Quake Thread - For fans of Quake 1 and beyond

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Will we get a Quake reboot ala Doom 2016 ?

  • Yes, it would be stupid for ID to not do so

    Votes: 37 66.1%
  • No, they should stick with Doom or a new IP

    Votes: 11 19.6%
  • I prefer a Quake 2 Remastered first/instead

    Votes: 8 14.3%

  • Total voters
    56
Download Quakespasm and get Arcane Dimensions. You won't regret it.
Also get Quakespasm Spiked I think it's called, and download Violent Rumble, another map pack made by the guys of the Retro FPS general in /vr/ at 4chan. Really good maps.

As for the remaster, I dislike that they got rid of Fast Monsters in Nightmare and just slapped Hard with half-hp. I have to beat Dimensions of the Past/Machine yet didn't knew they existed.

Storytime: Back in the day, a relative pirated Quake in 42 floppy disks splitted and compressed in ARJ, an MS-DOS compression format preceding ZIP. I miss those days of gaming in the 90s.
I'm probably just retarded but does Quakepasm require assets from the original game? Similar to OpenMW? I'm erroring out with

QUAKE ERROR: W_LoadWadFile: couldn't load gfx.wad

Check that this has an id1 subdirectory containing pak0.pak and pak1.pak, or use the -basedir command-line option to sp
ecify another directory.
 
One thing Quake always lacked in comparison to Doom was memorable bosses.

Doom had the Barons of Hell, the Cyber Demon and Spider Mastermind. All memorable in their own way.

Quake only had a weird fire monster for Ep 1 and then thats it (unless you count the Vores, which I dont). It kind of hurt the recognizability of Quake 1 in my eyes
Compared with Doom, memorable bosses and monster count were both sorely lacking in Quake, but QuakeC added a lot of value in the form of mods. It was so much more flexible than crude DeHackEd shenanigans, at least while Doom was still closed source.

Once Decorate/ACS/DoomBuilder/SLADE/ZDoom Wiki were established, Doom editing became a lot more accessible and Quake lagged behind in ease of use. Trenchbroom has emerged in more recent years as a user-friendly answer to DoomBuilder. Highly recommended to anyone who wants to make new Quake maps, but can't come to terms with old primitive map editing utils!

I'm probably just retarded but does Quakepasm require assets from the original game? Similar to OpenMW? I'm erroring out with
All source ports require .pak files to play - - registered, not shareware, if you want to load any mods. I just grabbed them from my Quake CD, but it's easy enough to find a complete ID1 folder on the web. (There's no shame in acquiring it this way. The only ones getting paid for Quake anymore are IP landlord parasites collecting on others' past work lol.)
 
Compared with Doom, memorable bosses and monster count were both sorely lacking in Quake

The former was a lack of creativity, the latter was a lack of technical power since the Quake engine just couldnt handle the same number of monsters the doom engine could pull off.
 
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The former was a lack of creativity, the latter was a lack of technical power since the Quake engine just couldnt handle the same number of monsters the doom engine could pull off.
If you can believe this, Romero actually envisioned even fewer monsters at the outset of Quake's development. "Three monsters at the max [per battle]", and a heavy emphasis on environmental immersion and melee combat.

Quake-related extracts from chapter 8 of Ed Dille's Doom II stratego guide: A 9-page textwall transcript of a late 1994 interview with Romero.

Romero_1.jpg
Romero_2.jpg


romero_3.jpg


Romero_4.jpg
 
If you can believe this, Romero actually envisioned even fewer monsters at the outset of Quake's development. "Three monsters at the max [per battle]", and a heavy emphasis on environmental immersion and melee combat.

Quake-related extracts from chapter 8 of Ed Dille's Doom II stratego guide: A 9-page textwall transcript of a late 1994 interview with Romero.

View attachment 3259408
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John is a visionary, he is creative but he lacks restraint and a technical vision (that was Carmack's job)

When the Johns are separated, you get Daikatana (game with interesting ideas but poor technical execution) with Romero and Doom 3 (great on the technical level but feels a bit lacking in the creative departament) with Carmack.

Doom 1,2 and Quake were as great as they were because they had a healthy balance of creativity and technical genius balancing each other out.

Tho with Quake, you kind of feel like technical genius edged out here since Quake is great but in terms of plot, it has even less than Doom 1 had.
 
John is a visionary, he is creative but he lacks restraint and a technical vision (that was Carmack's job)

When the Johns are separated, you get Daikatana (game with interesting ideas but poor technical execution) with Romero and Doom 3 (great on the technical level but feels a bit lacking in the creative departament) with Carmack.
This is an interesting dynamic between them if you think about what could have been. Carmack is driving what the is game through the engine, Romero is asking him to alter it or throw it out in favor of the game.
 
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This is an interesting dynamic between them if you think about what could have been. Carmack is driving what the is game through the engine, Romero is asking him to alter it or throw it out in favor of the game.

Part of me wished that the Johns could still be working together at Id to this day but Civvie11 kind of put it best when, by the time Quake 2 arrived, Id wasnt this group of guys making games anymore but an actual corporation, which removed a lot of the appeal to most of them. Especially since Romero wanted bigger ideas to be implemented with the growing technology and Carmack wanted to push these bonderies and it was difficult to do both. Hell, thats why Carmack would leave Id to chase after MORE technological breakthroughs in the form of AI and Virtual Reality..

It was sadly bound to happen eventually...
 
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Quake... *cracks open a can* now that was a game.

Quake 4 was my first entry into the series though my time on it for multiplayer was limited and I never learned the movement for it. I got interested in competitive Quake at the beginning of the pandemic. As much as I love playing it, Quake is tough to play as my sole FPS game.

Quake Champions is as good as dead and nobody wants play FFA, instagib, or unholy trinity. The player base gets obnoxious if you use one champion deemed OP like I use Galena in CTF even though they use Sorlag. I got annoyed with the remaining players and gave up.

Quake Live, was in my opinion is the best Quake made just it doesn't have the numbers anymore and most of the servers left are Clan Arena, which isn't for me. Dark Fiber has a pretty fun FFA server but instead of splitting the server into two different servers, they allow over 40 players a map and its not the competitive experience.

Quake 3 Arena has some active servers but the better servers in North America are the Retro Quake servers and they are run by overly sensitive Canadians. Their Discord server was nonstop drama with the occasional conservative boomer stirring the pot to piss them off. I won't get into specifics but retro was a disappointing experience. CPMA is still active just I never had time to get involved and learn CPMA movement. Their Discord is less bullshit than other Quake servers but if you spend enough time in one place, shit floats to the surface.

For Quake 1, there QuakeWorld and NetQuake for duels. QuakeWorld is probably the better modern client but the guys who play it just absolutely stomp and I hate Quake 1 movement. NetQuake is just the same like Retro Quake, boomers arguing about politics nonstop.

Quake 4 is notable because the sole Discord server that was keeping it active was run by this crazy motherfucker named Sanchez. Sanchez is almost a lolcow himself. He created a small cult around him and Quake 4 and started drama in Quake Champions by attacking players in the amateur circuit for the pro league. The issue with his server is he keeps track of how much you play and will kick you if are inactive and won't let you play again. Sanchez refuses to play another Quake and demands 20000 Euros as a prize pot if any pro leaguers wish to duel him.

I think the best hope for Quake and arena FPS at this point is Diabotical. Great movement, fun weapons and doesn't take itself too seriously. Only issue is the devs took Epic's money and got locked in on the Epic games store, the sole reason I tolerate that launcher on my computer.
 
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Currently, the Quake Pro League World Championship is streaming, and has about 5.8k people watching it, with the Grand Final coming up next. With viewership numbers like that, and Quake being a very niche series, how in the world do the event planners get money to fund these events? Even the Pokémon World Championship is getting much more viewership (~20k), and the Grand Finals for that event are tomorrow.
 
There's a Pokémon World Championship? Like, for the turn based game, or some spin-off fighting game/moba thing?

I had a good time watching the Quake World Championship. I'm glad that there's a league for it, even if it's a more niche game nowadays. QC gets alot of shit for jumping on the hero shooter bandwagon, and alot of it is deserved, but at the end of the day, in a 1v1 environment, the hero shooter aspect doesn't detract that much from core quake gameplay. There's an argument to be made that changing mega-health and red armor to both being 30 second respawns changes the game more than the hero shooter aspect does.

Congrats to k1llsen for winning the league though. He was crazy dominant through the league and in the tourney as well. The germans aren't very good at real wars, but they, apparently, really know how to win virtual ones.
 
There's a Pokémon World Championship? Like, for the turn based game, or some spin-off fighting game/moba thing?

I had a good time watching the Quake World Championship. I'm glad that there's a league for it, even if it's a more niche game nowadays. QC gets alot of shit for jumping on the hero shooter bandwagon, and alot of it is deserved, but at the end of the day, in a 1v1 environment, the hero shooter aspect doesn't detract that much from core quake gameplay. There's an argument to be made that changing mega-health and red armor to both being 30 second respawns changes the game more than the hero shooter aspect does.

Congrats to k1llsen for winning the league though. He was crazy dominant through the league and in the tourney as well. The germans aren't very good at real wars, but they, apparently, really know how to win virtual ones.

The Pokémon World Championship has several events, as in VGC (Video Game Championships, using the mainline games), TCG (Trading Card Game), Pokémon GO (which I still don't know why they tried to make a competitive scene of this), Pokémon UNITE (a MOBA made, just to cash in on the trend, with Tencent developing it), and Pokkén Tournament (a fighting game spin-off, but 2022 was the final year of it in the World Championship). Also, the events (VGC and TCG, since Pokkén and GO don't have a Juniors division, and UNITE is team-based) are divided up into three age groups, Juniors (in the 2022 season, it was anyone born in 2010 or later), Seniors (born 2006-2009), and Masters (born 2005 or earlier).

Going back to Quake, I didn't see the earlier matches, but why did rapha fall off so hard, that he finished a disappointing 5th/6th?
 
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Honestly, one thing I don't like about the Nightdive remaster is that they added some 50 max health onto Nightmare. I was going to give it a shot, but then I started seeing my health drain...

Yes, I know the original game is still available, but it was a slap in the face for someone who geuninely wanted to try NM out.
 
Going back to Quake, I didn't see the earlier matches, but why did rapha fall off so hard, that he finished a disappointing 5th/6th?
He lost to maxter on winners side and RAISY on losers side, who finished in 3rd and 2nd respectively, so he didn't lose to some randy lamers, they performed really well.

Game 1 vs maxter was rough since like half the time rapha committed to an engagement when he had a stack advantage, it'd get stuffed by a really good rocket from maxter, so he'd engage to a fight and just get shredded by the rocket and at that point he'd get cleaned up. Rapha won like 60% of the engagements he commit to, actually, but when he lost them, maxter would get a second frag off of momentum sometimes so he just came out on top. Those rockets from maxter really fucked rapha up.
Game 2 was actually rapha favored at first. He had alot of map control and was taking fights well. He won pretty much everything he commit hard to (except the sudden death engagement) but maxter was a fiend on the railgun. In situations where they'd get kinda low on a skirmish and most players would kinda back off, maxter would pull some crazy maneuver where it was like "if I land this rail shot, I get him, but if I miss, I fucking die" and the dude just didn't miss.

I can't think of anything in the RAISY set that you can point to and say "yeah that clearly really turned the tide" in the same way you can point to the the maxter defensive rockets and risky rail shots. They were some close games between 2 strong players and their respective play styles. If I had to think of anything to point out which gave RAISY the edge, it would probably be that he pretty frequently landed rail shots that rapha was unable to return damage on, so it made it hard for rapha to keep a stack advantage even if he had more control of mega-health and red armor. RAISY also did a good job of laying traps, which led to rapha taking more un-returned damage on his respawns when he went for weapon pickups, or just straight up dying because RAISY was being stealthy and catching him somewhere/being the one to start the fight on his terms.
 
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Honestly, one thing I don't like about the Nightdive remaster is that they added some 50 max health onto Nightmare. I was going to give it a shot, but then I started seeing my health drain...

Yes, I know the original game is still available, but it was a slap in the face for someone who geuninely wanted to try NM out.
Honestly I like the idea of 50hp. Nightmare in Quake is too piss easy and does very little to make it standout from hard mode. I do wish we got a Quake 2 remaster, however, it maybe delayed until the end of this year considering how Quake 2 isn't 25 years old yet.
Few bits of evidence
Quake 2's composer statement of needing the master disk of the music for unknown reasons and to stay tune
Nightdive teasing a few more remasters on the way
 
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Played some Q1 multiplayer and it was fun, forgot how god damn soapy the movement is though and the shadows cast from players firing weapons really tripped up my reaction fire. It's just a shame to see so few people playing it.
 
I know no one will believe me but my dad actually recorded NIN in the studio doing some of the Quake soundtrack. He said they were drunk as fuck and trashed the studio.
Honestly, that tracks. Trent was famously all over the map with booze & drugs through the 90s and into the early 2Ks - The "With Teeth" album is basically about him getting clean.

A total aside, but I have a pet theory that Trent has Borderline Personality Disorder - and that the drugs & alcohol were an attempt to self-medicate. I used to think he was some sort of generic depressive, but after getting out of a relationship with someone with BPD and then turning to some good ol' NiN for comfort, I found myself suddenly sitting upright as I realized I was suddenly reminded of the woman I'd just escaped. A LOT of Trent's lyrics involve black & white thinking, chasing extremes of intensity in relationships, fear of abandonment, and depersonalization, which all very much are hallmarks of the disorder.
 
Has anybody here played the Alkaline mod/map pack for Quake 1? It is a series of Quake maps with a base/industrial theme, and all of the enemies are various types of grunts and enforcers, as well as cyborg ogres and fiends. Many of these new base-variant types of enemies are very tough, as they are a continuation of the stronger base enemies you face in Arcane Dimensions with the Crucial Error and Terror Fuma maps.

There is a certain grittiness and ominous atmosphere that the base maps in Quake 1 have that Quake 2 maps lack. I think it is the fact that the greenish-brown/rusty textures combined with the overall feeling of dilapidation make the Quake 1 base maps very unique, not to mention that the snarling grunt monsters are basically humans that have been surgically lobotomized from what the Quake manual says.

The Alkaline map pack is one of my favorite Quake 1 maps ever made because of this. I hope there will be a sequel in the future.
 
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