you formally resume work.
Watched the 26 minutes of GTA6 and it was exactly this. Tons of excellent done linear asset work, but the _game_ portion of it seemed well behind even the times that they started work on it.
Absolutely gorgeous lighting though.
An unsung improvement going from Doom to Quake was being able to rebind my keys in-game, not having to exit and run Setup. That and being able to toggle Always Run, not having to hold Shift.
"Wow this level design is incredible" and it's someone circlestrafing monsters as they teleport in on a flat plane with ridiculous trim and a skybox that has a larger filesize than a normal level.
When you get on here intermittently, you don't realize when one of your posts bounced into a different realm and you have hundreds of notifications, largely because people can't read.
I keep getting posts of people celebrating various elements of games, & the overwhelming majority of cases are linear media. Skyboxes, soundtracks, scripted events, monologues to end the story.
And it does explain the success of remakes, remasters, endless "expansions".
I remember being confused as to why the water was harmless and they had solid invisible walls blocking me in when they could've done wave swells pushing me back.
I guess it was foreshadowing, do anything not planned for and nothing happens.
Stumbled upon an old conversation about Graven. People were baffled at how hard the enemies hit on lower difficulties.
They hit the same amount on all difficulties. You should avoid getting hit no matter your skill level. Graven changes enemy population and composition.
Jump on Twitter, yet again someone describes Quake's level design as "maze-like" because sometimes you go down a small path before seeing it terminates in a locked door, or there is a single two-room space that is optional but gives items.
You deserve what you lament CoD as.
Happy 30th Birthday to Quake! On July 22nd 1996 the Registered version was released, allowing us to enjoy all four episodes of amazing level design, combat, and atmosphere!









