Duke4.net Forums: Quake corner. - Duke4.net Forums

Jump to content

  • 39 Pages +
  • « First
  • 37
  • 38
  • 39
  • You cannot start a new topic
  • You cannot reply to this topic

Quake corner.  "Everything related to the Quake franchise. Discuss here."

User is offline   NightFright 

  • The Truth is in here

#1141

It appears Dustin "Tronyn" Geeraert, one of the most renowned mappers within the Quake community ("Soul of Evil", "Rapture", "Coven of Ebony", "The Night Journey" and many others) has unexpectedly passed away at the age of 42.

Source:
https://www.celephai...ad.php?id=62332
0

User is offline   jkas789 

#1142

Was nobody gonna tell me that The Spiritworld got dropped on nuQuake like a year ago? How tf did I miss this?
0

User is offline   Phredreeke 

#1143

LibreQuake got a new release, I haven't played it, only saw it on a discord channel just moments ago.

https://github.com/l.../tag/v0.08-beta
1

User is offline   Lunick 

#1144

Ironwail also got a nice update https://github.com/a...ases/tag/v0.8.0
1

User is offline   jkas789 

#1145

I have been playing Quake 2 lately in between sessions of STALKER 2. I'm liking it all right! I find myself disliking the direction they took with the OST though. The game has so much horror vibes that is ruined by the rock songs.
0

User is offline   Phredreeke 

#1146

Did you try Q2-64? It has its own soundtrack by Aubrey Hodges
0

#1147

So recently I finished the entirety of vanilla Quake for probably the millionth time or whatever, and I just can't shake the feeling that Shub-Niggurath is one of the shittiest final bosses ever. It's not exactly that it comes across as mechanically unsound, even if I could probably argue a good case for that, but it's just so hollow and mediocre... totally disappointing after all the great build up that comes before... even some of the previous bosses were better if you ask me. I know I'm definitely not the first to have ever raised this point about the final boss of Quake, but I was wondering if any mods out there have addressed this issue. I haven't delved too deep into Quake modding, but maybe there is something out there to improve this fight and at least make it tolerable.
0

User is offline   NightFright 

  • The Truth is in here

#1148

I think the Shub fight was never really meant as a real confrontation, but rather some sort of puzzle. I don't remember for how long I was sitting in front of my monitor when I first played this level, scratching my head while trying to figure out how to beat it. I stepped through that final teleporter dozens of times and couldn't tell why I always landed in lava. Until that one time I didn't, and it was a total mystery. Only much later I learned online about the real reason why and how.

Now that it's old news, the level indeed feels and plays rather lame. The initial underwater exercise before you're sent up a pathway with traps and monster spawns until the teleporter which requires good timing. Those guys at id probably just tried to be cool and different here, but whatever their real idea was, ultimately it just fell utterly short.
0

User is offline   jkas789 

#1149

View PostPhredreeke, on 17 December 2024 - 09:09 PM, said:

Did you try Q2-64? It has its own soundtrack by Aubrey Hodges


I haven't actually. I have been trying to finish the og campaign before going into Q264.
0

User is offline   NightFright 

  • The Truth is in here

#1150

On Jan 5, "Ritual" was released, a classic Quake episode with 6+4 maps by Sock and Zothique, featuring custom music. Playing it now and it has a wonderful gameflow.

Youtube trailer
Get it on Quaddicted

Also available, already since Aug 24 (didn't notice it so far): Seismic Ventures (7+1 maps). Haven't tried it yet.
2

User is offline   NightFright 

  • The Truth is in here

#1151

Found a port many might have possibly been waiting for: Chocolate Quake!

Github:
https://github.com/H...chocolate-quake

Delivers exactly what the name implies. Look & feel of the original DOS release, limited to the original (5:4) resolutions, no visual/gameplay changes whatsoever. External OGG music is supported, that's it.
1

User is offline   Phredreeke 

#1152

New video on the Quake II expansion packs

1

User is offline   Ninety-Six 

#1153

Call of the Void is out.
0

User is offline   Jim 

#1154



Quake Brutalist Jam 3 is out!
0

User is offline   NightFright 

  • The Truth is in here

#1155

Duke3D weapons in Quake:
https://www.slipseer...3d-weapons.540/

(Already out since Dec 19, only noticed now.)
0

User is offline   NightFright 

  • The Truth is in here

#1156

After a development cycle of "only" 19 years, Quetoo has arrived for PC, Mac and Linux:
Website: https://quetoo.org/news/quetoo-is-here
Github: https://github.com/jdolan/quetoo

Basically this is an open-source standalone engine/port, featuring faithful remakes of the best multiplayer levels from Quake 1-3. 18 maps are included so far, covering DM, Team DM, CTF, Instagib and Rocket Arena modes. And, most importantly: Fully moddable. Oh, and there's bot support, too.

With any luck the community is picking this up, creating/converting a lot of maps for it and we finally have a sort of freeware Quake 3. Right now it's still a bit buggy and gets updated frequently, so unless you want to help with reporting issues on Github, wait a bit before diving into it.
0

User is offline   Ninety-Six 

#1157


0

User is offline   NightFright 

  • The Truth is in here

#1158

I'll be damned. I thought this would NEVER see the light of day. The project got really silent lately. Great catch, much obliged!
0

User is offline   Ninety-Six 

#1159

???


This came outta nowhere.
0

#1160

Call of the Machine ending suggested what's the (previosly not even planned) bridge between Quake and Quake II, leaving anyway many in the territory of "Nah, proves nothing, it's just a big funny reference". Dawn of the Machine may add another twist which removes any doubt?

However, if it's effectively the same universe, this would confirm that ID decided to turn Quake franchise into a space-themed shooter where you kill bootleg Borg. But then what event definetely stopped the Gothic-chthonic monsters&demons that lives in brown-gray houses to return again or impede their attacks for a long period of time, allowing humanity to deal with the Strogg problem? If they don't explain it, would be plausible ask for a Quake 5 that return on the original thematic at that point.

This post has been edited by Fantinaikos: 07 August 2026 - 03:32 PM

0

User is offline   NightFright 

  • The Truth is in here

#1161

I gotta say, MachineGames is REALLY taking care of Quake. New content after all this time, and in this amount, is quite rare these days. The only weird thing: The new addon is labeled "MG3". Where the hell is MG2? xD

Either way, even though I haven't played it yet, this new entry seems to be of extremely high quality, yet again. I love how they never just release new maps, but add new gameplay elements and assets (monsters, weapons etc) as well. Architecture is also impressive, as always.

By now you can also play it in Ironwail, provided you use latest dev snapshots on Github.
0

User is offline   ReaperAA 

#1162

View PostNightFright, on 08 August 2026 - 01:08 AM, said:

The only weird thing: The new addon is labeled "MG3". Where the hell is MG2? xD


MG2 is the Quake 2 expansion, Call of The Machine.

View PostNightFright, on 08 August 2026 - 01:08 AM, said:

By now you can also play it in Ironwail, provided you use latest dev snapshots on Github.


Awesome. Now I will start my playthough of MG3 as well.
1

#1163

View PostFantinaikos, on 07 August 2026 - 03:30 PM, said:

Call of the Machine ending suggested what's the (previosly not even planned) bridge between Quake and Quake II, leaving anyway many in the territory of "Nah, proves nothing, it's just a big funny reference". Dawn of the Machine may add another twist which removes any doubt?

However, if it's effectively the same universe, this would confirm that ID decided to turn Quake franchise into a space-themed shooter where you kill bootleg Borg. But then what event definetely stopped the Gothic-chthonic monsters&demons that lives in brown-gray houses to return again or impede their attacks for a long period of time, allowing humanity to deal with the Strogg problem? If they don't explain it, would be plausible ask for a Quake 5 that return on the original thematic at that point.

Nightdive devs have gone on record saying there was no big plan behind adding the Shambler to Quake 2. They just had the model and used it for something.

Dawn of the Machine has nothing to do with Quake 2.
0

Share this topic:


  • 39 Pages +
  • « First
  • 37
  • 38
  • 39
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners.

Enter your sign in name and password


Sign in options