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.
It's taken straight from WoW's C'Thun, (which itself is taken from a lovecraftian version of the eye of sauron or some shit) right down to the vigilant twitching. The difference being that Blizzard executed the copypasting for the design of the Eye of C'Thun flawlessly, where as Eye of Cthalha is literally a cheap direct copypasta, kinda ironic considering quake 1 was ultra-lovecraftian 10 years before WoW. Ironic, or sad?
That's what struck me the most when I watched the video. It's like they did this to make noobs think the game is all easy as fuck instead of them being utterly destroyed as fast as possible.
I don't see why they'd choose to do this. Perhaps to have MH and QD less similar at a distance or something ? Not that people can't know where those spawn anyway but... Just trying to figure it out.
I'm guessing it's to be less confusing with "blueness" of your team mates.
Sometimes in QL in Freeze Tag it can comfusing that the quad carrier is not Frozen. Not releveant to this game, but perhaps an example that others have noticed they are trying to avoid.
In this era with high end pc's....hell even low end pc's which can run a game with medium details running smoothly, advanced graphics, physx, all kind of post processing effect and so on you are asking for picmip, forget it that era is behind us and that will not happen...get over it.
No problem with this, if they are implemented, they surely can be taken off by console. Have as many things you want buyt I don't see why you should restrict freedom of config for players, this is another Quake tradition here.
One of the reasons is most hardcore players will end playing with picmip, streaming atari graphics that make spectators go ewwww about the game. And forcing players that want to play a pretty game to lower detail or be handicapped.
It its the same for everyone anyway, so no foul.
And there is configuration possibilities, from low to ultra detail \o/
It's not weather I can run those settings, it's weather I want to. Less distraction from ambient things the better the gameplay is in an arena shooter at least that's how it works for me.
I couldn't care less for raindrops and other SFX, when all I need to focus is to frag the enemy player. And when my eye is drawn to some random swirling texture and by doing this - distracting me, I would like to turn that shit down/off.