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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
2904 Hits
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 @ 16:09 CST, 13 January 2014 >>
By Quake 2 tony 
No
<< Comment #2 @ 16:10 CST, 13 January 2014 >>
By United States of America sixers_ 
A and B. Larger map as well as mega.
edit- I should note that I had pql in mind. Not sure how to best edit the map for vql or both PQL and V
Edited by sixers_ at 14:52 CST, 15 January 2014
<< Comment #3 @ 16:23 CST, 13 January 2014 >>
By US-New York Gobotz 
just make it like the cpma version.
its a better layout.
the q4 layout is boring.
<< Comment #4 @ 16:57 CST, 13 January 2014 >>
By bloody eyeball by hatelull melechesh 
I like the map and think it can provide some seriously intense matches.

A and B.

Also:

- Texture set is a bit too high-contrast, and not the most attractive.
- Slime colour isn't nice to look at.
- In other words, complete graphic overhaul is needed. (But not like what was done to fucking The Edge, which sucks iBalls. Sry cityy.)
- Pipes for climbing at YA are a bit messy and time-consuming.
- I'd like to see some more shards and 5hps too.
<< Comment #5 @ 17:16 CST, 13 January 2014 >>
By Netherlands Weird 
I'm not sure how the cpma version looked... but the only thing that can save phrantic in QL is a huge decrease in the size of the hallways to lower YA. And a jumppad from RA -> the level above (through that gap).

But even that won't make it a really good map tbh.... it would be playable though.
<< Comment #6 @ 17:25 CST, 13 January 2014 >>
By Israel no_il  - Reply to #5
Jump pad from the RA is a good idea. +mega +more geometry
Edited by no_il at 17:25 CST, 13 January 2014
<< Comment #22 @ 04:57 CST, 14 January 2014 >>
By OrangeBox_1 Smofo  - Reply to #5
Just remove the walls like in CPMA
<< Comment #58 @ 10:38 CDT, 15 August 2014 >>
By Seychelles zealot  - Reply to #22
Just remove the walls like in CPMA
<< Comment #7 @ 17:29 CST, 13 January 2014 >>
By Israel no_il 
And please make solid like cpm29 with the lg on the bottom level and with rail at RA thx
<< Comment #42 @ 03:04 CST, 16 January 2014 >>
By Sweden blaze  - Reply to #7
There's no rail on cpm29... but yeah make it like it was intended. Solid is by far my favourite 2v2 map (in cpm)
<< Comment #8 @ 18:14 CST, 13 January 2014 >>
By v1 XpArTy 
On the vQL ruleset, MH will likely reduce it to a steamroll map not unlike Aero; however with Aero, it's large enough to play defensive out of control to some extent, Phrantic is just so tiny. A decent starting spawn, and one of the players ends up with MH + YA and perhaps even another item, minus the one of the major weapons. Locking a good item rotation might mean a guaranteed YA/RA + MH + YA. On ZTN it's one thing- but on Phrantic, with no rail, I don't see effectively harassing the controlling player as a real possibility.

Replacing the bottom YA with MH, however, I could definitely see working far better than the option of replacing the 50hp for a 25, and adding a Mega, for a total of YAx2, RA and MH.

Adding some crates to the tele exit platform would be a nice addition too, I think. In my opinion adding them to the left of the exit (facing the direction after stepping out of the tele) would be the optimal placement.

It would take a similar amount of time to either drop down to the tele itself and chainjump over to the YA as it would climbing up the crates and circlejumping over, so the in-control player does not gain a massive advantage to their mobility.

The out of control player would gain some cover for setting up an ambush (for tele exit or YA) and dropping to PG or RA to escape after dealing damage, without being too exposed to RL spam or LG upon retreat.

Also an alternate way out towards the YA and the weak half of the map without dropping, RJ or going the long way around.

I will mock up a few screenies to better illustrate my idea, but can't atm. Will do it shortly, however.

Some extra rampjumpable walls and polygons for PQL would be a rather good addition too, I think. Look at Fuse, it's like butter in PQL because the jumps are easy when in a bind. Rampjumps would really breathe life into the map in PQL, I think.
Edited by XpArTy at 18:17 CST, 13 January 2014
<< Comment #9 @ 18:17 CST, 13 January 2014 >>
By MLP_FlutterShy Teen Queen  - Reply to #8
I had to improvise with this poll because it has a character limit - a fix is on it's way and it should allow unlimited characters.
<< Comment #10 @ 18:17 CST, 13 January 2014 >>
By v1 XpArTy  - Reply to #9
Ah, understood. Nevermind, then. =DD
<< Comment #11 @ 19:07 CST, 13 January 2014 >>
By Netherlands Weird  - Reply to #8
Hmmm Phrantic being tiny.... theres a new one....
Just because there is not much on the map doesn't make it tiny....

If anything the map is too large for the fights which are on it.
<< Comment #12 @ 21:24 CST, 13 January 2014 >>
By v1 XpArTy  - Reply to #11
I never said that.

There's actually quite a lot to do. As well as that, once you get a really good item cycle going (all 25's, coincidentally, the amount of time required to travel from bottom yellow to RA, all the while working up a conversion and being the friendly neighbourhood murderer), you can steamroll harder than on Hektik, a personal favourite of mine, and the person out of control won't have too much say in the matter without giving away an inordinate amount of frags.

Slower than Q4 by far, but still no slouch.

Tox had similar criticism too, especially being famous for the billion+ rail angles you can pull off. It's a much bigger map, with tonnes more to be done and collected, but it plays fast because it is by nature, fast.
Edited by XpArTy at 21:30 CST, 13 January 2014
<< Comment #14 @ 21:31 CST, 13 January 2014 >>
By Netherlands Weird  - Reply to #12
Are you sure you didn't say Phrantic is tiny anywhere in the post?
Anywhere at all?
<< Comment #15 @ 21:39 CST, 13 January 2014 >>
By v1 XpArTy  - Reply to #14
Never said it was plain with nothing to do on it. As far as square surface area is concerned, it's tiny. It's also tiny in how long it takes you to traverse the entirety of it, how tight the margins for error are when you're out of control, and by how quickly it can turn to a conversion-after-conversion type affair.
<< Comment #17 @ 21:44 CST, 13 January 2014 >>
By Netherlands Weird  - Reply to #15
I said there was not much to do on it. You said it's tiny compared to aerowalk.
I disagree prantic is not tiny as in surface area compared to aero. The layouts are very different but their actual size is not that different.
<< Comment #39 @ 00:02 CST, 16 January 2014 >>
By ql hitsu  - Reply to #17
ye man but aero is a fucking circle, and phrantic is long dick with one ball aka RA room.

lern to bench :D
<< Comment #46 @ 20:46 CST, 16 January 2014 >>
By australia-nsw wem420  - Reply to #39
Bench lol
<< Comment #13 @ 21:29 CST, 13 January 2014 >>
By australia-nsw wem420 
Love the convo /ideas
<< Comment #16 @ 21:40 CST, 13 January 2014 >>
A and B. I was really surprised when it was (re)released in QL the differences between it and cpm24.
<< Comment #18 @ 01:05 CST, 14 January 2014 >>
By ql hitsu 
this map is beyond help
<< Comment #19 @ 01:46 CST, 14 January 2014 >>
By Denmark CENEk 
Phrantic and T9 are coming for you.
<< Comment #20 @ 02:28 CST, 14 January 2014 >>
modify it for pql, not vanilla
<< Comment #48 @ 14:05 CST, 17 January 2014 >>
By US-Maryland naper  - Reply to #20
Yes it would require an entire rework to even be remotely playable for vql. I think with some wider hallways and a mega health it could be OK for pql.
<< Comment #21 @ 04:55 CST, 14 January 2014 >>
By France Praxis 
I can't vote for both A and B. Mega health should be added without changing 50hp bubble to 25.
<< Comment #23 @ 05:11 CST, 14 January 2014 >>
By France Praxis  - Reply to #21
Just copy cpm24 basically.
<< Comment #24 @ 10:26 CST, 14 January 2014 >>
<< Comment #25 @ 11:13 CST, 14 January 2014 >>
By United Kingdom nerVzzz  - Reply to #24
^^^ This would be great IMO
<< Comment #26 @ 13:20 CST, 14 January 2014 >>
By Eye of a Reptile ja ja ve ve  - Reply to #24
not bad at all, architechure-wise. but the additional platforms on the right side, i would keep them on bottom level and not top level, otherwise that side would be superstrong, unbalancing things
<< Comment #27 @ 13:51 CST, 14 January 2014 >>
By Galicia SIHdW3W  - Reply to #26
the strongest point of the map is at upper ya cos there's no rail, you can stand there shotting rockets everywhere just waiting stuff to spawn. The architecture is intended to remove two things from the map; RA used as a very effective trap and the fact that is very easy to deny LG and since there's no RG, this is pretty much what you need to be in control.

It can be optimized, yeah. I made it on paint.
Edited by SIHdW3W at 13:52 CST, 14 January 2014
<< Comment #28 @ 14:47 CST, 14 January 2014 >>
By Eye of a Reptile ja ja ve ve  - Reply to #27
makes sense. good thoughts
<< Comment #45 @ 16:29 CST, 16 January 2014 >>
<< Comment #47 @ 03:37 CST, 17 January 2014 >>
By Netherlands baksteen  - Reply to #24
Looks neat
<< Comment #54 @ 19:03 CDT, 13 August 2014 >>
<< Comment #29 @ 03:38 CST, 15 January 2014 >>
By USA_UK Jamerio 
That map is s smaller than a chinaman's willy.
<< Comment #30 @ 04:30 CST, 15 January 2014 >>
By Barbados iavoal 
i love phrantic, would be playing new fast-paced version for hours, with the better flow.

both A and B.

and i love RA jump-pad idea.

not sure if adding hell lot of a stairs would improve a flow. every one of them fucks up your movement around the map, why would you build a whole babylonian tower of stairs, as SIHdW3W proposed.
Edited by iavoal at 04:31 CST, 15 January 2014
<< Comment #31 @ 06:58 CST, 15 January 2014 >>
By Galicia SIHdW3W  - Reply to #30
http://i.imgur.com/nk4mTbd.jpg

the level where im standing would be same height as red, and the one im aiming to would be the end of the stairs. It is just a paint schematic, without making the map on radiant or whatever none of us can tell what's better, a jumppad or stairs, proportions aren't reliable in paint...
<< Comment #37 @ 18:39 CST, 15 January 2014 >>
By bloody eyeball by hatelull melechesh  - Reply to #31
A GHOST!
<< Comment #41 @ 02:52 CST, 16 January 2014 >>
By Barbados iavoal  - Reply to #37
I SEE FRAGGED PEOPLE!
<< Comment #32 @ 10:25 CST, 15 January 2014 >>
By Uruguay gSTRUCTOR 
P H R A N T I C
H
R
A
N
T
I
C
<< Comment #33 @ 11:56 CST, 15 January 2014 >>
By LOLBARN xero- 
Not a big fan of cpm24, too small =(
<< Comment #34 @ 14:33 CST, 15 January 2014 >>
By US-Nevada Vig1lante 
A mix between the CPMA and Q4 version would be something
Edited by Vig1lante at 14:34 CST, 15 January 2014
<< Comment #35 @ 15:57 CST, 15 January 2014 >>
By Germany cYmoZz 
Phrantic was well received in q4, because there werent really a lot maps to choose from and it was very easy to play.

I want to see a new duel map without lightning gun as replacement for t4!
<< Comment #36 @ 17:35 CST, 15 January 2014 >>
By Poland Tebeg  - Reply to #35
This. Please someone at least try to make such one.
<< Comment #40 @ 00:02 CST, 16 January 2014 >>
By ql hitsu  - Reply to #35
i agree, however it must be rather open, otherwise it will be rl fest
Edited by hitsu at 00:03 CST, 16 January 2014
<< Comment #50 @ 18:11 CST, 20 January 2014 >>
By \0/ -xinnn-  - Reply to #40
i agree, however it must not be too open, otherwise it will be rg fest

fixed
<< Comment #44 @ 14:39 CST, 16 January 2014 >>
By yesh its SEAN CONNERY! megaman3  - Reply to #35
Or do a more visually appealing version of T4
<< Comment #49 @ 17:36 CST, 20 January 2014 >>
By SC_Terran Venim  - Reply to #35
I think it was well received because it was the only railgun-less map at the time.
<< Comment #38 @ 19:04 CST, 15 January 2014 >>
By CNN Ryan2015 
RA should be a MH
Portals in QL suck
@YA @ the end under RL should make a ledge to SJ to the upper level not the barrel setup.
<< Comment #43 @ 04:14 CST, 16 January 2014 >>
By cooller skint 
memphis' (SIHdW3W ) idea, although a lot ofwork looks like a great way to make a new 'good' map.
<< Comment #51 @ 17:58 CST, 24 January 2014 >>
By United States of America foogs 
Just make a new map swelt. We know you're good for it!
<< Comment #52 @ 21:13 CST, 24 January 2014 >>
How bout focusing on making maps for reflex instead of quakelive?
Let these ingrates eat cake
<< Comment #53 @ 19:41 CST, 25 January 2014 >>
By Ukraine Laskiy 
The reason this map worked so well in CPMA/Q4 is because of the movement and the nature of the game.

in the Q4 version, you can see how the whole map curves for crouchsliding. Also, the fact that you can shoot projectiles does a whole lot of difference to the Upper YA

And in cpma, theres loads of space for air-control.

You have to think what QL represents. Making it bigger is the right thing to do. Because right now the scale is fucked, and its not right for all 3 games :D.
<< Comment #55 @ 20:06 CDT, 13 August 2014 >>
By Brazil _agu  - Reply to #53
At least the good news/or old news is that the map has some potential, i always kinda liked this map.
<< Comment #56 @ 21:32 CDT, 13 August 2014 >>
phrantic tick tick tick tick tock
<< Comment #57 @ 08:30 CDT, 15 August 2014 >>
<< Comment #61 @ 01:22 CDT, 22 August 2014 >>
By Denmark CENEk  - Reply to #57
Now I need to play Reflex just to try this out :<
<< Comment #59 @ 12:02 CDT, 15 August 2014 >>
By frozen Freiya 
B definitely.

I would play it.
<< Comment #60 @ 13:18 CDT, 15 August 2014 >>
By RI-US ia 
1. Select all
2. drag to recycling bin

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