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RemakeQuake
This is a thread about a project currently underway to remake Quake one.

It involves upgrading what exists already in order to play and look better or at least differently in all probable situations and enhance what is already there in this great game.

So we're remixing all the maps, monsters, and the player.

A specific engine in order to solve long-standing issues isn't out of the question, the main concerns being cross-OS support for features that should be common, like entity alpha and multiplayer. These things exist in various forms, but there's still no standard, at least today.

There's a great wealth of resource on this board - the one thing that doesn't exist here is apathy.

So, we're fishing for contributors. If you can make a map, animate or code and want to see this monster through to its conception then you're on the team.

Over the next few days I'll post info on what currently exists, and where it's headed.
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Yes 
I tried converting an enforcer model to make a vertical throw act.

As I didn't import or export the model than in Quark4.07 to make the shape the models fits well in the usual enforcer scene. The verts and trices are the same so it uses the original tex. If one uses the manipulating tool in the model studio with care it can be awarding.

Throw.zip is the RFS that fits in the original Enforcer with Qmle.
Maybe it can be usefull for Remake Quake?

http://members.home.nl/gimli/throw.zip 
Excellent 
Thanks mf will check later 
 
I have an enforcer model with a whole stack of extra anims on it for diving, rolling, punching, kicking, etc. I will dig it out if you want. 
Gb 
You are one busy boy !!! :) 
Lth 
Well, not sure we'd be able to use them, but at the very least they'd be interesting to see.

We don't have anything too acrobatic planned for the Enforcer. 
Hmm 
Turn the enforcers into HL marines. Gwan! 
 
Madfox: the GIF looks good, I can't model, so can't really comment on the dxf files.

Lth: Sounds cool, I'd sure want to see it.

Ricky: Well, I just cleaned up the tickets. The list should be more readable now, and most tickets should have a DONE and TODO section now. The timeline is only for people with good nerves, though.

I got rid of titles like "Dark Evile Flora that may or may not be flora" :-E

But yes, this project is demanding. 
Well 
Mad Props ;) 
Point Of Fact 
I was thinking of adding all the new level names to the tickets next to the E*M* just so there's an easy reference. 
Stop Teasing Us With Dev Details We Can't See 
"Dark Evile Flora that may or may not be flora" sounds like a perfect description for foliage in Quake, though. 
 
The level names - I started doing that, but removed them because it made the list less readable.

The goal is to stop scaring people off with the tickets.

Names should go into the description IMO. There's also the search function which is actually pretty good.

onetruepurple: we have some whacko names :-E 
Like 
trap_maggot
trap_vindaloo
trap_sonic
trap_tentacle
trap_curly_wurly
trap_dimension_door
trap_acid_bath
trap_acid_house
trap_imtakingthepiss 
Salivation 
trap_maggot
trap_vindaloo
trap_sonic
trap_tentacle
trap_curly_wurly
trap_dimension_door
trap_acid_bath
trap_acid_house
trap_imtakingthepiss


You are fattening up the originals with some butter and heavy cream for a delicacy beyond our wildest imaginings. I'm getting flushed with chick like feelings right now. Are those tears coming from my eyes, why yes they are! 
 
 
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_1.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_2.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m3rq_3.jpg

WIP shots, lots of things missing. Shot 1 is the entrance area, shot 2 is the passage to the lift/ogre cage, shot 3 is between lowering ceiling and cave.

For some reason I have screenshot problems in X11 - need to use Joequake in 8 bit O_o 
 
I was going to say those look like donkey balls. Finally I can direct negke to other shots to nag about. :p

Looks very good, especially shot 1 is nice. 2 is colour soup. 3 I have a hard time finding where it is.

Seeing extremities of "myself" easily kills the immersion for me though. :( 
 
quakeguy grew hands! 
Comparison Shots 
Heh, negke is probably aware of my sucky screenshots.

3 is one of the (very) expanded areas. There are a lot of those in Remake, in all maps. What might be a switch in id1, may be an extra room just for the switch, or several switches/areas. A boring tunnel might become a new area, trap gauntlet, what-have-you. If an improvement suggests we should go ahead and expand on it, we often do so. What you see in shot 3 is just the final part of a winding passage that was originally a square tunnel with nailboxes and a zombie closet (only in Hard, though...). You enter through one of the outlets in the ceiling.

1:

http://www.quaketastic.com/upload/files/screen_shots/e1m3_1.jpg

2:

http://www.quaketastic.com/upload/files/screen_shots/e1m3_2.jpg

3:

http://www.quaketastic.com/upload/files/screen_shots/e1m3_3.jpg

:-) 
Yeah 
e3m2 is now pretty roomy, in comparison. 
 
awesome! 
Question 
and this is not meant to be offensive or anything but are you guys going to attempt to keep similar styles? Because from what I've seen of your maps so far, you have two distinct styles of mapping. Or is it an episode per person or something? 
 
Or is it an episode per person or something?

It is. 
 
nitin: Yes, our styles (as far as I already have one) are probably (hopefully!) a bit different, but atm we're working along different themes, too. It's OK if e1m2/e1m3/e1m4 seem different from episode 3 metal IMO.

It started from the one episode per person thing, but we've started to go a little more "by theme". For example I can imagine doing e2m2 and e2m6, while I'm at the brown wizard stuff. Ijed is doing all of episode 3, which is the most coherent episode anyway, but seems to be getting into more episode 4 type stuff lately. Remember his e4m4 remix. Ricky has done/is doing the ep.4 and ep.2 base maps, so at least those episodes will have maps from several persons. Collaborations aren't out of the question, for example ijed is just touching up Ricky's e4m1 (RMQ monsters etc), and there's always a lot of discussion going on.

We're aware of it and it will fit nicely in the end, once the end comes... very few maps are even beta atm, apart from DM4 perhaps. It will look a lot more coherent than the RMX pack, as great as that was.

Some maps are still up for grabs btw, so if anyone feels the urge, shoot us an email.

Don't forget there is a pretty significant mod in the background to tie it all together, too. Actually, the mod side of it is looking surprisingly good, thanks to Supa and Dr. Shadowborg, and frequent dabbling in #qc, idgames2 and similar places :)

The mod is backwards compatible, meaning it'll change the gameplay in all id1 based maps. This is continuously tested. I believe this'll introduce quite some replay value to existing custom maps. It also fully supports multiplayer, including vote-map, obs, FBX, and offhand hook. You can optionally have a purely multiplayer progs.

OK, enough teasing, gotta keep some surprises :) I'll do a couple more screenies, if you can bear the abominable quality :-E 
That /\ 
 
:O 
perhaps it could be played to the project-aftershock quake musik remix at newgrounds.com...eh?

or are you making the music for yours? 
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