Comments on: Tronyn reviews: RemakeQuake SP Demo2 by Remake Quake Team http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/ The greatest Quake 1 Singleplayer site on this planet. Tue, 09 Aug 2011 22:15:18 +0000 hourly 1 By: dfsp_spirit http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2940 dfsp_spirit Sat, 19 Feb 2011 20:36:05 +0000 http://www.quaddicted.com/?p=1363#comment-2940 Depends. Some people call it a spoiler, some a teaser. Depends. Some people call it a spoiler, some a teaser.

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By: Ron http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2928 Ron Mon, 14 Feb 2011 13:08:10 +0000 http://www.quaddicted.com/?p=1363#comment-2928 A demo ... Isn't that the same as a spoiler for things to come ? A demo …
Isn’t that the same as a spoiler for things to come ?

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By: Post demo release syndrome « spawnhost http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2847 Post demo release syndrome « spawnhost Thu, 03 Feb 2011 17:16:12 +0000 http://www.quaddicted.com/?p=1363#comment-2847 [...] the critically acclaimed second singleplayer demo release, RMQ is off the leash: there seems to be a real urge to push out a [...] [...] the critically acclaimed second singleplayer demo release, RMQ is off the leash: there seems to be a real urge to push out a [...]

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By: Tronyn http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2824 Tronyn Fri, 28 Jan 2011 06:24:42 +0000 http://www.quaddicted.com/?p=1363#comment-2824 re: mh, and also in general bit late but I should say that the symbol is fine, and I was pretty intoxicated/fanatical with my original post. plus mh's justification makes total sense in the Quake world. I like gb's explanation of RMQ, although it does imply that linear progress is possible (which it is, or at least was from 1996-2011 in games, but it may not be in music really). Anyway I see the analogy, and I think it is a good one. I'm just happy as hell that a bunch of people as talented and organized as you guys are making this. Support coop if you can, I'd love to play RMQ as a whole with friends who played the original Quake with me coop. re: mh, and also in general
bit late but I should say that the symbol is fine, and I was pretty intoxicated/fanatical with my original post. plus mh’s justification makes total sense in the Quake world. I like gb’s explanation of RMQ, although it does imply that linear progress is possible (which it is, or at least was from 1996-2011 in games, but it may not be in music really). Anyway I see the analogy, and I think it is a good one. I’m just happy as hell that a bunch of people as talented and organized as you guys are making this. Support coop if you can, I’d love to play RMQ as a whole with friends who played the original Quake with me coop.

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By: New engine release « The Realm of Blog Magic http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2823 New engine release « The Realm of Blog Magic Wed, 26 Jan 2011 23:39:35 +0000 http://www.quaddicted.com/?p=1363#comment-2823 [...] Demo 2 has been awarded 18 of 20 points at Quaddicted.com (Review by Tronyn). We feel warm and fuzzy due to this. This entry was posted on Thursday, January 27th, 2011 at [...] [...] Demo 2 has been awarded 18 of 20 points at Quaddicted.com (Review by Tronyn). We feel warm and fuzzy due to this. This entry was posted on Thursday, January 27th, 2011 at [...]

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By: mh http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2819 mh Sun, 23 Jan 2011 12:46:02 +0000 http://www.quaddicted.com/?p=1363#comment-2819 I tend to view the boilers in this as being similar to the crates in e*m2; i.e. humanity has been here and has set up some of their stuff, but they ain't here anymore! This theme is consistent throughout ID Quake, and all of the m2 maps do have crates at the start. So it's largely OK to continue the theme. I tend to view the boilers in this as being similar to the crates in e*m2; i.e. humanity has been here and has set up some of their stuff, but they ain’t here anymore! This theme is consistent throughout ID Quake, and all of the m2 maps do have crates at the start. So it’s largely OK to continue the theme.

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By: gb http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2818 gb Sat, 22 Jan 2011 22:25:37 +0000 http://www.quaddicted.com/?p=1363#comment-2818 Thanks for the review Tronyn. That texture is from a q1 crate as neggers pointed out, but I've been thinking of replacing it with a skull or something even weirder. Dunno. Yeah, it's still Quake - interpreted with a twist. It's like asking if something is still punk - if it has three chords and an attitude, of course it's still punk. RMQ is like an album with cover versions of classic, genre defining songs... I find rock songs and shooter levels have a lot in common. A few factors really helped with this map: The original e1m6 is just a kickass map, even though it's very small. My own tendencies towards the realism and puzzle and cutscenes stuff are usually kept in check and balanced by the team as a whole - I built the scenery, but it owes its unholy life to the hive mind. The boss fight was largely designed by Supa, while the Chthon model is by ijed. The oldogre model is by Madfox, the vomitus (c) ijed. The randomizing code is by Lardarse. And finally, the map was playtested excessively, by the core team and the dedicated playtesters - mostly otp and negke - as well as commented on by third parties during development. It was criticized to bits throughout its development cycle which was really helpful. More mileage out of less monsters, while true, doesn't mean that RMQ has no horde combat :-) mh already did a 400 knight testmap after we discussed certain things. There will be 400 knight battles in future maps, definitely :-) We intend to include more new monsters, actually this map only shows off a subset of RMQ's features and the monster lineup (and only one way to interpret Quake). Future demos might still contain surprises. I'd like to point out that the mod is intended as a mapping toolkit, ie for use by anyone who wants to give it a twirl. The source is open as well, which will hopefully encourage and empower derivative mods. Keeping stuff for yourself is the death of a community - sharing innovations is something that drives things into the future. Both necros' and PM's source releases, Chapters and NSOE/Drake, were inspirations for us, not to mention Carmack and Romero's. The engine's purpose is quite clearly to serve as an example implementation. Hopefully one day all Quake engines will have RMQ support - QSB (Quake Standard Base) is one idea that seems vaguely connected. I kinda regret that the new rotating entities don't feature prominently in this release. Oh well. Thanks for the review Tronyn.

That texture is from a q1 crate as neggers pointed out, but I’ve been thinking of replacing it with a skull or something even weirder. Dunno.

Yeah, it’s still Quake – interpreted with a twist. It’s like asking if something is still punk – if it has three chords and an attitude, of course it’s still punk.

RMQ is like an album with cover versions of classic, genre defining songs… I find rock songs and shooter levels have a lot in common. A few factors really helped with this map:

The original e1m6 is just a kickass map, even though it’s very small. My own tendencies towards the realism and puzzle and cutscenes stuff are usually kept in check and balanced by the team as a whole – I built the scenery, but it owes its unholy life to the hive mind. The boss fight was largely designed by Supa, while the Chthon model is by ijed. The oldogre model is by Madfox, the vomitus (c) ijed. The randomizing code is by Lardarse. And finally, the map was playtested excessively, by the core team and the dedicated playtesters – mostly otp and negke – as well as commented on by third parties during development. It was criticized to bits throughout its development cycle which was really helpful.

More mileage out of less monsters, while true, doesn’t mean that RMQ has no horde combat :-) mh already did a 400 knight testmap after we discussed certain things. There will be 400 knight battles in future maps, definitely :-)

We intend to include more new monsters, actually this map only shows off a subset of RMQ’s features and the monster lineup (and only one way to interpret Quake). Future demos might still contain surprises.

I’d like to point out that the mod is intended as a mapping toolkit, ie for use by anyone who wants to give it a twirl. The source is open as well, which will hopefully encourage and empower derivative mods. Keeping stuff for yourself is the death of a community – sharing innovations is something that drives things into the future. Both necros’ and PM’s source releases, Chapters and NSOE/Drake, were inspirations for us, not to mention Carmack and Romero’s.

The engine’s purpose is quite clearly to serve as an example implementation. Hopefully one day all Quake engines will have RMQ support – QSB (Quake Standard Base) is one idea that seems vaguely connected.

I kinda regret that the new rotating entities don’t feature prominently in this release. Oh well.

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By: Tronyn http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2817 Tronyn Sat, 22 Jan 2011 18:35:16 +0000 http://www.quaddicted.com/?p=1363#comment-2817 heh I guess this is the right point to admit I was making too big a deal out of a small detail, and that abstract ideas about an abstract fictional world shouldn't be such a big deal. I don't dislike the functional take on e1m6 I think it's brilliant (in the real sense of that term not the slacker UK sense). Nehahra made a good reason for e1m6 too. What makes Quake a myth is that such interpretations are possible. heh
I guess this is the right point to admit I was making too big a deal out of a small detail, and that abstract ideas about an abstract fictional world shouldn’t be such a big deal. I don’t dislike the functional take on e1m6 I think it’s brilliant (in the real sense of that term not the slacker UK sense). Nehahra made a good reason for e1m6 too. What makes Quake a myth is that such interpretations are possible.

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By: negke http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2816 negke Sat, 22 Jan 2011 18:11:35 +0000 http://www.quaddicted.com/?p=1363#comment-2816 Ah damn, the popcultural quicksand argumentation always works! Okay, fair point.. Ah damn, the popcultural quicksand argumentation always works! Okay, fair point..

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By: Tronyn http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2815 Tronyn Sat, 22 Jan 2011 17:50:07 +0000 http://www.quaddicted.com/?p=1363#comment-2815 lol nope! you still lose - and you think things out perhaps the best of any mapper - since those Q1 crates are from human bases - and it's all well and good for humans to be macho, like haha I'm an evil nazi macho 80s action hero etc - but, these same symbols have no place on some netherworldy machinery - because if those netherworld beings are a bunch of nickelback listeners, all the eerie darkness just drops right out of the whole thing. Since I have no idea of the story elements going into RMQ I could be wrong, but with the information I have my point stands sir. lol
nope!
you still lose – and you think things out perhaps the best of any mapper – since those Q1 crates are from human bases – and it’s all well and good for humans to be macho, like haha I’m an evil nazi macho 80s action hero etc – but, these same symbols have no place on some netherworldy machinery – because if those netherworld beings are a bunch of nickelback listeners, all the eerie darkness just drops right out of the whole thing. Since I have no idea of the story elements going into RMQ I could be wrong, but with the information I have my point stands sir.

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By: negke http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2814 negke Sat, 22 Jan 2011 17:41:29 +0000 http://www.quaddicted.com/?p=1363#comment-2814 Umm, no. The logo is from the Q1 crates. Umm, no. The logo is from the Q1 crates.

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By: Tronyn http://www.quaddicted.com/tronyn-reviews/tronyn-reviews-remakequake-sp-demo2-by-remake-quake-team/comment-page-1/#comment-2813 Tronyn Sat, 22 Jan 2011 17:21:04 +0000 http://www.quaddicted.com/?p=1363#comment-2813 btw could I formally complain about the Q2-style logo, and the Q2 logo itself. A SKULL, WITH EAGLE WINGS (AND IN THIS CASE BOOTS TOO, TO SYMBOLIZE THE EVIL MILITARY), IS THAT NOT BADASS? much as I love this map, and the mod, could you please alter that symbol to something that more appropriately represents the mysterious lovecraftian aspects of quake's enemies rather than those lame-ass strogg, like EVIL CYBORGS ATTAXING U OMG aspect. k /rant. btw could I formally complain about the Q2-style logo, and the Q2 logo itself.
A SKULL, WITH EAGLE WINGS (AND IN THIS CASE BOOTS TOO, TO SYMBOLIZE THE EVIL MILITARY), IS THAT NOT BADASS?

much as I love this map, and the mod, could you please alter that symbol to something that more appropriately represents the mysterious lovecraftian aspects of quake’s enemies rather than those lame-ass strogg, like EVIL CYBORGS ATTAXING U OMG aspect. k /rant.

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