Author Topic: new interview with id Software - Quake 5 Arena announced  (Read 6303 times)

Offline Slasher

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new interview with id Software - Quake 5 Arena announced
« on: August 11, 2007, 02:07:21 PM »
hey guys, I did an interview with id software at QuakeCon where they basically announced Q5, and that the next Quake game will be multiplayer focused. Head here to read it:

http://www.gameriot.com/news/4135/New-Quake-Games-and-More/
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Offline peewee_RotA

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #1 on: August 11, 2007, 03:35:30 PM »
A friend and I have had a concept of Quake Zero (same name) for about 3 years now. It's actually scheduled to be worked on soon in the Postal 2 version of the UT engine (mostly because it specifically supports modern day buildings and landscape out of the box).

The intersting thing is that Raven already used the name "Quakemas" for a quake4 map pack. (I created quake-mas maps about 6 years ago)


I don't really own any IP rights to any of this stuff, and it's a different concept, but It's still frustrating.
« Last Edit: August 11, 2007, 04:04:21 PM by peewee_RotA »
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Offline UUD-40

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #2 on: August 13, 2007, 07:10:53 PM »
lalalalalalalalalalalalalalalalalalalalalalalalalalalaaaaaaaaaaaa  :frag:
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Offline naymlis

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #3 on: August 14, 2007, 09:20:30 AM »
quake zero better be good! i'm hyped
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Offline [BTF]Sigma

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #4 on: August 14, 2007, 05:43:51 PM »
With the tech5 engine being so versitile for map makers/artists to use I can see some really interesting uses of the megatexture. Imagine server-side image files that can be used like banners in the arenas. Brings a little customization to the game.
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Offline X'tyfe

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #5 on: August 16, 2007, 03:06:19 PM »
omg i cant believe there doing this

quake3 was there biggest failure, and there making a sequal?
lawl
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Offline [BTF]DeathStalker

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #6 on: August 16, 2007, 05:05:14 PM »
Failure ????
When did this happen ???
Have you checked the Q3 servers lately? The players online can sometimes be mind boggling. :/
DOOM 3 MultiPlayer amd Quake 4 MultiPlayer yes.
But Quake 3 was one of thier biggest successes other than the original DOOM.
From our stand point it sucks massive knots, but that's because we are Q2 and no matter what nothing will ever be better. When Q3 came out it was so different from Q2 we fealt wronged and angry.
But from id's financial stand point it was the bomb. In fact it was "THE" tool for testing FPS for many years.
Do realise how much money they made just from licensing the engine alone ???
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Offline quadz

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #7 on: August 16, 2007, 06:12:53 PM »
DS !
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Re: new interview with id Software - Quake 5 Arena announced
« Reply #8 on: August 16, 2007, 06:36:24 PM »
I don't think the jumps deepen the gameplay, it just makes it a different game.  I think strafe jumping (most of the time) is a sign that someone is trying really hard.  Anyone who saw the demo of va.rukus (who would strafe jump a lot) against makaveli would remember makaveli wasn't strafe jumping at all, and won the match like 12 to 2 (somewhere around there).  It isn't necessary most of the time, and in some cases, you end up paying a penalty because you give away your location.
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Offline {TNP}Dukie

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #9 on: August 16, 2007, 07:16:21 PM »
When Q3 came out it was so different from Q2 we fealt wronged and angry.

I agree with everything, but that statement.
From a skin making standpoint it rocked!
I hated the railgun, (still used it though) but loved the rocket launcher.
I would still play it today if i didn't get so many damn protocol 43 errors  :miffed:
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Offline quadz

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #10 on: August 16, 2007, 07:23:24 PM »
I don't think the jumps deepen the gameplay, it just makes it a different game.
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Offline [BTF]Sigma

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #11 on: August 16, 2007, 07:29:46 PM »
I don't think the jumps deepen the gameplay, it just makes it a different game.

Interesting.  We may just disagree on this.  When 3.15 came out in mid-1998 I had been a professional game developer for 9 years.  And when the q2 community started figuring out the deeper and deeper jumps made possible by these physics, I went around in a frenzy jabbering at all my colleagues, "OMG! This is the most f'n amazing accidental feature in the history of gaming!!!"


I think strafe jumping (most of the time) is a sign that someone is trying really hard.

I believe I understand how that could be the case.  On the other hand, once you learn the jumps, there's a feeling of effortessness to them.  (And I say this as a relative n00b compared to people who are really good at jumps.)

I think there's a beauty to the q2 jumps... I think they're probably more difficult to master than if someone in a game designer capacity had spec'd the jumps as a "feature".  But there's a transcendence to them.  Once mastered, one can float through structures on the level as if buoyed on the wings of a GOD, next to the mere mortals still going hop, hop. hop up the crates.

I think q2 physics is an oft-underappreciated accidental human interface miracle.  :D


Regards,

quadz


:bravo:

Well said.
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Re: new interview with id Software - Quake 5 Arena announced
« Reply #12 on: August 16, 2007, 07:56:47 PM »
Well, I think Id software made them different for a good reason, it gives gamers choices for what they want to accomplish.  No quake is really better than the other, it's just a matter of what you want to be doing.
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Offline quadz

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #13 on: August 16, 2007, 08:22:47 PM »
Well, I think Id software made them different for a good reason

I'd like to preface this by saying I'm not trying to argue this into the ground.  But this is something I've thought about earnestly for like, going on a decade, so I find myself somewhat anxious to spout my opinions. :D :D

Personally I'm not convinced id Software ever did the 3.15 physics for a good reason.  From all the times I can recall John Carmack(*) mentioning his dislike for bunny hopping (let alone trancendent q2 jumps), and from the response Defiant! got from Tim Willits about the original design of q2dm1 not having been planned with respect to the later physics changes... AND that my understanding is the q2 point releases coding/maintenance had been handed off to Dave "Zoid" Kirsch...

My understanding is that id Software never really intended or understood the ramifications of the q2 physics changes in the later point releases.  They were busy working on q3 while the important q2 physics changes actually happened.

Thus it was not of great surprise to me when q3 failed to incorporate the sublime later-revision q2 physics.  But it was a bummer.


(*) Who is my hero, FFS!  :D


Regards,

quadz

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Offline quadz

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Re: new interview with id Software - Quake 5 Arena announced
« Reply #14 on: August 16, 2007, 08:52:13 PM »
my understanding is the q2 point releases coding/maintenance had been handed off to Dave "Zoid" Kirsch...

BTW, if i'm not mistaken about this, Zoid is single-handedly responsible for the q2 physics we have all come to know and love.

(If I'm wrong, please correct me.  This is to the best of my understanding.)

If so, we oughta send that magnificent bastard a medal, or a hooker, or a double-case of beers, or something!

:D



:heart:

quadz

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