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I play through the baseq2 campaign a few times per year, so I know these maps almost as well as the Q1 maps, and it's important to me to get things right. I've grabbed the Switch version of this release, as the main draw of it is to have a mobile version. If I wanted to play the original on PC I'd just play the original on PC.

I'm up to the Jail unit, and so far I consider it a bit of a mixed success. It's great to have a mobile version and the controls are up to the same high standard as the Q1 release, probably as good as it gets without being keyboard and mouse.

I don't like some of the changes. The new Berserker behaviour does make it a more challenging enemy, but it also significantly changes the gameplay. I miss the old machinegun recoil. But they're all relatively minor. The big one that causes me trouble is the lightmapped water.

I know that's come up before and I've been almost alone in speaking against it. Now that we have a full Quake game using it, hopefully we'll be able to move past the immediate response of "oooh new feature" and evaluate it on it's own merit, rather than just as something new and different. To me it doesn't look great in general, but it also makes translucent water surfaces in particular really difficult to see. I'd like to see that become a toggle in a future patch.

Overall though I'm delighted to have a mobile copy of the game, and look forward to running through it more. 
 
I replayed Q2 SP a few years ago and felt it was a bit too inconsistent. There are some high quality, polished maps / units and some that are a boring slog. Q2 is maybe more "cohesive" overall from a macro-game standpoint than Q1, but the Q1 maps are much more fun moment to moment across the game (I'm doing a couch + controller playthrough now)

Those new engine enhancements look nice for the most part though. I either totally forgot or never knew that rotating textures messed up light maps in Q2, but glad they fixed that one 
 
I'm happy to have room in my life for both. For me, Q1 has better pick-up-and-play simplicity, but the added depth and immersion in Q2 has it's place as well. I definitely get where you're coming from in saying that some of the maps feel like a slog. They don't to me, but they're in my DNA as much as the Q1 maps, so they wouldn't. 
#32304 
don't do this 
 
y? 
 
Quake 2 Is Censored 
 
#32316 
Grow up 
Methods Of Destruction FLACs Recovered 
 
hi guys, how can I get u guys in discord? 
Install Discord 
'Add Friend' at top of Discord.
I'm RickyT23 :) 
Trinca 
Are you in Portugal too? I'm adib.murad 
 
hi adib ☺️ haven't play Quake for a Wille, hope to fix that soon πŸ˜€ 
 
Quake For A Wille 
 
😝 
Auto-correct while 😝 
About Quakespasm In The *buntu Repositories 
Does anyone here know why the version of Quakespasm in the official Ubuntu repositories is called "quakespasm-beidl" and is credited to a certain Alfred E. Neumayer a.k.a. beidl (as apposed to szo et al.)?

I'm talking about this: https://snapcraft.io/quakespasm-beidl

Just curious and slightly confused... 
Snapcraft 
The thing about Snapcraft is that, while it may be run by Canonical, anybody can contribute to it. Some packages are uploaded by the software's respective developers, but many others are not. Note that this differs from the actual distribution repositories.

In this case, Mr. Neumayer is the one who packaged and distributed Quakespasm on Snapcraft. The name "beidl" is what Mr. Neumayer used to go by, according to my research. I assume he used his name in the package trying to make that clear. 
Re: Snapcraft 
Thanks very much, E-werd. That clears up a lot of things. :) 
 
top my speedrun in this base map https://www.quaddicted.com/reviews/xl4.html
(it has got some cool colored lighting) 
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