I do have a great nostalgic fondness for the Quake engine and Dark engine, and for a low-fidelity first-person game, I think this would be a fun visual style to emulate.
People would call it "retro" rather than "crappy". 😅
But what exactly are the features that give these late-90s 3D engines their distinctive, iconic look?
Unlikely to be much or any damage, but everyone on the East Coast apparently felt that thing. DYFI responses so far (120,101 responses!!) #dfi#NJ#quake#earthquake
The worthy #Quake 1 sequel we never got. This is not just a #boomershooter but what I call an exploration #FPS , very few games are like it and I love the genre. Great looking and playing game. Level design is very diverse in style and gameplay. It’s best in class and has beautiful brushwork. Love the movement additions for fun secret hunting and sequence breaking and the alternative quicksave system gave some extra tension. Chef’s kiss.
Plans for tomorrow: setting up Ultimate Doom Builder, WHacked, Slade, and potentially Trenchbroom on my Linux laptop. I do wanna get into this modding situation for real! #BoomerShooters#modding#Doom#Quake
So that #quake map I started working on, where I was porting a super small, unreleased #doom map of mine? I'm about 2/3rds done with it already lol. The map takes about 5 minutes for me, so I'm guessing it'll take 7-15 for people new to it. It plays very much like the Slayer Gates in Doom Eternal (which is the point of the map), minus perpetually spawning popcorn enemies that exist just to spawn health/ammo like in Eternal and my original Doom version. There's also a small lull in the middle to provide some emotional up-and-down and regain your bearings.
Now to balance for difficulties, then I'll detail it and make it purdy, fix any last-minute gameplay issues, then it'll be done. Then the hate mail, angry DMs, and horrible reviews from Quake purist can start pouring in because I made a map that is very much not the norm for Quake.
Oh well, haters gonna hate. They can suck my left nut (once I get it back from the doctor's office).
Missed screenshot Saturday by a few days, but I think my map is finally at a place where I'm happy with it. Now to start balancing and finalizing the gameplay.
Surprise, I'm playing #Quake tonight. Picked an interesting map I forgot I'd seen cross my radar a few weeks ago. The scary thing is this is not the first M. C. Escher inspired Quake map I've ever played.
Had some fun last night converting an old small #doom level I had made but never released into a #quake map. Well, the geometry part of it, anyway :-P I only spent two hours on it. It's just a small short-and-punchy level that's similar to the Slayer Gates in Doom Eternyal.
The Doom map never made it past the blockout stage, though it is fully playable. So it never had any detailing or proper lighting. The Quake version is the same, but also lacks detailing since I mainly just wanted to remember what it was like to build things in Quake.
I may someday release both of these. I lost the ACS source for the Doom version, and so it's probably never going to get detailed and "finished", but I can at least make the Quake one a proper level.
EDIT: Reposted as a PeerTube link so I don't destroy my upload pipe.