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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 @ 15:06 CST, 28 January 2014 >>
By fishy [eXodus] 
Rail at 50hp would mean removing it completely makes more sense.

What about rail @ medkit and medkit @ rail?
That creates and extra 2/3 second delay on the pickup if that's what this is about.

Edit: I think it's fine the way it is right now btw.
Edited by [eXodus] at 15:07 CST, 28 January 2014
<< Comment #2 @ 15:19 CST, 28 January 2014 >>
By zerg esdf 
remove railgun completely.
<< Comment #3 @ 15:20 CST, 28 January 2014 >>
either remove it, or make the water acid
<< Comment #4 @ 15:51 CST, 28 January 2014 >>
By DoublePlus 24  - Reply to #3
I don't think players tripping their minds out would make a good change. At least not for competition.
<< Comment #7 @ 16:57 CST, 28 January 2014 >>
By CGS-Berlin Allianz adrenal1ne  - Reply to #4
don't knock it till you try it
<< Comment #5 @ 16:02 CST, 28 January 2014 >>
By Sweden corvu 
I voted Move RG somewhere closer to the base. What i feel is annoying is that you have to go so long out of your way to get your own RG to counter mid whoring.

Removing it, or even make it more inaccesible, is not a very good idea imo. RG is needed for balance.

This is coming from the worst railer ql have seen and a hater of tyskdeff assheads who only learned to play with one weapon.

Edit: i like the map, it is beautifully made and fun to play. My concerns with the map is not so much about the railgun itself. It is more the narrowness of routes over mid. A decent railer, not me, can't miss and if he does, he often have time for a second shot.
Edited by corvu at 16:06 CST, 28 January 2014
<< Comment #6 @ 16:45 CST, 28 January 2014 >>
By United States of America w0nk0  - Reply to #5
why would removing rail fuck with the balance on the map? the mid is actually reasonably well designed if you remove rail. its small enough that lg is viable and it has enough features that good positioning combined with good rockets makes things interesting.
<< Comment #8 @ 17:18 CST, 28 January 2014 >>
By Sweden corvu  - Reply to #6
Perhaps, i would love to try it. Maybe the fact that cityy didn't even put an option for it in his poll says more about how ctf is played nowdays than about the map.
<< Comment #9 @ 17:28 CST, 28 January 2014 >>
By SQUAD cityy  - Reply to #8
The map didn't have railgun in the original quake 3 version - however it seems like a too heavy change to do post release.
Moving the rail to the mid water is the furthest I would go.
<< Comment #11 @ 19:49 CST, 28 January 2014 >>
By United States of America w0nk0  - Reply to #9
i would reduce rail ammo, leave it where it is but maybe add some more features in mid so that people without rail can hide a bit more. Perhaps make bigger pillars in high mid and make the quad platform higher?
<< Comment #10 @ 18:11 CST, 28 January 2014 >>
By yesh its SEAN CONNERY! megaman3 
Either way no one is going to play it.
<< Comment #12 @ 23:46 CST, 28 January 2014 >>
By Sweden ph0en|X 
-Fix the spawns.
-The water on mid is too deep, makes the 50 bubble to no use.
-Reduce the rail seems to be a good idea.
-Make it easier to jump to topmid from "rail platform".

The last one annoys me the most. I can explain more on irc.
<< Comment #15 @ 02:59 CST, 29 January 2014 >>
By ql ogdiabz  - Reply to #12
l2move
<< Comment #13 @ 00:27 CST, 29 January 2014 >>
By Canada ShaZe 
If you really want to make some change, I would simply reduce the railgun ammo.

Rail isnt really great on that map except when you want to control mid, in which case you have to "wander off the map" to get it and move into locations where you are pretty vulnerable. If it really become a problem, it is usually countered easily by having 1 player of your team do the same.

The map is pretty great as it is.
<< Comment #14 @ 01:35 CST, 29 January 2014 >>
By Germany GhostX 
What annoys me the most on infinity is, that you never spawn near lg. you always lose so much time if you want to go for it.

-So i would suggest move rg down to water and move lg to a better position, for example plasma . def would need help from his mates to get all weapons. tactical stuff :P bit c7ish but why not.
<< Comment #16 @ 07:12 CST, 31 January 2014 >>
By Belize danstar 
leave it as it is!
<< Comment #17 @ 07:44 CST, 31 January 2014 >>
By cooller skint 
I vote to remove railgun from quake.
<< Comment #18 @ 14:43 CST, 31 January 2014 >>
By CGS-Berlin Allianz adrenal1ne  - Reply to #17
I vote you remove account from esr :>?
<< Comment #19 @ 14:48 CST, 31 January 2014 >>
By cooller skint  - Reply to #18
I'm kind of a big deal!
<< Comment #27 @ 16:32 CST, 4 February 2014 >>
By BBC skulp  - Reply to #19
not as big as Zhu or Jamerio though.
<< Comment #30 @ 12:24 CST, 11 February 2014 >>
By v1 XpArTy  - Reply to #27
Zhu is fairly skinny, to be fair.
<< Comment #20 @ 00:59 CST, 1 February 2014 >>
By US-Nevada Vig1lante 
I was gonna vote something else, but I like the original structure better (I mean no added rooms or anything like that)
<< Comment #21 @ 03:57 CST, 1 February 2014 >>
Remove all weapons except LG.

#lolCAforever
<< Comment #22 @ 06:44 CST, 1 February 2014 >>
Rail is fine there it is now.

What I don't like is what you can't rocket jump over the quakelive signs in the mid. When empty space is made solid to prevent rj is annoying.

Also it would be fun to make that rectangular in the mid right under the rocket launcher spawn empty, so one could spam the quad spawn from above.

And the columns in the mid could be made thickier so it would be easier to hide from rail campers and not being completly immobile at same time.
<< Comment #23 @ 10:25 CST, 2 February 2014 >>
By OrangeBox_1 Smofo 
If you want a map without rail, make a map without rail?
<< Comment #24 @ 10:56 CST, 2 February 2014 >>
By space invaders Dammaj 
@citty
If you are going to change any of your ctf maps,i'd suggest you to change the textures at fluorescent.This map is almost unplaybale now cause of its textures
<< Comment #26 @ 12:17 CST, 4 February 2014 >>
By Sweden corvu  - Reply to #24
Fluorescent: any config with mapoverbrightcap 100 or below will work fine.

I don't know about cityy, but i wouldn't change a single texture if had made the map. I don't know how many, but it is safe to say that at least half of the textures used in the map are custom made for this particular map.
<< Comment #25 @ 15:38 CST, 2 February 2014 >>
By cpma JaGGz 
Make it as it is in cpma or leave it as it is.
<< Comment #28 @ 09:03 CST, 6 February 2014 >>
By tommy (c) MastaKilla amalik 
My only suggestion: Make it easier to escape the map. It requires too much precision to do midgame at the moment d: hehehehehehe.
<< Comment #29 @ 04:00 CST, 7 February 2014 >>
By Quake 3 PAINEE 
remove railgun completely.

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