Not smooth, inappropriate graphic style for a competitive FPS, and since Quake Live has been released, it has been easily burrowed deep into the ground.
The good aspects were probably the easy downloadable maps that could be set server-side, perhaps the crouch-sliding, teleport / jumpad activated projectiles. But it was clearly not enough to sustain it.
The GUI system was decent as well, which gave birth to the QL HUD it seems.
The HUD is more of a cousin - Q3:TA added the hud which has evolved into the QL hud (but who playedTA?). Q4 hud is based on the concepts from that I guess since it does have quite a few similarities.
I enjoyed Q4 TDM, much better flow than Q3/QL TDM, oh and nearly all the maps were new, amazing fun! (come at me haters)
CTF then again seemed a bit better in Q3. Kinda felt like people didnt give Q4CTF much attention, it got left behind.
Duel, QL > Q4, but i very much enjoyed spectating Q4 duels either way :)
Too bad it launched like BF4 recently has, like a pile of shit. 60 fps cap was a poor idea too (shame on u carmack) and then the devided sides when it came to pro-mods. It sort of helped beeing a lil bit competitive I think, but at the same time it caused a shitload of issues having to swap back n forwards every game :F
the only good thing about q4 was saving people like you (hi UT community lol) from the disgrace of games they used to play ;)
i may not remember everything clearly, but i don't think you played q3tdm and ctf on a serious level. atleast to me q3ctf was a blast and at some point also highly competetive. not going to say anything about tdm as i played that so much that i'm far too biased there.
q4tdm was kind of fun for all the new players and teams taking things serious but the maps were horrid. i mean our favourite map was sandstorm!? i mean wtf. then the edge was released and ...q3dm6?
I think youre confusing me with someone else. I did play UT99 but that was in '99 and 2000. Purely Q3 after that. Yeah I disliked Q3 TDM, it was too slow for my liking at the time and that hasnt changed with QL. With the same old maps getting put back in, just something i wasnt waiting for at all. Starting TDM now is already too late i feel, having to catch up on decade old veterans, this is why Q4TDM was so great, fresh start!
I did play shitloads of Q3 CTF though, and had some good times with that, good flow decent maps etc. Hence why i said its better than the underdeveloped Q4 CTF ;)
I also disliked that old maps got put in Q4, i was the last person to ever vote for edge/dm6/whatever old map got put in the tdm map pools. But really enjoyed the new setting, new maps, fresh TDM feel that was Q4.
It was just released without polishing it, and doing that while competing with their own Quake 3... It was never gonna end well was it :<
oh, right you played for LKFF :S sorry for the rant then, my memory is failing.
i liked freshness of q4tdm aswell, but most of the maps meant running around in a pack was superior to holding areas and doing all the kind of stuff i liked about tdm in previous quakes.
q4ctf was awesome. ctf pickups actually was the one thing that was played a lot until 2010 or 2011. in 2009 there were times where there were 50-100 pickup games per week.
A played a lot of q4 duel and enjoyed it a lot. The game had it's problems but the later pr's and q4max fixed them. Shame it's dead.
p.S Expect a lot of knee-jerk "lmao@q4" replies from join date 2011 gimps vying for e-acceptance. Kind of like going to a JRPG forum and seeing endless, identical "omg every Final Fantasy since 7 sucks ass" comments.
cause they handed it to raven software who don't know shit about competitive FPS development + the game had like 2 mods at the time battling over the "official" title. and with all of this, it didn't really feel like quake.
They failed with the new engine, the feel was terrible, the character feel heavier, and not smooth as it should, if you tried to do the pillars jump on Q4 Campgrounds, you would notice it was a pain the ass, the game felt blocky. The characters moved in a stupid ass way when trying to strafe (anyone remembers the ridiculous fast footstep sounds?), there was only one character to choose from, there was no doppler sound with the rockets, the graphics felt greasy and plastic and lifeless, the sound as well, it was terrible until (again, how not) the community did all the work with Q4 MAX feature wise, most of the maps sucked besides moonson and phrantic... and so on.
Basically the only good thing was the Tournament mode, that was genius and a lot of fun, yet id software fail to realize this and import this on QL. They just can't do anything right anymore.
"Basically the only good thing was the Tournament mode, that was genius and a lot of fun, yet id software fail to realize this and import this on QL. They just can't do anything right anymore."
Yeah the concept of playing small tournaments is the best fun you can have, it's the thrill of winning something, without the stress of actually being something relevant at a serious competitive level. These fuckers at id are trully clueless. I hope the so called QL 2.0 includes at least this feature for a change as something actually interesting.
I started playing Q4 from the start, and it was very clunky to begin with. 6 months later and it was still clunky. It was only when 1.3 was released that the game really came into it's own, by then, it was too late.
Q4 singleplayer was an extreme pile of shit sadly, the multi was a bit better but the FPS cap was definitly too low and the plastic design of the texture/bump maping was shit.
I loved crouchsliding, and having all new maps etc was very cool. Sadly the netcode was crap and they took to much time to fix it, also no 125fps possible was big fail.
Galang, monsoon, placebo, lots of maps were made with perfection, creating trickjumps here and there to navigate through the map with crouchsliding. Just awesome mechanics in my opinion.
When the game was released, you needed a top spec. pc to play it.
And even with a top spec pc the experience was mehhh.
60 fps, no smooth experience, meh netcode.
it introduced something called "openal requirement" which basically forced you to have a real soundcard otherwise you had a major disadvantage in game due to shitty default sounds.
From what I've read on esr, it was crap when it came out and only became decent with the militia mod and really good with q43a. Contact user p0rt for more of the technical aspects.
i just tell you whats changed in Q43A with 60% + game code in the SDK all recoded to make everything work online with no performance loss
the only change that concerns all you are full server side projectiles, and normal hitscans have been removed and replaces by real projectiles with physics for the railgun and machinegun etc
all server and client side code is fixed, and hits wont register on 1 and not the other
the server and client only runs the code that is needed either side, and fully synced with snapshots
fixed alot of ingame FPS loss, and menu lag
added all the other stuff, lipsynced voice taunts, water, custom map gravity, mp vehicles, mp fog, player footstep sounds, alternative fire, random maps overrides your map pool cvar so server chooses next map from any available map for the gametype
and a million other things
mp game pause wont work full, unless the engine is GPL`d, any client can pause the game and all clients on the server will pause, but the time limit will still count down
I loved Q4, because people like you took what iD/Raven screwed up and made it so much better for online/LAN competitive play that the game ended up being great.
It's too bad because it really was a good game. It was a very good compromise between CPM physics and vanilla strafe jumping that kept both sides happy. The CPM guys could enjoy the crouch sliding and fast movement and the vanilla players didn't have to get put off by the physics being so drastically different that it changed the game entirely like the CPMA was to VQ3.
Got it when it first came out. DVD version wasn't released yet so had what was it 4 or 5 cds? Had to return it twice because I got boxes with duplicate cds. SP was boring, I think I got to the Iron Maidens and lost interest. Felt too much like D3 and Q2 combined. Only things I liked in MP was one ctf map and the tourney mode on duel servers was kinda fun. Would be cool if they could put that in qlive.
Despite it's problems it was still a good game and I enjoyed it while it lasted. It had some great maps and the crouching sliding and ramp jumping worked well together. I started learning how to duel in Q4 before QL was released. And to be fair the games short life was partly due to the release of QL.
I played a few duels in Q4 with a friend years after it was already dead (QL is my first Quake). It seemed pretty fun, I could play it regularly for sure.
There are still some nasty bugs in it so I can hardly imagine what it was like when it was released. A couple that come to mind are: 1. Looping sounds like LG buzzing gets stuck and keeps playing in the same spot of the map forever (might be Linux only); 2. Demo playback and/or spectating looks really lagged and weird.
A huge problem with it (besides there being almost no servers left) is that map downloading seems to be disabled in the servers or just doesn't work. I tried to help a friend play it and it was just too much of a pain in the ass to help them download all of the maps and shit that were on the servers so they could connect, so we gave up.
put the pk4 on a server, and connect with a client that does`nt have the pk4 in the Q43A mod folder, and it will be downloaded direct from the server when connecting, and any other pk4 you do not have or the pk4 has the wrong CRC
nope, if you set the game server as the download source, then clients downloading any new pk4`s is the same as when you connect to a UT server
if you use Q43A launcher to configure a game server, you will have the correct net_ cvars to make pk4 downloading work and all easy, you will just need to change, if you must
seta net_httpServerGlobalBW "6144" // maximum bandwidth to use
seta net_httpServerPlayerBW "384" // ( net_httpServerGlobalBW / si_maxPlayers ) the maximum pk4 download speed a single client can have
Tried it at a lan centre, felt way to mushy similar to how most new games feel :/ also didn't help the person I was playing knew how to play the game. Shame though it would have made me upgrade my PC if I bought it
The animals in the farm trembled at every sound, clenched their rectums.
It might have been Sanchez.
That night he came. The sheep was chosen by him.
Everyone in the herd was silent from numbing fear.
The only sounds were the demonic moans of Sanchez; stones slapping.
Then he has shown a mark of his might with a cramp and a gush.
The sheep, filled by his might and paralyzed from Sanchez's grip fell down.
The Demon put on his sonbrero, fixed his mustache and walked away into the night.
Only thing he said was: "gracias, oveja".
latest patch + q4max made the game playable and interesting.
but imho bunny-hopping is superior to crouchsliding and cq3/vql gameplay feels more 'solid' than q4's gameplay. Maybe it's because the maps are overall better (in ql), engine feels a bit more responsive (easy 250fps, decent netcode and so on) and also the balance of the gameplay is probably a tiny bit better in ql.
Oh, and also, if you want a very fast gameplay based mainly on movements and skill you might want to try CPM, rather than q4. If you want something slower and more 'tactical' (i'm not sure about this but dunno the right word really :D, and CPM fans will certainly hate me for this, i mean "LOLOL VQ3 MORE TACTICAL THAN CPM AND CS:G0 MORE TACTICAL THAN VQ3 LOLOL"), then vq3/quakelive/cq3 is the way to go really.
And at the beginning of quake 4 history, i mean when the game was released, it was so shit really. Hella lot of bugs, slow gameplay, no good maps, so few features compared to CPMA or even OSP, and so on...
Like I said quake 4 was pretty good only at the end of his life, but that was too late really, people lost interest in it :(
Your doing something seriously wrong, bobbing is the worst thing in game. It should have been deleted from mulitplayer as it makes it problematic to play and aim. Its like you would add hands shaking effects to game, it may add realism but not into competetive scene.
Also, you made movement much more casual. Q4 1.4.2 q4max movement is ideal, but it takes maybe 3 months of practice to learn and only few people like GOD OF WAR SANCHEZ are the masters of it.
I say quake 4 is unpopular because it is very hardcore game.
People from quakelive top 10 come to q4, and they have shaft go from 45% to 20% They have rail go from 75% to 33%, and they hit every fucking wall.
Tox and cooller are good example of q4 losers. And then Sanchez comes. The true god. 70% shaft, 100% rails 30 hits in row, absolute aim and insane speed. Sanchez is the overlord.
q43a is like CPMA in q3, lower the gravity and you have more air control and you can turn corners if you use the strafe scale and strafe keys
then when you played it for a few hours, you will work out how shit the machine gun, rocketlauncher and dark matter gun models are and will want some better ones
adds si_gravity and pm_jumpheight to q43a launcher
is no si_gravity is set, then you maps will use the gravity key in the maps worldspawn, if worldspawn key is not set then the games hardcoded default gravity
includes a new comp damage set which lowers the damage on all weapons a little, and fixes the rocket jump so it wont send you to the other side of the map
extract .7z into q43a folder thats in the quake 4 folder
run q43a launcher, and load the q43a_launcher_cpma_ish.cfg server config, and launch your server