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Users online (3 comments)
Posted by gSTRUCTOR @ 21:27 CDT, 1 August 2025 - iMsg
Aug 1st 2025

23:25 -03 - 2359 users online

I see most topics are dead, even some that have interesting information.

How is the users online calculated? hmmm
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Reflections with Makaveli: Changing my narrative (8 comments)
Posted by Thorin @ 13:56 CDT, 28 July 2025 - iMsg
In the 500th episode of my "Reflections" series I interviewed United States of America Victor "Makaveli" Cuadra, elite dueler and Quake legend.

Makaveli was one of the pioneers of the professional Quake 2 duel scene in the late 90s, along with friends and rivals United States of America Thresh and United States of America immortal. Players like United States of America Fatal1ty and United States of America ZeRo4 have credited him with inspiring their approach to pro play. He became the "unofficial world champion" after beating Norway Shub in an exhibition series after the Norwegian had won EDL.

Makaveli discussed his recent recontextualising of his playing career, the reasons he chose a life without esports and how archiving his past has changed his perspective.

Edited by Thorin at 09:40 CDT, 30 July 2025 - 847 Hits
Requiem for Quake II (2 comments)
Posted by baron Railgun @ 18:56 CDT, 21 July 2025 - iMsg
So a few words or ideas about the actual situation of gaming and (defunct) id Software MP games in special.

I think that irony with all newer games after Doom2 was that their MP was better than the SP where they focused more on SP, like Quake2 and Doom3, and the game that was designed especially for MP, Quake3, did not rise to the level of Quake2 Nor Quake1 or Doom3 in deathmatch.
After looking again at all those epic matches, I started to think that Quake2 was the most perfectly crafted, sometimes balanced, sometimes not, but giving importance to aspects like denying weapons, positioning and making in general brain matter more than in Quake3. What made Quake3 bad compared to Quake2 was the perfectly timed items, the imposed faster gameplay paced and improved accent on aiming. Filling all maps with too much armor and reduced respawn times for weapons were supposed to make games more frantic, fight, fight, fight. Instead it produced boring arse matches, where the spectator watches in awe at perfectly executed stunts with refined aim, and left you after empty, like watching a movie filled with special effects but garbage story.
To its due, Quake2 because is more slow and more methodic in its action is not fit for anyone, not for the stupid.

But Quake2 did not escape the garbage.
What f-ed up Quake2 still is the modern gaming hordes, who learned to abuse maps architecture. Like on The Edge, you supposed to pick mega and armor by rocket jumping and using the stairs, not combo-jumping and pick up all fast. This would slow a bit the pace and would reduce the control of the guy defending the room since he could not be exactly so easy all around to pick all in 2 seconds. Then they started to buy expensive mouse hw to aim better (to cheat in a way the limits of the railgun and of chaingun -hitscan weapons) and they cheated even more using crazy fovs to see more around. As an irony the end result was that players who became good at this kind of play, based on aim, execution, fast action and +forward, in Quake games, lack brain and general strategy knowledge, and got owned by brain players like Rapha.
So in a way the concept of Quake2 and Quake3 gameplay got its revenge, having the abusers getting kneeled by people with brain. Unfortunately not many rise up in the scene like this, because things are increasingly difficult with games where pro players can use execution to such extend, thanks to gimmicks, advanced hardware and all that garbage, that would overcome smartness. Unless smart guys have to spend huge amounts of time to get at closer level with the established "elite".
So I seen guys commenting about older Quake players and how they would stand no chance versus "enlightened" new wave or shall we say players after 2000. Well, I say, give them a ball mouse, reduced bind options, less strafejump mechanics (add a block depending on armor carry), and deny wider fov and all that s (supposedly improved) stuff that made them cheat their way to the top. Would they dominate then? After 2 decades of building just muscle memory and brain drainage? I don't think so...

So up until now, watching thousands of matches for quake1,2,3,ql,d3, q4, all I can think is that the ones played in the beginning are more valuable because (raw) superior gameplay mechanics, during the times of Quake1 and Quake2, and Quake2 gets the top of the cake. Quake1 was also close, until players learned to use and abuse strafejump to perfection and add new hw for improved aim, which changed the whole picture and the animation of the gameplay into -again -execution instead smartness.


[maybe I'll add more thoughts in the future]

side note: the only weapon that I don't like, never did in Quake2, was the blaster -design wise, usability, rate of fire and the shot effect is like you shoot colored spagetti
Edited by baron Railgun at 18:59 CDT, 21 July 2025 - 640 Hits

<< Comment #1 @ 15:05 CST, 10 January 2014 >>
By yesh its SEAN CONNERY! megaman3 
cant vote, no cooller option
<< Comment #2 @ 00:43 CST, 11 January 2014 >>
By US-Nevada Vig1lante 
It's probably better not to, it seems fine without the railgun in some cases
<< Comment #3 @ 05:31 CST, 11 January 2014 >>
By United States of America T1E 
At first I've found the maps lack of weapons to be the main problem (2x pg, 2x gl!), but having for example lg+sg+50 armor makes you really invincible and that's an important control element on the map. It's fun to run around like that in pickup.

I find it more problematic that there isn't really a very advantaged point to hold, or to go to after you pick up one of the powerups. The circle-ish layout, overly balanced "sides" are actually the problem on the map. Movement, fights happen randomly.
<< Comment #4 @ 06:52 CST, 11 January 2014 >>
By 004 jamalz 
I just spec tdm and speccing the map without rail is boring for me. It might play better without rail but its zzzz
<< Comment #5 @ 07:02 CST, 11 January 2014 >>
By Denmark Vium 
why add a non quake gun?
ridiculous.
<< Comment #6 @ 09:31 CST, 11 January 2014 >>
By 2KBlack Yellack 
I agree with T1e about the advantaged area, here are some solutions. I really like 2.1, but I would need to convince akm as well as sync that this is the shit! ;D

https://www.dropbox.com/s/hsob3gy28g8bp4m/arcanecitadel.jpg
Edited by Yellack at 09:40 CST, 11 January 2014
<< Comment #7 @ 09:52 CST, 11 January 2014 >>
By Poland Lam 
Sure, add railgun to the only non-rail map and ignore all of its geometry problems. Because lack of rail is obviously why people rejected it.

Also move shaft from punishable position assuring lots of fighting... to a spawn, for more luck-based scores.

I liked this map in pickups, but if you want it played, fix the issues, not add more of them.
<< Comment #8 @ 10:11 CST, 11 January 2014 >>
By 2KBlack Yellack  - Reply to #7
So far it's just a vote, I'm note saying there should be a RG.
One of the issue imo is that there is no strong side, therefore I'd add a MH which would result in moving the LG to open up the map, else all action would be on 'one' area: RA/MH/LG.

Fixing the geometry is nothing that can be done I'm affraid, although I'm not even exactly sure what you mean by saying that.
<< Comment #9 @ 12:12 CST, 11 January 2014 >>
By Poland Lam  - Reply to #8
Why does it need to have a strong side? Limbus doesn't and it works (edit: actually it was changed after release to make the sides more equal). And reminiscent of Limbus, AC was about stealing stuff from enemy side while maintaining control of yours, whichever your side was currently.

Other maps that have strong side are Tornado and Terminatria, check their popularity ;)


The map's geometry has one major problem which is its very flat layout. Awfully flat. Only LG YA and RA JP have two layers at all (!), but you never really fight between the layers in those places. Now compare that to a simple RA room on Dreadful Place, where you have fights in so many angles it makes your head spin. And the construction is 100x simpler than any room of AC.

Which brings us to what I disliked personally and that's a set of minor problems: necessity to fit into all those small windows, or catch all those small ledges to move around, and of course the silly door that can't be shot open. Quakers like to move around and really hate hitting walls all the time.

And it's not like all of those windows and ledges are the only possible way to provide choke points, or defense against spam, or slow down certain roots. Corners, doors and jump pads still work just fine :)
Edited by Lam at 12:14 CST, 11 January 2014
<< Comment #10 @ 05:39 CST, 12 January 2014 >>
By 2KBlack Yellack 
Although not so many people voted, I take this as a no.
So it's pretty much this or leave it as it is:



Changing routes and stuff is nearly as much work as creating a new map, so we can't/won't do that.

Opinions please.
Edited by Yellack at 05:39 CST, 12 January 2014
<< Comment #11 @ 11:47 CST, 12 January 2014 >>
By 004 jamalz  - Reply to #10
maybe teleporters somewhere to change the flow. Try to find a demo of 1 team raping the other team, but both not having any super star aimers on it and ask why they got raped.
Edited by jamalz at 11:49 CST, 12 January 2014
<< Comment #12 @ 15:21 CST, 12 January 2014 >>
By 2KBlack Yellack  - Reply to #10
nm this, I tested and wasn't good.
Got a new idea tho.
<< Comment #17 @ 02:56 CST, 25 January 2014 >>
By Russia pecka_  - Reply to #10
MH and RA is too close imho. it's 3 jumps.
Thanks for improving this map.
<< Comment #13 @ 00:45 CST, 13 January 2014 >>
By USSR stpbozin 
this is so bad map. dont waste time to make frankenstein.
<< Comment #14 @ 02:08 CST, 13 January 2014 >>
By US-Nevada Vig1lante  - Reply to #13
people said the same thing with Sinister, and look how it turned it out to be after 2 updates
<< Comment #18 @ 14:40 CST, 27 January 2014 >>
By frozen Freiya  - Reply to #13
Nah. I <3 shaftwhoring there.
<< Comment #15 @ 08:34 CST, 17 January 2014 >>
By 005 005 
I don't see how rg would make this map better :) imo there are plenty of sufficient weaps already .
(voted no)
Edited by 005 at 08:39 CST, 17 January 2014
<< Comment #16 @ 05:25 CST, 24 January 2014 >>
By frozen Freiya 
No thx, despite being a railwhore.

Remove the steel bars from the windows of the secret above-RA room in TDM tho.
<< Comment #19 @ 01:51 CST, 8 March 2015 >>
By sad pk3 
no need rail just activate trigger open on quad door
<< Comment #20 @ 06:49 CDT, 8 March 2015 >>
I would prefer if arcane citadel is rolled back to the battle suit version, it became boring after that change.

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