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Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Wed Apr 29, 2009 7:51 am    Post subject: Question of the Week #1 Reply with quote

Why did you choose Quake as your developmental platform and what makes is a good platform for what you want to do creatively Question
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Wed Apr 29, 2009 8:03 am    Post subject: Reply with quote

It was just easy to start doing, and to continue doing. I started out with level design, and moved on to QuakeC once I saw that there was a massive flood of mods, I figured if any clown could do it, even I could!

So I'd probably say the flexibility and available toolsets. Which is something that I'm definitely aspiring to when creating my own tech and everything I make in general.

Quake then was a direct result of me landing a job in the games industry, which led me to meeting my gf after a while, and now we have a daughter together. Thanks id software!

I'll continue to develop for Quake as long as I can.

I've since learned to model and expanded my QuakeC knowledge to (what I feel) is a level that I can create anything I want with all these engine enhancements around these days. They took a great language with limitations (QuakeC) and turned it into limitless possibilities.

To be honest I play Quake a lot less these days, but I sure as hell have a fun time developing in it.

Thanks to the communitee for your ongoing efforts.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Wed Apr 29, 2009 8:41 am    Post subject: Reply with quote

quake didn't require a $360+ compiler to make the gameplay (as opposed to Quake2, the first game with loads of ambitious vapor projects)

Initially, Half-Life's quake origins were an incentive for my Half-Life purchase...only to find myself disappointed it scrapped the .DAT stuff.
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jim



Joined: 05 Aug 2005
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PostPosted: Wed Apr 29, 2009 1:27 pm    Post subject: Reply with quote

I chose it because it offered less limited mapping, though my only real finished map is just a small start map (don't know if I have it anymore).

Even if I try to change to use some other engine, I keep thinking I should not change. So I think I'll continue use it and not change like I thought some months ago.

It's also free in a way that I can make a stand alone game/mod for it, which is an important thing for me.
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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Wed Apr 29, 2009 4:41 pm    Post subject: Reply with quote

i actually started on HL:1 Surprised with mapping, then texturing, and finally modeling. but iv always wanted to code, and quake opened up the opprotunity for me to start learning somewhere and at the same time i can still use the tools im familiar with.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Wed Apr 29, 2009 8:27 pm    Post subject: Reply with quote

Chris showed me his stuff on DP, and I was intrigued by the similarities in its scripting as MOHAA (quake 3 based.. I worked on it first)
So I chose DP as my engine of choice learning a handful about it.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Thu Apr 30, 2009 10:04 am    Post subject: Easy to use Reply with quote

I think it is very easy to use for someone with little to no C programming skills.

All engines and maps and compilers and tools are open-source.
The engine itself has A LOT of potential for me, and I'm not developing for commercial purposes. Just want to make a stand for it.
I love Quake. The learning curve is pretty smooth for me, as I'm doing mapping, level editing and game design for fun and as a hobby. And, of course, after work.
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Thu Apr 30, 2009 5:27 pm    Post subject: Reply with quote

It started out as a love for the game itself, I used to play the shareware to bits. After a while I started manipulating the monster layouts ingame by using godmode and noclipping around, having them follow me, then zooming back to the start position, save the game, and have some of my friends try it out. Their surprised faces when they were hunted down by grunts and fiends which they had never encountered before (they were already angry at the player), man those were some priceless moments.

Soon I discovered mods, and realised I could manipulate stuff in more sophisticated ways. Starting out with maps and model replacements, eventually trying to gather a team together where I would be the designer and mapper, but since I were unable to find coders who wanted to code for me, I eventually had to learn stuff myself. I3D and AI cafe tutorials, and the community support FTW!
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Last edited by Urre on Sun May 03, 2009 9:05 am; edited 1 time in total
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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Fri May 01, 2009 2:43 am    Post subject: Reply with quote

I'd been working on games for years, starting in the early 80's on an Apple IIc, then Commodore 64. After a brief hiatus, Doom came along, and the potential to mod it piqued my interest, and I became an instant huge fan of id Software. When Qtest, and eventually Quake I came out, I realized the potential was limitless for making the type of games I loved the most, the FPS.

Though I was already a programmer by profession, Quake C actually got me re-familiar with C(I was primarily coding in Fortran 77 among other things).

I've stuck around Quake because I've loved the culture, community and history. There's nothing quite else like it, and likely never will be the same kind of thing ever again.
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