Last year, a bunch of streamers decided to break the record and hit around 16.000 players online (previous record was ~6000 players). This year RememberFreeman will be (hopefully) even bigger. While online matches and simply idling in the menu counts, source version doesn't.
Event starts 10:00 CDT, 14 August 2022
More info about the event:
Edited by Teen Queen at 13:13 CDT, 13 August 2022 - 1453 Hits
Posted by Teen Queen @ 08:39 CST, 17 February 2022 - iMsg
TheMrBenpulido released a Quake 4 Gamepack with Quake 2 aesthetics and graphical "enhancements". Inclused all Quake 4 missions. You will need Kmquake2 or Vanilla QUAKE 2 with unofficial patch 3.24 in order to run it.
If you'd like to give it a shot, you can download it via ModDB. Comparison screenshots and gameplay video can be found here
Scheduled: 11:00 CDT, 18 May 2017 to 13:00 CDT, 18 May 2017 Schedule: Passed
The first official Quake Champions livestream with id Software's creative director Tim Willits and esports manager John "ZeRo4" Hill will be going live on Thursday, 11:00 CDT, 18 May 2017.
The duo will discuss game design, strategies, tip and tricks and for those itching for more answers, there's a Bethesda forum thread where you can post your questions that will be addressed in the stream. Stream will mostly revolve around the large scale tech test that started on May 12th and will continue throughout the end of this week.
so I watched TB's stream yesterday and he went on a minor rant about fast arena FPS 'fans' that, according to him, don't exactly exist - at least not in any relevant numbers. When 'the next big thing' comes to appease these fans, the games reach a total of maybe 50 or less active players. Bethesda catering to an audience so minuscule, so negligible would be a disaster.
He summed up his thoughts in his QC opinion video at the very beginning and brought some good points on the table.
Take a minute and watch it before answering the question below.
'We', ESR, the butthole of the esport community, kinda-sorta often fit this criteria - the insatiable, unsatisfiable, arrogant whiners, longing for the 'old days' of LAN parties, Q3 clones that aren't supposed to deviate from Q3 but at the same time are rejected for looking too much like Q3
We reject every notion of a change, yet at the same time strive for it.
However, I do believe that TB, never really being part of that culture, never really digging into the meat as much as 'we' did, cannot possibly understand our views and/or concerns.
To play the devil's advocate, I ask the community -
1) Have you tried any of these games?
2) Have you liked them?
3) if not, why didn't you like them?
4) what stopped you from playing them?
5) What should the game do, in order to grab your attention?
TB strolls around the map in duel mode like a muppet, walking up and down the stairs, aimlessly prancing the same exact route in unfavorable positions, literally walking in circles around RG, constantly jumping on 'small armor' while fully stacked for so long that the duel ended because they reached the time limit.
Makes you wonder, how can a person so unaware of quake playstyle comment on what the 'elite' wants?
Well he's got the steam activity numbers to back up his claims, what do we have?
So for me at least....
Reflex:
1) Tried it
2) I did, the movement is sleek, the team behind it pulled their weight and offered a polished product
3) I'm still convinced that map textures/weapon design could be better and it drove some people off.
4) Lack of time, kept playing QL when I had the time
5) uhhh at this point I'm not sure, but I guess I would have released it later, kept the development in closed beta for a longer time
Warsow:
1) Tried it
2) it was ok
3) don't like cellshaded pigs, sounds, maps, community was too much into instagib
4) lost interest, people that I played with stopped playing
5) no idea, scrap the pigs
Toxikk:
1) Didn't bother trying it, even though I have it installed
Quake Live:
1) Tried it
2) It's an ok game
3) Dear god where do I start. Over the course of the years, it felt like QL was just a testing grounds for id/bethesda for their new products. Duel detective, while ineffective, was fun. Team of chaps on IRC made better matchmaking then entire id team. No marketing at all, the game was not advertised at any point of its lifecycle.
4) At this point, QL is where Q3 was 10 years ago. There's those few nutcases still 'going strong' on their favorite CA/CTF servers, playing for fun and enjoying the game. I still hop on every now and then.
5) It needed to be more polished from the get go, the long beta and some questionable updates drove off a lot of people.
Xonotic/Unreal
1) Didn't try
Edited by Teen Queen at 08:14 CDT, 17 May 2017 - 111464 Hits
The Moscow’s GRU experiment that was first introduced in Quake 3 is making the return to the quake champions roster. His notable active ability is called piercing sight - it temporarily reveals enemy position on the map. His passive ability called Grashopper circumvents the speed caps that other champions have and with enough skill, you can keep up with all champions.
From the Quake Champions website:
"Quake Champions – Visor Champion Trailer
Visor made his debut in Quake 3 Arena, and now he’s back for more bloodshed in Quake Champions. This ruthless, unfeeling killer lives for the fight, and he’s damn good at it. With his Piercing Sight active ability, Visor is designed to always be one step ahead of his opponents, making him perfect for any strategist looking to have some fun in the Arena."
Visor will be available to try out during the Large-Scale Tech Test, which will run from May 12 through May 21 and be open to anyone who wants to hop in. Go to Quake.com to get your code for the Tech Test and take a look at Visor in our latest trailer.
Moscow’s GRU designed Visor to be the perfect soldier. Tireless. Unfeeling. Impervious to pain and panic. A clone equipped with cybernetic enhancements, Visor is more machine than man. A mask filled with strange putrefied blood was grafted onto his face, giving him the ability to see through matter. He’s a predator through-and-through, and now the Arenas of the Dreamworld have become his hunting grounds, where he stalks the other Champions with boundless persistence.
ACTIVE ABILITY – PIERCING SIGHT
Using his Piercing Sight active ability, Visor can temporarily see through all matter, allowing him to keep tabs on any opponents who may be trying to get the drop on him. He can even use his Sight to track Nyx after she has activated Ghost Walk. Good luck trying to sneak up on a man who can see through walls.
Quake Visor PiercingSight 730x411
PASSIVE ABILITY – GRASSHOPPER
Visor may be cocky about his skills, but he certainly has the speed to back up his claims. He can even keep up with the fast-talking (and faster moving) Anarki. Thanks to his Grasshopper passive ability, Visor can continually gain speed when strafe-jumping, with no cap on just how fast he can go. If you’ve got the skill, you’ll be able to keep up with anyone. Paired with Piercing Sight, Visor is a handful in Deathmatch and the perfect choice to bring along for a Duel.
Be sure to hop into the Tech Test and test your mettle with Visor."
Quake Champions will be open for everyone for large scale tech testing, from May 12 through May 21 - 9 days of 'open beta' available to all players who weren't lucky enough to grab a key. The servers will run throughout the whole semi-open beta period 24/7 with all champions unlocked.
Another big news is the announcement of the Sacrifice gametype. It appears that it will function similar to duel mechanics, a round based elimination combat - pick your champions and battle it out in the arena.
During the upcoming Tech Test, you’ll also be able to try out an all-new 4v4, team-based competitive mode: Sacrifice. Pick your teams and Champions wisely and work together to dominate the Arena in this new mode.
Next wave of beta will also be dropping the NDA.
This tech test will have no NDA, so expect plenty of impressions and discussion through the next week.
NDA expires on May 12th according to the official twitter.
Here's a short opinion piece regarding requests for higher 'visibility'.
For the sake of the argument I'm going to assume most users requesting such features are veterans from previous iterations of quake or the like.
On a quick glance, game engines in the late 90ies / early 2000s had a very distinctive 'blocky' feel to it. Even round shapes appeared to be sloppy bent lines, makeshift solutions.
Take a look at Heavy Metal Fakk 2 running on id Tech 3 - the 'Colosseum' doesn't have a very round feel to it. Notice how the statue on the right of the player model is all chopped up and 'blocky'
Visual Cluster
Games that we're passionate about usually have less visual cluster, clean head up displays, minimalistic design and so forth. The year's 2017, while recently more and more video games adpoted clean, intuitive or even invisible HUDs represented in game design, the screens tend to be packed with more content.
Colors, Staturation
Do a quick run down of your favorite game and you can quickly define a palette - quake 1 uses predominantly greyish/brownish scheme, quake 2 uses slightly brighter brownish colors, inching closer to a dark orange. Quake 3 has a lot of red highlights throughout the maps and level esign, player models but retains the greyish-brown scheme to some extent. Now take a quick glance at quake champions - the colors are more vivid, aren't as washed out as previous titles, it's eye candy (to some) and a strain for those that literally lived their lives alongside older quakes.
Shapes, Lines, object complexity
Here's where it gets really interesting. Take a look at two random screenshots from Q3, pay attention to straight lines, level geometry, gun model
Lots of strong lines, clearly defined shapes, not much going in terms of variety - a clean level design that stands the test of time.
Now on to a screenshot from QC I snatched online -
Quite frankly, the gun model itself has more going on than the entire level from Q3. Plenty of shapes, an obvious lack of straight long lines, inconspicuous edges. In order not to cherry pick I used this image and am convinced that it's hard to come up with screenshots that would go against my theory - the level of fidelity is just light years ahead, attention to details, different technologies and rendering engines used..
Geometry plays a vital role in competitive FPS titles - levels need to be elegantly traversed, allowing for swift, fluid movement and fast paced action. Cramped corners usually remove the integral gameplay which provide compelling combat scenarios, skill based executions, eyecatching air rockets, light gun pins and other buzzwordy glory kills. Q3/Q2 level design simplicity allowed for greater mobility and 'shiny' frags. Map design, item placements etc are another topic though - I'm not too well versed in it.
Cosmetics, Consistency
Adding neon models, bright skins and similar visual aids clashes with the art direction - the screen is already cramped with visual clutter. It won't make the game more relaxing, more pleasing or more visible, it will just look out of place and in some cases even worse.
For the longest time, competitive gaming had a way to force models. Counterstrike had cl_minmodels (*cvar might have changed), UT had .ini settings (PlacedCharacterName= _____ ), quake has cg_forceEnemyModel ' ' - None of these games had 'classes' though, forcing all models as Slash for example would be very confusing if you end up getting blasted by Ranger's Dire Orb. There's also cosmetics that come into play and I'm pretty sure it would cause a downfall for in-game payable items if someone were to just tinker the settings to remove them.
Consensus
What veterans are after is not bright skins but a nostalgia filled expectation for a period where games were less clustered with visuals, effects, particles and were built around 'primitive' engines which favored simple shapes/design, a more robust level geometry and similar remnants of the past.
Edited by Teen Queen at 06:40 CDT, 27 April 2017 - 18861 Hits
This time around instead of a champion preview we get one for a map - big enough for a team deathmatch brawl with some interesting key areas, hard to reach platform above Megahealth and quad area and potentially including a new protection powerup (indicated in the "Eye of Cthalha" screenshot and represented by a green pentagram). Plenty of jump pads connect the map, fast champions will have a blast flying across the map without cramped corners and hallways, heavy classes can control the map from the central area.
Art style is clearly defined, fast paced map flow and quick routes make item cycling quite easy.
Without further ado, here's the presentation video and some screenshots.
One of the central areas in the ruins is home to a Heavy Nailgun, Lightning Gun, and a Light Armor. Defenders will want to try and use the high ground to neutralize the effects of the Rocket Launcher, while attackers may want to coordinate entering through several entrances in order to split defender attention. The two jumppads in the corners provide an entrance with some cover, although care must be taken when trying to enter from the Cistern as it is a bit more tight and susceptible to splash damage.
The Temple Mask is where you'll find the second Obelisk. This room is also notable for the T-shaped pillar that can be shot in order to temporarily sink it into the ground. Players coming in will have the high-ground, but the defensive positions will have cover to their advantage, and possible exit routes through the Portico and the Antechamber.
A simple room, but important as it contains a teleporter that brings you near the powerup near the Eye of Cthalha. Its two exits bring you to either side of the wall near the mask, allowing attackers to flank players who are holding back too much.
Featuring the Railgun in the center of the room, the Cistern is a dangerous area that allows quick transit to most of the arena. A jumpad out will lead you directly onto the high ground in the Ziggurat Base, but the high arc of the jump is much more likely to leave you for railbait.
The watchful Eye of Cthalha sits underneath alternating Quad Damage and Protection Power-Ups. Even when the Power-Ups haven't yet spawned, you'll still want to hold onto this room to control the Mega Health, with the ability to easily restock the Rocket Launcher. If you ignore this room entirely, you may find yourself imprisoned in the swinging cage above.
Sitting directly between the Mask and the Ziggurat is where you'll find the Heavy Armor, in this very tall two-story room. Hanging around in here too long without a charged Dire Orb allowing you to teleport to the top floor without making a risky Rocket Jump is not advised. The Sluiceway offers an alternate connection to the Super Shotgun room and into the Cistern.
This easily holdable area works great as a means to stage an attack on the Ziggurat Base. Although light on resources, you'll find yourself adjacent to the Railgun and Heavy Armor. The jumppad in the back leads to an area with some amount of cover, making it one of the safer places to pop up from.
As most of you already know, we - or rather, I - have removed certain posts that included screenshots or content from Quake Champions Closed Beta.
This is not exactly an apology since I'm still unsure if what I did was wrong.
I just wanted to clear some things.
1) Active admins
When prompted in the admin forum, the response from 'active' admins was rather lackluster. Not many showed up, we wanted to prepare for QC, maybe bring in some new blood, welcome new users and potential admins among the ranks. For a long time now, you could count admins on the fingers of one hand - even that might be a stretch. Keeping spammers at bay, editing posts, resizing images, helping out with formatting, doing all the background work went unnoticed (as it should be). Things became tricky when a sensitive issue was discussed. No one really voiced their opinions regarding different subjects and when someone eventually did, it just so happened that their views were vastly different, often resulting in excruciatingly long diatribes that ended up with insults, no real consensus, bitterness between the team that was already minuscule. the NDA discussion was no different.
2) QC / ShootMania debacle
Around the time when ShootMania news started popping up, roychez contributing advertisement links and shoving the failed title down people's throat I was a regular user and I recall being pretty fucking annoying, angry and entitled - the Shootmania posts were so clogged with up with negative comments, Demiurge had to make a separate thread just for the negative comments, racking up a total of 455 posts in a matter of days. No one really knew what was going on behind the scenes beside the admins. This time round I was on the 'receiving end'. With one major disadvantage - I asked admins how are they feeling about NDA posts and responses were lukewarm.
3) Negative comments and my involvement in protecting users content
Now I'm not gonna bullshit you into how good of a person I am or pander - I started noticing that some posts went 'missing' after QC major news threads. One of the admins even notified me about missing content. It's not the first time I went out of my way and reversed an admin decision (which might cost me of the title at this point), but whenever there was an issue I sent a message to people that were affected, tried to explain what's going on and in most cases brought their posts back. Obviously I was caught red handed and a big, rather ugly discussion went on the admin channel on Discord.
I refused to sell people's comments, contributions, opinions that weren't "in line" with some admin's ideas. The people's who's comments got deleted might not be your favorite posters. They might not be important or vital for the existence of ESR. But they've been posting for years, ESR is like a retarded kid to me. Sure you hide it from the public and you're sometimes ashamed of it but deep inside you care for all the lunatics, spastics, downright terrible shitposters. You faggots have been part of my life for nearly a decade now, I won't let anyone keep you down, let your voices remain unheard in the depths of the deleted posts. I refuse to remove opinions and trash comments because this is what the site is built on, it's the site that we love.
I never deleted posts and insults directed at me nor silenced users for being harsh.
When everyone jumped ship I was a one man army keeping ESR afloat and heading to a better direction - The nature of my job offered me enough time and I was much more motivated to spam the board with Weekly Quake happenings, articles, interviews. I received up to 50 instant messages a day asking me to write a news articles for cups, formatting issues, requests to remove posts, just overall tidying up the boards etc
I am unaware how many people I got on my side throughout these years by being impartial or even helping out people that I used to argue with.
4) The final word on NDA
My intention was not to silence opinions, but as shown in the screenshot that's floating around from the admin section, remove posts that I kinda felt weren't really helping anyone - id managed to remove Twitch streams and I figured I'd be doing the right thing by deleting in game screenshots. I even voiced my concerns about 'grey area' NDA - there's a third wave of beta keys being dished out in the upcoming days and plenty of ESR users already played it and want to discuss it.
I knew this can't go on forever, I knew that I'm basically mopping the floor and doing someone I don't even know a favor.
I think that if <certain admins> didn't have the guts to touch the site in years, hasn't participated in any discussion, hasn't voice his opinion or contributed to the discussion, posting screenshots from the closed forum is a low move.
It is undeserved and I feel betrayed. A person who is not actively involved in moderation, who doesn't know half the story and goes around accusing me and even stripping me of my admin status after all I've done for this community seems just unfair.
Even though I was and still am the most vocal admin fighting for the users, bringing back their posts, notifying them when/why their post was deleted I get shat on by someone who never really cared about moderating the forums at all.
If you had something to say or felt that what I'm doing is wrong, you should have done it by either messaging me or bringing it up with the admins. We have a discord where we discuss sensitive matter, there's a closed admin forum and you can reach me anywhere - you just wanted to make me look bad without asking how I came to the conclusion of removing certain posts.
And that's pretty much all I have to say about it.
I know it seems easy to judge and I probably fucked up but trust me when I say I didn't know how to handle this properly.
Cheers.
Edited by Teen Queen at 05:42 CDT, 17 April 2017 - 36531 Hits
"Clutch is playable in the Closed Beta, which kicked off April 6 with an initial group of testers. The Closed Beta test is ongoing, with additional invites going out throughout the next few weeks, so be sure to sign up now if you haven’t yet."
Shield on! Clutch, the awakened automaton, joins the battle as the latest Champion out for blood in Quake Champions. Built initially as a mining robot, Clutch was altered into an organic killing machine after a network malfunction during a routine data transfer. Now its only mission is to destroy all signs of life within the Arenas.
A new trailer was just released including Slash - notable passive skills include the beloved crouch jump from Quake 4. Active skill appears to be an Area of effect plasma trail.
"Slash moves through the Arena like the figure skater she used to be, cutting a lethal path through the other Champions. In her skates, she’s a force to be reckoned with – quick, agile and ever-so-deadly. Slash will be part of the upcoming Quake Champions Closed Beta, which starts on April 6. "
Scheduled: 11:30 CDT, 2 April 2017 Schedule: Passed
Another CPMA duel cup is on the horizon, taking place this Sunday, 11:00 CDT, 2 April 2017. Cup is hosted by Xero and is aimed towards beginners. Check-in will starts at 09:30 CST. This be will be a best of three double elimination bracket, with a strict map pool, and a 16 player limit.
Map Selection Upper Bracket: Flip a coin (callvote random 2h/t). Winner chooses first map. Loser chooses second map. Third map is final map remaining.
Map Selection Lower Bracket: Flip a coin (callvote random 2h/t). Winner drops first map. Loser drops the second map, and remaining map is to be played.
Match Start: Player must play their matching within ten (10) minutes of games being assigned.
Match Reporting: After the matches are complete both players are required to submit their results to an admin. Any discrepancies in reported scores will be investigated by admins.
Matches Details: Players must take an end of game screenshot, and a complete demos of all their games. Players can use cg_autoaction 7 to have a demo, and screenshot be automatically recorded by the game. Players must be able to provide demos of their games upon request.
Nick: Your nick on sign-up list should be the one you use on Discord, and in-game. No fakenicks allowed!
Behaviour: Be nice to one another. Excessively flaming other players, spectators, casters, admins or referees will lead to disqualification.
Cheating: Any, and all forms of cheating, or assistance will lead to disqualification.
Really starting to get tired of this nonsense, is it really time to revert back to older iterations of windows? I can see this trend becoming only worse with time.
".. Not all of Microsoft’s ideas are good, though. The company has shown a tendency to get a little too casual with how it promotes its services within Windows. You might even call these “ads.” Microsoft would, of course, dispute that description. Some of these things that look very much like ads have started showing up in File Explorer. Specifically, Windows 10 has started nagging people to buy a subscription to OneDrive.,.
Yeah I'm sorry about that MS, but this looks like an ad to me.
I'm already incredibly annoyed by having a shabby connection and having to deal with makeshift fixes to disable automatic updates.
Note how these ads appear even if you spent 300 bucks for a license.
An ESReality discord server is now up and running - you can visit us using the invite link - the aim is to have a place where users can inquire about general information, nag the admins, discuss thunderstruck 1v1 battles or just hang around, tell us more about your suspicious 50.000 overnight hits.
The admins are at your disposal if you need help with editing or publishing an article or if you're encountering issues with the site.
So far we've got the general channel open for everyone, others can be added by request (quake-talk, help channel etc).
Posted by Teen Queen @ 17:50 CST, 20 January 2017 - iMsg
Limbo was cool, INSIDE painted a good story and added a nice touch of humor to the dark scenery. Love both games and getting hyped for their new adventure.
Wonder where the story will take us this time, playdead already proved to be versatile with storylines while keeping a similar ambiance.
Posted by Teen Queen @ 14:05 CST, 15 January 2017 - iMsg
Wat is dis
FULL LIST OF BYOC TOURNAMENTS AT DREAMHACK AUSTIN 2017
Beat your friends! Beat your family! Beat that guy down the street who always gives you a weird look for bringing out your garbage in D.Va pajamas!
DreamHack Austin 2017 aims to be bigger and better than last year in every way, and that includes the BYOC portion. Today we can share with you the list of what we have in store for this April, what competitions you can see and who you can try to beat. Every man and woman has their strength, come find yours and walk away with a piece of the $2,000 prize pool that we have for each of these titles.
April 28th will be here before you know it, so grab your tickets now!
FULL AUSTIN BYOC COMPETITION LIST
League of Legends
Rocket League
Overwatch
Counter-Strike: Global Offensive
HearthStone
StarCraft II Quake Live
Each game will feature a $2,000 prize pool so gather your friends and see who among you is truly the best. In your gaming circle, on the block, and in the entire city of Austin.
Pay for drinks after to add insult to injury. Make it rain with your winnings.
Don't worry, your images are fine, our system is acting up.
As you may have noticed, we're starting of 2017 on a good note. Current reason unknown, the team is likely sleeping after a rough night and will address this issue soon.
Post will be updated as things progress.
2.1.2017 - image folder has been created
Image uploading is now fixed
Edited by Teen Queen at 01:53 CST, 2 January 2017 - 1816 Hits
Posted by Teen Queen @ 17:31 CST, 12 December 2016 - iMsg
Noclip is a brand new type of gaming outlet focused on creating documentaries on your favorite upcoming games, childhood classics and more. Their goal is to release content driven by crowdfunding. After releasing The Story of Rocket League, the team is prepared to tackle a much bigger task. The cult classic Doom will be split into 3 series, the team already released a trailer and it's looking promising so far. If you enjoy the content, make sure you are subscribed to their YouTube channel or if you're feeling generous, support the team on Patreon. So without further ado, sit back and enjoy some nostalgic gore-infested trip to the very beginnings of id Software and the team that brought it back to hell.
Posted by Teen Queen @ 09:20 CST, 9 December 2016 - iMsg
Dear internetfolks,
I bring to thee my latest creation. All footage from single day run, nothing too crazy and no 3rd person this time round. Will probably start collecting some serious content and save it before releasing anything else in 2016, winter is here and it kinda sorta sucks.
Critically praised new chick flick stunned the audience.
Posted by Teen Queen @ 13:32 CST, 7 December 2016 - iMsg
Shortly after a dispute with ESR head admin, sonic's account from the late 2002 ended up on the rather exclusive banned list.
<tq> Hey, what happened to sonic's account? Why's it marked as banned?
<Demiurge> We have terminated one of our BOT accounts in favor of newer tecnology from reddit.
<tq> What kind of technology?
<Demiurge> https://www.reddit.com/r/DIY/comments/5h15f4/...tirely_in/
Feedback appreciated.
Things that I'm already aware of:
- Went too wild with warm-yellow filter (actually a bug in sony vegas)
- Angles (helmet mount is tricky because I'm moving around like an erratic squirrel), gopro positioned a bit silly
- music was Creative Commons and I stumbled upon it randomly, felt like a decent starting point to start editing around it, stuck with it
Decided to set up Sony Vegas and put together a short montage from a recent ride.
I'm still very much clueless on editing and it's mostly experimental stuff, still testing the waters at this point. I don't use a display on my GoPro to retain battery life, this also means I don't have a clue what footage I've shot before coming home.
There's still plenty of fixes to be done, but I'm slowly getting used to the whole Vegas thingy and I've got another project in the background running, but that one isn't moto-related and will eventually appear on my main channel
Fullscreen + HD adds to the experience
*Disclaimer: It's overly dramatized, fish-eye effect makes nearby vehicles look much closer than they actually are
Edited by Teen Queen at 06:31 CDT, 5 April 2016 - 11246 Hits
Posted by Teen Queen @ 01:32 CST, 12 January 2016 - iMsg
This year marks the 20th anniversary of the first DOS release of Quake. The granddaddy of first person shooters, the game that popularized first iterations of e-sports and LAN parties, one of the major contributors to gaming industry and the quintessential PC game that inspired generations upon generations, critically acclaimed as the Machinima pioneer and so forth.
Philip Buuck announced a project in early December of the previous year, he is going to tackle compiling and re-writing Quake 1 from scratch starting with a completely blank page. It's a series that will include step-by-step development from the ground up. You can read more about it on his blog or jump straight into the YouTube playlist section and kick it off from there. Mind you, the first two videos have shabby sound quality - it gets better from the third on.
"[..]named Handmade Quake thanks to the inspiration of the Handmade Dev community, and following the spirit of their manifesto, we will be starting with a blank Visual Studio project, nothing pre-written at all, and file by file, will turn it into the source code that id Software released to the world in late 1999.
The main goal for this project is to show you how full video games are actually built. As I was working towards my master’s degree in video game technology, I was surprised at the lack of high-quality materials, either in book form or online. Books tended to be light on info, usually teaching a language at the same time as discussing games, so they weren’t able to go into detail in either topic. Others talk exclusively about game development, but either provide no source code or basic demos that just don’t get into much depth at all, and are not intended to be played as games themselves. Basically – I want to learn about games, so show me a game!"
So if you were ever interested in the programming aspect of old-school first person shooters, or would just like to see a glimpse of what went "behind the scenes" at id studio roughly 20 years ago, here's a chance to follow this project and learn something from it.
Posted by Teen Queen @ 17:49 CST, 4 November 2015 - iMsg
It's been merely days since we've collectively said goodbye to QLRanks and alternatives were promised.
If you check the QLRanks website now, you see the last 5 duels played, the immortalized top10 and so on.
Someone said it almost feels a bit eerie seeing those last matches scanned, it didn't go out with a bang, it was just regular folks playing the game and ending up on the website.
We loved QLRanks and learned to live with it, despite some "issus" and failed court dates.
While some people are pleased with the lack of Elo rating and just enjoy the game for what it is, first attempts have already been implemented and are live as we speak.
Given the more open-sourcy feel of QL right now, we can expect more and better stats tracking, for better or worse.
Although Bethesda update their engine for each game release, the progress in slower than the industry in general. So while each game might be better technically than the previous they're actually looking more and more dated each time.
Obviously graphics and all that aren't everything. But they're really starting to fall short of what's to be expected from a modern AAA game, especially in regards to animations, facial expressions and voice acting.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Bethesda is one of the cheapest, laziest, most poorly-prioritizing AAA developers in the business.
Their games sell a billion copies and all that money seems to disappear into some pit, because their very next game always looks like it was made on a budget.
Their developers seem to have absolutely no ambition and no drive to actually get better at what they do.
We can't get fucking shadows on the house furniture, but they spent time and money making a dumbass plastic wrist-mounted phone case that interfaces with the game?
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Although Bethesda update their engine for each game release, the progress in slower than the industry in general. So while each game might be better technically than the previous they're actually looking more and more dated each time.
Obviously graphics and all that aren't everything. But they're really starting to fall short of what's to be expected from a modern AAA game, especially in regards to animations, facial expressions and voice acting.
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Like I know graphics aren't everything but jesus christ the interiors look like complete crap and I was coming in with low expectations for the graphics.
There's no shadow on anything and the textures are tiny as fuck. It looks like an early 360 game. The fact that the characters are completely expressionless and stiffer than the erection that people have for this game doesn't help that feel either. Like they look like zombies walking around and talking and the voice acting isn't exactly stellar either. Hopefully the gameplay will be enough to put the game over but yikes...
(sorry, have yet to find a positive comment)
Edited by Teen Queen at 07:00 CST, 2 November 2015 - 6848 Hits
Posted by Teen Queen @ 22:44 CDT, 21 October 2015 - iMsg
With the release of Doom IV just around the corner, countless speculations and closed beta access, PCPower play magazine decided to interview id Software executive producer Marty Stratton. Stratton's name is a staple in the gaming communtiy, prior to working with id software, he was involved with Activision around the time when Time Commando was released. This interview sheds some light on id software's upcoming title which needs no introduction, the return of the granddaddy of First-person Shooters, Doom.
The fourth installation, titled simply "Doom" will be published by Bethesda Softworks, renown for their Elder Scrolls series, revitalizing the Fallout franchise and most of the later id software releases, from Doom 3 all the way to Rage and Wolfenstein: New Order. Take a peak behind the curtains and see what's stock for the new installation of Doom.
A few snippets:
PCPP: We played the multiplayer yesterday, a few rounds in the course of an hour. For me it felt a lot like Quake.
Marty Stratton: I’ve heard that.
PCPP: Is that by design?
Marty Stratton: We went into this saying, Doom is fast. Movement is the most important thing in the game. Movement and guns, certainly from a multiplayer perspective, and then I’ve said demons is another key ingredient, and we’ve brought that into the multiplayer, as well. So it was this meshing of principles, I guess, as much as anything that really happened to work well over the course of single-player and multiplayer.
[...]
PCPP: Just to clarify, there is regenerative health?
Marty Stratton: No regenerative health.
Doom will be available Spring 2016 on XBOX ONE, PS4 and PC. Full interview can be read on PC PowerPlay official website. Don't forget, you are the demons.
Posted by Teen Queen @ 18:11 CDT, 11 October 2015 - iMsg
Having a few days off and apparently the weather will be bad so no bikey-bikey on the twisties, figured I could fire up some old NES titles and show the world how incredibly bad I am at them.
Decided to go with Contra first, played a few runs yesterday - managed to get to the end with one continue, trying to improve it to ~1-2 deaths altogether in a single run, no save states (except starting point, for practice purposes), no turbo button, no trickery, plain simple uninterrupted run.
I think I can bump the quality up a bit without making it lag, so I'll probably tinker around with settings and do a few practice runs then it's serious time, yo.
What I'm planing to play next:
Metroid, no trickery again, no save states, pure run but probably split into two parts (or more, depending on time) - First stage, grabbing essential powerups, taking out Ridley in the first part.
Second part should be taking down Kraid and Motherbrain.
Megaman, maybe split it into two parts again, I'm really bad with the ending boss and I could use a savestate.
Then I'm probably going to search for some odd/unknown/stupid/forgotten games, will be great to hear some recommendations from NES experts since I'm completely unfamiliar with the console and its games.
tl;dr
I'll be playing NES games, hop in and insult me and my inadequacy. If not, oh well, it's still fun to dig through the dust.