How would you do Quake 5's single player mode?
How would you do Quake 5's single player mode?
Reduce self-damage from rockets to encourage rocket jumping. Levels with verticality. Keep the weird gothic medieval sci-fi Lovecraft aesthetic. Soundtrack that's a mix of ambient, synth, industrial, and low-key occult arcane chanting.
Not let Bethesda anywhere near it.
>Reduce self-damage from rockets to encourage rocket jumping.
And to reduce the need to use any other weapon even for close range
So how would you balance it? Or do you think it's fine as is?
You don't need to reduce self-damage when there's mars bars and health packs littered throughout every level already.
dont make it a fucking hero shooter for starters
How are you gonna do rocket jumping on a controller? If it has SP it automatically means it has a console ports because no dev/publishers would shit on free money.
Hear me out:
Outer god controlled strogg
this would be the best of both worlds, desu
you'd have quake 2 style levels replacing the techbases of the first game, and you slowly descend further in to nightmarish castles and shit
>quake
>console
nah
Hexen style giant maps and selectable characters with Quake Champions' movement, characters and weapons + grenade launcher.
Big ass maps to go fast in and being able to go super fast so traversing said big ass maps isn't a chore. Obviously casuals would pick Keel/Clutch for the survivability but everybody worth their salt wouldn't.
I'd scrap it entirely, do a modernized arena shooter like doom 16 did a modernized single player shooter. But they're not going to do that because arena shooters are dead forever and never coming back.
Those are the breaks of rocket jumping. It's supposed to be a risk you're willing to take.
i still ask myself if Trent Reznor would like to work for ID again.
>I'd scrap it entirely, do a modernized arena shooter like doom 16 did a modernized single player shooter
They did that and it failed miserably despite them trying to push it really hard.
>These fucking things in a modern game
Imagine these things or fucking Spawns in modern levels.
It's fine as it is. If you want to rocket jump, you pay a price for it. Also it would be awful to design levels with it in mind. I wouldn't want everyone and their mother rocket jumping like idiots in a normal playthrough, it would just trivialize the whole thing and reduce the game to some goofy arcadey nonsense. It should be kept sacred and only for enthusiast players who have the autism to find exploits and shortcuts and surprise everybody.
Like why even have a normal jump if you're encouraged to rocket jump? You'll probably just end up making floors and pits N-times taller for the times you want pitfalls to have meaning or for the times you wouldn't want the player to get past a certain point in the level yet. You'll end up making the same mistake that UT2003/4 did by adding dodge jumping which made them make levels crazy wide and huge which would really kill the suspense and claustrophobia that a game like Quake is supposed to have.
Something like Quake 4's campaign except you're not taking orders from some retard in HQ, more like Quake 2 where you're cut off from communications and you're just fighting your way out of a bad crash landing smack fucking in the middle of a strogg fortress.
Make it a 3D metroidvania.
>Nine Inch Nails music again
>Metroidvania level design
>Allows you to go trhu slipgates at your pace
>Fucking brutal difficulty
>Lovecraftian themed again
>MP isn't champions
there, i saved the ip
>the Dire Orb from Quake Champions is worked in as a core gameplay feature here, where you can whip it out and teleport right where the Dire Orb is in order to teleport behind an enemy, except it costs HP to use, so might as well make the most of it before your overcharged HP bonus runs out
>in order to balance it out it doesn't telefrag unless you have Quad Damage
>basically rocketjumping is best used for traversing vertically while the dire orb is best suited for traversing long horizontal distances
>instant death pits should no longer be instant deaths, instead it would work like in Metroid Prime where you just get teleported back to where you stood last before you fell and lose a bit of health, just imagine the Dire Orb automatically saves you
>levels should have a greater focus on non-euclidean fuckery, including 5D space, portals, and just dynamic layouts like The Escher Labs in DUSK or temples in Legend of Zelda or the gravity shit in Prey (2006)
>enemy projectiles have more consistent and defined elevations which require different approaches to evade: for example wide projectiles traveling across the ground need to be jumped over, wide high projectiles need to be slid under, and straight projectiles aimed at your center need to be strafed around, but those have leading
>your axe is more of an integral part to gameplay which can be used to parry certain projectiles, knock back enemies with a charged strike, or regain HP on hitting things with it
>enemy designs like enemies which can phase through walls to surprise you at random and only come out for real when you pick up a key, enemies which can steal your weapons, enemies which dynamically alter the layout by spawning fortifications, enemies which prioritize hit 'n run attacks, enemies which only try to alert others, and so on
>quicksaving is limited by items you find throughout the level
>good boss fights
and something like this is the main theme song
youtube.com
He certainly liked his work there enough for this to exist. I wouldn't imagine he'd turn down the offer , knowing the guy any chance to go bonkers with audio is his fap material.
store-uk.nin.com
just follow up on quake 1 and I'll give you my moni
Having the Dire Orb be part of Ranger's arsenal for a single player game is actually a fucking great idea.
100% this
Also I would make the guns slightly more realistic in terms of needing to reload some of them. I know I know, it's not REAL QUAKE, but it's way more satisfying to play around reloads and weapon switches.
I hope they capitalize more on weapons with blast damage
What's brilliant about Quake is that the ROCKET LAUNCHER/GL is the actual workhorse weapon, not the shotgun. It's always rocket ammo that gets dropped by enemies the most. However, the levels are so tight and the enemies always right in your face that it's risky to use an explosive weapon without inflicting self-blast damage, so part of the game was about creating enough space between you and the enemy in order to safely use the RL/GL.
The shotguns are there for damaging enemies when they're too close, and the nailgun does DPS equivalent to the RL without the threat of blast damage, but ammo for it is rare and gets burnt through fast. When people complain that enemies in Quake are too spongy, they're relying too much on shotguns. The only weird thing is that the Thunderbolt has the exact same role as the nailgun, except it's more powerful and has even rarer ammo.
So it'd be cool to have weapons that knockback or slow down enemies so you can use the RL from a safe distance. Weapon switching in Quake is instant, so I hope weapon comboing becomes more of a thing.
I never got why people said enemies were bullet spongy. I didn't into Quake 1 until much later and saw people complain about Shamblers but I never had any trouble with them when I did my first playthrough.
Well if you didn't know that they were resistant to explosives because you didn't read the manual or look it up online then they could be really frustrating
It's usually Doom players still thinking they can SSG their way through the whole game.
>weapons that knockback or slow down enemies so you can use the RL from a safe distance
Seems like that would just reduce the emphasis on movement and positioning
>FAST
>GOTH MEDIEVAL CASTLES RUINS CATACOMBS ETC
>FAST
>DEMONS EVERYWHERE
>HUH
>FAST
Make the Quake IV marines got through a portal and have to fight Strogg and Lovecraft in a three-way war. More verticality and zero g missions, even have some of the vehicle missions cause fuck you I liked them.
Also have no cutscenes, everything “cinematic” happens in real time and you can walk right past it, it never hinders you but it’s there for cazzies.
>Doomguy is feared by the entirety of hell
>BJ is a borderline bedtime villan for the nazi regime
>Ranger is the bitchboy of the elder gods
what did he do to deserve this? he just wants to go home
>Hexen style giant maps and selectable characters with Quake Champions' movement, characters and weapons + grenade launcher.
Why include anyone but Galena and maybe Ranger?
Galena is already a not so subtle nod to Hexen anyway.
>TRENT YOU FUCKING PIG
piggy pig pig
Champion's Death Knight as a boss battle.
They should really implement a new mode for minimalist graphics just like quake live had, I'm getting some fps struggles with the games and I don't see a real difference between ultra and low graphics.
Exactly. Give me a solo goddamn Galena game. Her design is flawless. She's got the Serpent Riders trident on her tunic. She already uses both guns and magic. She's the literal chosen champion of an Elder God and plays host to its powers as an evil mirror to Ranger's stolen Orb. Her VA has already worked with id multiple times. Fucking DO IT.
I got used to QC's Death Knight but I'm still really disappointed that they didn't more directly link him to the Q1 Death Knights. They couldn't even get his helmet right.
I mean, he's given an Elder God a bloody nose. So not too bad for dealing with shit beyond mortal comprehension, values, and knowledge.
So wait, does Visor come from Ranger's universe?
I just want the lovecraftian aesthetic again, the Stroggs and their cyborg stuff fit Doom more than Quake.
Basically, I'm waiting for ID to reboot Quake like they did with Doom, meaning all the classic enemies are reimagined with modern tech, and everything hits hard, but can be dodged - hitscan enemies are what killed single player shooters.
Quake 4 was fantastic so just do that again
>either CPM-esque movement or Q3A with the same weapons/gunplay as them, obviously visually redisigned
>do a campaign and levle designs more similar to doom 1/2, very little story, have legit boss fights, long levels with lots of exploring, have more projectile-based enemies like doom too
>have movement and learning the movement an important part of progressing, and for finding secrets
>make sure co-op is an option and plays well
>make a bunch of textures and create a level editor so people can easily make their own levels
I think the comic all but confirms it, since Slipgate Complex and all that. Earth in the Quake setting seems to take place in the 90s, but stuff has progressed to cyberpunk levels of tech. Like Anarki was able to get all his military grade cybernetics and medical assistance to get them implanted because of the collapse of the Soviet Union. Also, don't forget to EXALT YOUR MAKER.
Q:C's versions of Visor and Ranger come from our own universe, yeah, which is sort of disappointing for the latter. Visor is a Soviet genetics and augmentation experiment gone rogue (or was a murderhobo from the start) and is no longer the Prime clone that other Visors are cloned from, but more than halfway through the experiment list and the only other surviving copy. Ranger is a military family man who hails from a nondescript neighborhood in the Midwest instead of whatever grungy retrofuture world Q1 seems to take place in, but is still explicitly shown as ending up in the Arenas over twenty years ago (Q1's release date, to be exact) and has been wandering ever since.
Seems to me like you either haven't played Quake 1 or just didn't like it
Also, Ranger played college ball at Miskatonic University. Go Fightin' Badgers!
>either CPM-esque movement or Q3A with the same weapons/gunplay as them, obviously visually redisigned
Enough with the Q3A arsenal rehashes. Champs did good bringing back the nailgun proper, even if it functions more like the plasma gun. Switch things up a bit, borrow some Q2 or Q4 weapons, especially the railgun, like Q2's heavier damage but significant refire time and initial delay when shooting along with rare-ass ammo.
>do a campaign and levle designs more similar to doom 1/2
So, you want their levels to be flat, shitty mazes and boxy parking lots? Sounds good, bro.
> very little story, have legit boss fights, long levels with lots of exploring, have more projectile-based enemies like doom too
You presumably haven't played Q1 because most of what you just described is Q1, especially the projectile enemies, and not Doom- except the boss fights, where both of them suck.
>make sure co-op is an option and plays well
Co-op limits the fuck out of possible map arrangement.
youtu.be
Why haven't you watched Seal of Nehahra yet, Yea Forums? Or why haven't you [/spoiler] watched it again?[/spoiler]
Plz no
Q4 is a generic modern FPS that went against everything that's cool about the series, most notably speed
Quake 1's pretty good, and I played a lot of user made levels, but I definitely preferred Dooms singleplayer (and preferred Q3A/QL's multiplayer for that matter), and for the movement I do prefer the changes made on it in CPM, but I also like Doom's and Q3A's movement a lot for certain reasons.
Doom's level design at its best in the campaigns beat whatever Q1 has, although limited by the engine. You need to replay them if you're saying that honestly. I do agree it could use some different weapons, but I think most would be just more "fun" uncommon weapons, and it'd be good to tune the weapons to play better for singleplayer. Q1 doesn't have as many projectile enemies, the designs of them are worse, and you rarely get more than one fighting you at a time. Compare that to the hordes of hitscan enemies where you might have 20+ shooting at you (that's more in Doom 2/final doom though. Boss fights could definitely be done better than Doom, and that was the intention (you seem to assume I mean directly copy instead of take inspiration from and not improve upon at all).
Don't let machine games touch it
That's because in general Quake enemies are more dangerous than Doom enemies. Like one of the most common enemies is the one that fires grenades at you for example.
Cancel it and tell people to play Quake 1.
Dimensions of the Past was pretty good. But yeah these days I wouldn't trust them as a team to make it.
I've watched this movie at least two times and it's genuinely one of my favorite films of all time. You'd think a Quake machinima wouldn't be so well designed but it's actually extremely well written and thought out for what it is.
Is this purely original or is it an adaptation of a book or something?
They'd find some way to make the game political.
>Doom's level design at its best in the campaigns beat whatever Q1 has, although limited by the engine.
Absolutely not. Doom's level design is inherently limited by the lack of a true third dimension, and making another crate maze or reskinned crate maze doesn't fucking fix that. Don't even get me started on Doom 2's abhorrent shite mess of levels.
>Q1 doesn't have as many projectile enemies
Which is not a fair comparison, because Quake has less enemies overall. The only hitscan enemies in the game are the lowest of the low (Grunts) and the biggest baddies (Shamblers)- EVERYTHING else is either melee only or projectile.
>the designs of them are worse
The Ogre alone has more going for it than the entire Doom arsenal. The designs are way better and the projectiles have much more variation than "slow fireball that flies at you and you sidestep" or "fast rocket that flies at you and you sidestep."
>and you rarely get more than one fighting you at a time.
Because the projectile enemies are usually the heavy hitters, while Knights and such are just mooks to distract you. Vores are dangerous as fuck and players bitch constantly when there's more than one. Ogre grenades wreak havok and are commonly found in pairs or more, forcing the player to move constantly because the grenades won't all settle in one spot like with one. Scrags are annoying as fuck and while not very damaging, will almost always be found floating in sets of two, three, or even more, usually popping in at the opposite end of other, heavier enemies so the player has projectiles flying at them from all sides.
>Compare that to the hordes of hitscan enemies where you might have 20+ shooting at you
And it's shit! It's total fucking shit! They're not dangerous, you run so fast you just never stop moving and they don't hit you, or you corner peek for an eternity, and your dear shotgun blasts through multiple at a time anyway because they're weak and so goddamn stupid! It's garbage!
i don't see how but since DICE filled WW2 with women from all types and called it authentic, i guess there's no stopping the faggot machine.
They change Shub-Niggurath from female to male or some shit like that.
>change anything to male
>late 2010's
nice one
Can't have females as the main baddies though.
On a different topic: Were Ogres originally humans transformed by Shub or were they always eldritch creations?
>can't fight shub-niggurath because it sounds too much like nigger and lovecraft was a racist
Yeah it's crazy how good it is, despite it being a Quake machinima. First time I watched it, I rewatched it again. Hard to believe it's older than any of the students I teach now. To my knowledge, it's purely original, just a bunch of Quake 1 fans who wanted to make a story for Quake. And the actual Nehahra maps are actually pretty good, especially Bal's stuff like Your Last Cup of Sorrow.
Bal still makes new Quake maps despite being a full time dev at Quantic. His xmas 2018 jam contribution is one of my favorite Quake maps of all time.
Some stories have one of Shub-Niggurath's avatars be the Great God Pan, or consider the Black Goat of the Woods to be male avatar, and they knock up human women. Being an Elder God and all that, human fixed sexual characteristics and biology are irrelevant. But yeah I get what you mean.
Also, you should read Arthur Machen's Great God Pan. It's a great horror story, one of Lovecraft's favorites.
I think they were always creatures native to whatever dimensions Shub-Niggurath controlled. Whether or not they were made by her depends on how literally you take the end of episode text crawls.
I actually had a friend that ran a homebrew D&D campaign based on Quake 1 and 3 which was really fun to run through. The way he made shamblers was a fucking nightmare though.
Quake 2's setting/story with Quake 1's gameplay.
SHAMBLIN' NIGGAS
I still appreciate Quake 4 for giving me an amputee fetish.
>a homebrew D&D campaign based on Quake 1 and 3
Holy shit I want to know more.
>shamblers was a fucking nightmare though.
What did he do?
That's true, which I'm sure some people like, but I preferred how Doom handled enemies, in Quake most of the enemies you're encountering are relatively hard to kill, where as in Doom there's a lot of enemies that you can just one or two tap, and keep moving while killing them, but there's still enemies that take longer to kill.
You can say it's limited (and they were) but it doesn't mean they ended up worse for it. Don't think I'll convince you either way, but fighting 4 enemies at most at a time while +backing in cramped levels
(compared to doom where you're usually dodge projectiles while focusing certain targets with the right weapon for that them), in levels with much less exploring and secrets isn't as fun for me. Ogre's only work by themselves, if you have to fight more than one of them, or fight another enemy while they're around you're just going to +back and kill the other enemy first (which is what a lot of quake encounters end up being).
>where as in Doom there's a lot of enemies that you can just one or two tap, and keep moving while killing them, but there's still enemies that take longer to kill.
yeah they take two ssg shots instead of one
doom is for fucking adhd baddies and babbies and using terms like +back to make yourself seem more knowledgeable won't make up for your shit taste
>exploring and secrets
oh yes i have so much fun UNFing every wall in a level until i find the one panel that opens a door
Inspired by me introducing him to Quake (He was an unreal fanboy), he got stuck into thinking what type of stats and shit all the enemies would have. The thing started as a relatively normal D&D campaign until the party reached one a castle and an Quake Ogre appeared. We eventually did reach the arena and did some shit there to get some really high tier equipment. A lot of characters died in it though.
Shamblers were a nightmare because he made it that ranged attacks did half damage and the range on the lightning attack was basically inescapable if you were out in the open. Not to mention the health he put onto it. I'm just lucky he didn't put spawns in. He said he considered it, but thought they would be too annoying.
Quake 3 gave me my amazon fetish.
It takes like 3-4 ssg shots for each enemy, if every enemy is like that all that leads to is a sluggish pace with +backing while shooting, since dodging or being close to an enemy isn't as viable since you have enemies like knight/death knight/ogre/fiend that will fuck you up if you're near them. You don't have to UNF to find secrets in case you didn't know, they actually put small details into the map to point out where they are. If you waste your time UNF'ing that's on you, you don't have to get every secret on your first playthrough of a level (which no one does obviously, so that adds replay value).
Sounds pretty cool user. I've been toying with the idea of running a game in the Quake myself, either in rules from Call of Cthulhu, Delta Green, or Dark Heresy. I'm leaning more towards Dark Heresy because it's more action oriented while still having rules for insanity and investigation.
Dark Heresy would be the best to build it from.
best girl
Coming from a console peasant, it’s much easier done when you bind jump to a shoulder button