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Quake Thread
it does the same damage as the shotgun, which isn't much but it makes for very interesting challenge runs. It is possible to beat the game this way, but you may just be running past spawns, and you will use monster in-fighting a lot.
I've been playing through Saturn Quake, it's difficult, and there's some interesting design changes I've noticed, but I still enjoy the game regardless.
No it isn't, it would be a chore if at all possible.
Because that's the only one you played, stupid.
I keep saying I'll complete Dissolution of Eternity one of these days, but I always give up after a few levels.
The level design is rather bland with no map really sticking out. Levels only use a handful of textures to dress the walls and it makes every halls look the same (which is both disorienting and boring). Most levels consist of small rooms connected by endless and very narrow corridors: since you don't have enough room to navigate and fight, combats are starting to get tedious and the numerous enemies standing in your way, physically blocking your path, feel like doors you need to destroy in order to advance. Layouts are much more linear, with very little backtracking or complex connections between rooms.
New enemies and weapons are mostly reskin of existing stuff; the new textures and skins look good, but it's still lazy. Rogue also added a few new enemies like electric eels (yes, they thought it was necessary to add a new type of aquatic enemy; talk about priorities) and some kind of flying dark wizards. They also added lots and lots of random hazards and traps.
It's one of those "you tried" add-on: it doesn't "feel like Quake" and the gameplay is borderline amateurish (well, it's not Aftershock either, but it's really sub par compared to the original game and Scourge of Armagon). Download the stuff and check out for yourself, maybe I'm being too harsh.
it's not a particularly good set of levels. You may just want to stick to custom maps, and also give arcane dimensions a try.
I'm super picky when it comes to custom maps: I'd rather play 10 small maps than play 1 long, unfortunately the later type seem to be the most prevalent. I also loath "experimental" maps or stuff that goes too far away from the original gameplay ("hey guys, let's make a map where you don't have any weapon and you have to kill enemies by using traps").
You shouldn't shun maps because they are necessarily experimental. Have you tried Nyarlathotep?
Dont worry, I tried enough of them. Some people like that, I don't. Even Honey is too experimental for me. Having all of these messages about a backstory I don't give two fucks about is really a turn off. It looks great and plays well, but it's not what I expect from Quake. If I wanted to play something else, I'd play something else (creating a Thief map to turn the game into Quake is as pointless as a stealthy Quake map IMO)
No, I've played the whole game countless times, I play through it multiple times every year. The first episode just seems to be the one with the most inspired layouts I think.
I beat Quake 1 and its mission packs last month, and I'm holding off on starting Quake 2 until I clean up my backlog a bit. Are there any "must play" Quake 1 mapsets I ought to play in the meantime? I love Quake 1's movement and jumping more than I thought I ever would and it'd be great to spend some more time in it before moving on.