inspiration, not quakelive, if it wants to be a success.*
some things that reflex could copy
quakeworld's faster run speed[400ups with strafing]: this will make rockets and lg harder to land and you will see less jumping, which will make the game less random.
backpacks for tdm would be an improvement over the weapon trading-ffa style tdm from q2, cpm, and ql.
grapplehook ctf? newbies love their devices :)
there are more features that the team could copy from qw, but i'll just leave that for the devteam to find themselves.
and what's up with the hate for cpm 1v1? it's a beautiful game, especially when played on a good map
this is what cpm look likes when played on a good map(cpm15 is the best available in cpm).
not too shabby
better than any of the blowout games from the quakecon finals :)
*quakelive died after just 2 years
everyone wants to blame id software for killing the game, but i believe the gameplay(especially the team gameplay) is why it ultimately failed after 2 years. same thing happened to quake 3
reflex needs to focus on map making, improving the game for hardcore players, and coming up with NEW fun modes for casual players(THE NEXT instagib-type game) if it wants to have a long life as KING.
some things that reflex could copy
quakeworld's faster run speed[400ups with strafing]: this will make rockets and lg harder to land and you will see less jumping, which will make the game less random.
backpacks for tdm would be an improvement over the weapon trading-ffa style tdm from q2, cpm, and ql.
grapplehook ctf? newbies love their devices :)
there are more features that the team could copy from qw, but i'll just leave that for the devteam to find themselves.
and what's up with the hate for cpm 1v1? it's a beautiful game, especially when played on a good map
this is what cpm look likes when played on a good map(cpm15 is the best available in cpm).
not too shabby
better than any of the blowout games from the quakecon finals :)
*quakelive died after just 2 years
everyone wants to blame id software for killing the game, but i believe the gameplay(especially the team gameplay) is why it ultimately failed after 2 years. same thing happened to quake 3
reflex needs to focus on map making, improving the game for hardcore players, and coming up with NEW fun modes for casual players(THE NEXT instagib-type game) if it wants to have a long life as KING.
Edited by Shin-obi at 14:03 CDT, 27 August 2014 - 40399 Hits