Quake corner. "Everything related to the Quake franchise. Discuss here."
#331 Posted 06 August 2016 - 05:22 PM
#332 Posted 06 August 2016 - 05:33 PM
#333 Posted 06 August 2016 - 10:26 PM
#334 Posted 07 August 2016 - 12:36 AM
This very problem is something TF2 tried to nip in the bud with their cartoonish design and strict palette in 2007, but since the "medic conc jump pro trick's" weren't present, it was an immediate "worst game ever" (nevermind the crits or even the future updcrates)
The qommunity salt over Overwatch is hilarious though. It's like as if they have a tough time accepting how niche and elitist they really are AND it's like they've never seen a Blizzard game before. The way I see it, Overwatch has me optimistic for the personality-character direction i am currently going since a lot of that played into their marketing.
This post has been edited by leilei: 07 August 2016 - 01:45 AM
#335 Posted 07 August 2016 - 01:51 AM
#336 Posted 11 August 2016 - 01:52 AM
leilei, on 07 August 2016 - 12:36 AM, said:
I've seen videos of this kind of high level play and it's so abstract I don't even understand why they consider it Quake anymore. Surely somebody could just make a flatshaded circuit track with rectangles for player models with cylinder weapon models and that would essentially be the same thing.
#337 Posted 11 August 2016 - 05:28 AM
#338 Posted 11 August 2016 - 05:42 AM
#339 Posted 11 August 2016 - 06:35 AM
This post has been edited by MusicallyInspired: 11 August 2016 - 06:35 AM
#340 Posted 11 August 2016 - 09:58 AM
#341 Posted 11 August 2016 - 10:09 AM
This post has been edited by MetHy: 11 August 2016 - 10:09 AM
#342 Posted 11 August 2016 - 10:21 AM
#343 Posted 11 August 2016 - 10:52 AM
PikaCommando, on 11 August 2016 - 10:21 AM, said:
I think the games aim at something different, IMHO.
To me Q3A was always about getting as fast as you can to the next quick firefight, while UT (especially 2kX) was more about longer firefights and using movement during the duels.
#344 Posted 11 August 2016 - 11:11 AM
Keep in mind I am not talking about high level Quake 3 play; I fully understand them fuckers zip around the maps like the Flash on speed.
#346 Posted 11 August 2016 - 12:39 PM
#347 Posted 15 August 2016 - 08:06 AM
#349 Posted 15 August 2016 - 12:10 PM
Alexander Brandon (Sandman/Siren)
Michiel van den Bos (MCA)
Andrew Sega (Necros)
Dan Gardopée (Basehead)
Tero Kostermaa (Teque)
Kaj-Eerik Komppa (Nitro)
Peter Hajba (Skaven)
Some of these had done music for Epic before, Alexander Brandon in particular, and most of them also did the music for Unreal and Deus Ex.
The soundtracks for all 3 games are probably the best game soundtracks IMHO. They got me interested in all the music that each one of them did, such as The Alpha Conspiracy and Iris and all the MOD music that they all did, older Epic games like Jazz Jackrabbit 2 and Tyrian and alternate versions of some of the songs used in "the big 3", such as remixes that Alexander Brandon has participated in since, the Acheron music and Drakk boss music from Unreal II which were his work, some of the best music in the game. Invisible War he scored as well but I wasn't as fond of it as it was much more ambient, where I had fallen in love with the electronica style of what was done for the previous games. Alexander Brandon and Michiel van den Bos created a soundscape that really few other games have interested me so and they're all the reason I have a long playlist of as much MOD music I could find from them.
#350 Posted 15 August 2016 - 12:14 PM
Also the UT2003 theme really gets me pumped up to play it
#351 Posted 15 August 2016 - 12:19 PM
Anyway, Andrew Sega and Alexander Brandon are legends.
#352 Posted 15 August 2016 - 02:40 PM
I understand why Alexander Brandon clipped Isotoxin's intro off for the Outpost 3J level on Na Pali, but songwise it winds the whole thing up and gives it energy. There are so many songs done by those 3 that I've probably listened to hundreds of times over the years, like Nightvision (there's an interesting version that the game's beta used that actually had some additional instrumentation), Isotoxin, Mechanism Eight, the UNATCO theme, Synapse, the Unreal theme, Neve's Crossing, Shared Dig, Skyward Fire, Surfacing, and I don't feel like listing everything.
It's interesting because MOD music really is still around, and to date Andrew Sega's amazing songs he's written since then still make use of this way of doing things. I remember him talking specifically about using Jeskola Buzz and all the VSTs and plug-ins and modular synth-type things you can do on top of what more traditional tracker software had.
This post has been edited by deuxsonic: 15 August 2016 - 02:49 PM
#353 Posted 15 August 2016 - 04:32 PM
I heard that Alexander Brandon and one of the others from UT99 talked with Epic about the new UT game and there was a bit of a conversation happening there...I wonder what came of it?
#354 Posted 15 August 2016 - 04:46 PM
This post has been edited by deuxsonic: 15 August 2016 - 04:50 PM
#356 Posted 15 August 2016 - 05:23 PM
though on the topic of UT and Q3 and sound designers....... Sonic Mayhem was on both
and recreating UT's thematic aesthetic is something i'm trying to do myself though i suck at the musics and I don't legally have the option to sample off techno/house artists for loops like they have. At least I'm getting more of the engine part down. Getting Id Tech3 to "catch up" to UnrealEngine1 is an interesting task. I think i'm just missing local texture palettes, model point lighting, dynamic light craziness, model smoothing, volumetric light(a fake fog sphere of some sort) and a fractal/procedural/fire texture system now
Q3A definitely had an unpolished feel to it much like Quake was to Doom 2/Duke3D no doubt about that, but there's also the matter of engine maturity and the overall development time to consider. Q3's engine technically started in May 1997 while Unreal was 1994 on. UT had a base game to build off of with a mature renderer/subsystems and an established workflow, while Q3 is pretty much ground up with minimal carryover of Q2 code. UT was already at beta status with initial projections for spring release dates while Q3 didn't have working bots until bringing in Mr. Elusive around September (And before then, id was projecting for a 2000 release had they gave up and did inhouse bots).
This post has been edited by leilei: 15 August 2016 - 05:45 PM
#357 Posted 15 August 2016 - 06:17 PM
Shared Dig WIP
Ok, last Unreal post in the Quake thread...
This post has been edited by MusicallyInspired: 15 August 2016 - 06:26 PM
#358 Posted 15 August 2016 - 09:26 PM
Quake 3 had 3 musicians:
Front Line Assembly (got hooked on them from this; their last couple albums have been some of the best stuff they've ever done)
Sonic Mayhem (did a good job with Quake II's soundtrack as well, but with Q3 it felt like there was a little more creativity with the songs)
Bill Brown (cinematics, notably the final one in single player, who had also done the cinematic music for Quake II)
I liked Quake 3's soundtrack but not as much. The Straylight music was uncommonly good video game music I think.
#359 Posted 15 August 2016 - 10:58 PM
MusicallyInspired, on 15 August 2016 - 06:17 PM, said:
Shared Dig WIP
Ok, last Unreal post in the Quake thread...
Very nice. I've hunted down remixes for a lot of the music but I haven't heard it done so well on guitar. Do you have any others?
That was another awesome bit of magic with MOD music that Unreal and Deus Ex took advantage of were multiple tracks per MOD, which allowed for more dynamic music that changed based on where you were and what was going on. By Deus Ex, they were putting as many as 7 tracks in for default/fighting/death/intro/outro/ambient for a particular mission's MOD. Shared Dig has 3 tracks and starts with the 3rd, which is I guess the ambient track, changes to track 2 when the fight with first Skaarj occurs, and then changes to track 1 (which you've done here) later in the map. I'm actually not sure how many tracks the game has total as I've never counted but all 3 parts of Shared Dig were awesome.
Really you can look at the music folder and say the game has X songs but it's actually more complex than that so the games just had so much music. Unreal and Deus Ex were not short games and it was glorious. Unreal had 38 single player maps, and that is cut down from what all they did make (much of the rest being Return to Na Pali) and a lot of them were HUGE compared to what came before, like that feeling the first time you walk out of the crashed ship on NyLeve's Falls and the music starts and you have this huge environment and a huge ship and the cliffside with the waterfall. Unlike Duke Nukem Forever, all that work and all that content that was made including music was not wasted and I really wish that DNF had really stuck to the same philosophy. Epic and DE put everything they had into it, spent every last cent they had and had maxed out a line of credit so everything was at stake but it was incredible even with all the initial bugs and it catapulted both developers into the stratosphere. A huge single player campaign, a bunch of multiplayer maps, and bots, something that very few games included out of the box. If you load galaxy.unr you can see just how ambitious they were, with the idea of having hubs not just in single player (which you can see from the naming of many of the MODs) but connecting multiplayer maps together as well with a lobby map.
Should probably split most of this page off and make it a new thread dealing with Unreal.
This post has been edited by deuxsonic: 15 August 2016 - 11:11 PM