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False Dawn Quake 4 Single Player Mod Released
Just spotted this over at Rock Paper Shotgun whilst looking through Quakecon news:

"After missing its plan to launch during QCon 2013, Quake IV single-player mod False Dawn has launched alongside this year�s fragging festivities. It brings a new story with 90-120 minutes of non-linear Strogg-shooting and a few tweaks to good old Q4."

http://www.moddb.com/mods/false-dawn

Screenshots look pretty decent, and Quake 4's SP was mostly quite fun, so it might be worth checking out.
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Feels like damn horror instead of fun packed shoot-em-up action.
Not my type of gameplay + I prefer to keep my pants clean.
Overall style and revised look (sikkmod) is impressive, I give them that. 
To Hard 
can't even get anywhere on easy. got the power cell and can't even get back to the hub. disappointed. thought I was really on to something. had to play in God mode just to find some decent weapons. 
Awesome 
Best Quake 4 Mod ever. I love this shit! \m/ 
 
Never liked the singleplayer in Quake 4. The teammates, the boring levels, the visuals copy-pasted from Doom 3, the turret and vehicle levels, the encounter design and weapon feel, the enemy behavior with its perpetual sidestepping. Lots of corridors on the screenshots here, even tho the author claims non-linear gameplay. 
Lol 
I could accept most of that comment, but that last sentence is stupid. Non-linear gameplay and corridors can co-exist quite happily, I'll have you know... 
 
I wonder how many Doom 3 players also have Quake 4 installed, the games are quite similar, although Quake 4 is a bit faster and not scary. inb4 "they cut off my legs, my leeegs!". 
 
>Non-linear gameplay and corridors can co-exist quite happily
I'll need some examples of that. Corridors are always boring, even hi-poly hi-def. 
Non Linear Games That Incorporate Corridors: 
Think of a non-linear game that doesn't contain any corridors. Seriously.

You can have a corridor in a building in a game that is non-linear.

OK:

GTA4 has corridors
Fallout 3 has corridors
Skyrim has corridors

This is stupid. Where there are buildings there are corridors. That's all I'm saying. I'm just saying that it's DUMB to say that a picture of a corridor is an indicator of non-linear gameplay.

Wow. 
 
I've never said that any game with a corridor is polluted. I was talking about map layouts and encounter design in FPS games. You listed 3 sandbox games where level design doesn't matter.

Wow yourself, asshole. 
 
He's pointing out that your blanket statement that corridors are always boring is silly. They're not. 
Yeah 
Imagine you're playing a shooter. You are walking down a corridor. The corridor comes to a T-junction. There is nothing from blocking your way left or right. You have to choose to go one way or the other. You don't know where each direction leads. That is non-linear gameplay. That's it.

I'm just saying that to look at a picture of a corridor and then assume that the level is entirely linear is pretty short-sighted, that's all. The level could be hugely non-linear. You cannot tell this from looking at a single screenshot of a corridor.

I mean I play online FPS shooters. Blacklight Retribution, Natural Selection 2, Quake Live to name just a few. They ALL have corridors, in levels that are non-linear.

Also, I like debates. :D

Nothing wrong with discussing such topics. 
 
Corridors are fine as their linear nature gives a natural incentive to progressive player advancement through the ludologic status quo. In a corridor you can leverage the implied independence of the avatar in a bidimensional spatiality. What's really bad though are rooms! 
 
...until you leave the corridor, the cat is both dead AND alive..... 
 
>He's pointing out that your blanket statement that corridors are always boring is silly.
He's not pointing that, and that's not what i wanted to say. I said that the level which consists only of corridors is boring, because it's always the same thing over and over again. He's the one with a genius statement "buildings have corridors, what are you, DUMB HUH". Yeah, thanks captain.

>I'm just saying that to look at a picture of a corridor and then assume that the level is entirely linear is pretty short-sighted, that's all.
That's what you're saying NOW, your first post was quite different. I never assumed that, but i definitely felt some doubts about its non-linear gameplay implementation. 
 
You said:

"I'll need some examples of that. Corridors are always boring, even hi-poly hi-def."

Sorry if I misunderstood the part where you used the actual words, "Corridors are always boring". 
 
I was implying "that the level which consists only of corridors is boring", because i thought that we were talking about level design. Definitely not about corridors as entities. Ugh, i can't believe i'm actually explaining this, what a waste of time. That's why i left forums forever. "And then comes a mod and bans me for trolling." 
 
I just said

(and I quote):

'Non-linear gameplay and corridors can co-exist quite happily, I'll have you know... '

I think I have proven my point.

You just keep digging, don't you....

You said

(and I quote):

'Lots of corridors on the screenshots here, even tho the author claims non-linear gameplay.'

My point is that you could have a level that entirely consists of corridors, but has fantastic non-linear gameplay.

And that your comment that I have cited in this post, is exactly what you said - 'dumb'.

FFS.

I haven't changed my tune. You're the one who is trying to back-track now, not me.

My first post explained that I AGREED with most of what you said, but that the part about the corridors was stupid. Which it was. And I have explained why, with various real and hypothetical examples. And you are the one who keeps trying to bend this. 
 
I'm sure you can do an interesting looking corridor, but it will still play like any other corridor, and it's definitely not the most interesting gameplay. 
Also 
You said in a subsequent post:

I said that the level which consists only of corridors is boring, because it's always the same thing over and over again.

No, you didn't say that. You said something else. Which is evidence that you are back-tracking. Not me. These posts are on the public internet now. You cannot remove or edit them. 
Post #18 
Is more acceptable, I agree with it! :) 
 
>My point is that you could have a level that entirely consists of corridors, but has fantastic non-linear gameplay.
And then i asked for an example and you couldn't list one.

Bullshit, i always had one pont, you're the one who went from non-linear games to corridors. 
 
OH FOR CHRIST SAKE 
 
SEE YOU IN HALF A YEAR 
Well. 
Best make it a year, just in case. 
OK 
BYE

FOR THE RECORD I STILL DON'T GET YOUR POINT

Yes - non-linear games have corridors

Yes - non-linear shooter levels have corridors

Yes - I gave examples of both

Can we finish now please? 
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