leilei, on 09 January 2019 - 07:46 PM, said:
- All those boring facilities with 'key' hunts and buttons yes.
Don't care about your opinion on the level design, sorry.
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- The railgun was then an Eraser-inspired fad, "sniper" weapons were already appearing in games by that point, it's more of an inevitability than anything else. It's just a sniper rifle x Hexen sapphire wand
Saying that kinda forgets the fact that "sniper" weapons before Q2's railgun were very much glorified autoaim weapons thanks to all the aim assisting going on. I never said it was the first sniper rifle in a video game but it sure as shit was the first you actually had to aim with.
Anyway I was talking about how Q2 introduced the rail to the franchise and significantly improved the multiplayer mechanics by that, not that it was the first rail in a vidyagame.
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- ROTT says hi!!!! Also 3wave CTF wasn't any more official than the one for Quake. It's Q3 that had CTF out of the box (and not as a 'sanctioned' 3wave mod that time) and they weren't quite 'first' either.
What I meant was that CTF was a fanmade mod for Q1 while in the case of Q2 it was an official multiplayer mode. If you ask people about CTF most of them will say that Quake 2 was the first game where they played the mode, that's what popularization means.
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- Bunnyhopping and rocket jumping hasn't really "improved" or even more embraced. Sounds like pro-circlejerk "carmacks vision" BS right there
Q2 does not have bunny hopping, Q2 has the first implementation of "true" strafe jumping where you gain speed by continously jumping while holding down a strafe key and moving the mouse slowly in the strafe direction. There is no "revisionism" in saying that it was an intended game mechanic for multiplayer at this point, it's very easy to prove that id was well aware of how it worked simply by looking at the single player: there are points in the campaign where you could skip whole levels by strafe jumping but the game won't let you to land the jump that would make that possible. For example in order to reach the "B part" of the second map first you have to pass another level and extend a bridge that lets you through: you could easily strafe jump the gap between the two platforms connected by the bridge but the game doesn't let you.
As for the "Carmack's vision" thing: Carmack never liked strafe jumping, in fact he wanted to remove it from Q3 because it did not fit his concept of Quake's multiplayer. Thankfully the other devs on the team were against the idea and convinved him to leave strafe jumping in as it was in Q2.
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- Quake2 had NO multiplayer maps on launch. All of the maps included were made for single player. The "q2dm" maps are a point release patch into Spring 1998 post-release. Also claiming that as a 'franchise first' shows how much you know about Quake, which had dm1-6 on day 1
I never said that Q1 had no dedicated multiplayers maps, what I said was that Q2 was the first game in the franchise where all the multiplayer maps were made for multiplayer. You see, Q1 had some maps made for multiplayer (one "episode" called Deathmatch Arena) but most of the DM maps were just maps from the single player. You are correct in that the multiplayer content for Q2 arrived post-launch though.
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- Quake2 has no WASD defaults. It defaults to arrows.
Correct but I said that Q2 popularized the WASD layout. Why? Because even though the default was the arrow keys it had a config for the WASD setup. The story behind that is that a player called Thresh won the 1997 Red Annihilation tournament for Quake 1 with the WASD layout so id Software included the layout with Quake 2 as an alternative. A lot of guys were already copying Thresh's setup but this was the final push in making WASD the standard to the point where Half-Life shipped with WASD being the default (and I think HL1 was the first game that used it as the default layout).
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- Soundtrack was non-moody overdriven noise that didn't fit IMO, I turned it off since release.
Even though that's your opinion Q2's soundtrack is just as iconic as the one NIN made for the first game. I like both.
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- Quake2 ran very well on release. It wasn't a slow PC breaker. It ran better than GLHexen II and even GLQuake for many!!! Not having subdivided sky polygons does help and there's a CPU benefit from dropping the physics to 10hz (as ick as that may be). Even a Cyrix'd budget sucker could enjoy Quake2 nicely. Quake2 was not Unreal.
It ran like ass on a Voodoo1 though as shown in the Digital Foundry video.