Quake4 Wish List
by Steve Gibson, Oct 08, 2001 6:09am PDT3DAP has a little piece listing off the top10 things they would like to see in Quake4 which of course leads to the little morning discussion. What would you like to see? Given that it's already been stated by Raven that Quake4 will be set in the Quake2 universe... How close to that universe should the game stick? Am I the only one who wasnt really aware of a story in Quake2? Ah well here's a few things I'd like to see:
- If you must have ladders, make them not suck. (Impossible in an FPS?) - Boobies and Monster Trucks - If I shoot a guy with a teeny pistol, try not tl let him do that back flip death animation? - Keys, crates, and jump puzzles..Ok.. I cant really come up with what else I'd like to see in Quake4. There are no specific nitpicks that can really dictate if a game is fun as a whole... and really that's all I care about. Make Quake4 fun, thanks!
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Comments
- Bitterman killed the Makron, which essentially disoriented the Strogg command network.
- Joker blew up the command center on the largest moon of Stroggos.
- Stepchild destroyed the Gravity Well with an antimatter bomb, which killed most of what was left on Stroggos.
So what's left for Raven? My guess is that the game will take place on some Strogg outpost to which many of those cybernetic baddies escaped. They have a new commander, and they're looking for revenge...
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It looks like all the cool FPS stuff is coming from Europe, anyway.
- Player movement speed to equal that of Quake 1.
- Rocket launcher that fires fast rockets.
- Awesome and assorted gibs and death animations.
- Fairly small "edge of your seat" Quake 1-style dm levels (dm4, dm6 from Quake 1). These types of levels work best with fast player movement speed.
- Bounce physics from Quakeworld.
- A hellish chaingun (ala Quake 2).
- No instant kill weapons for Quake 4 (ie. no railgun).
- Return of Quake 1 teleporter... the "2001" mean-looking, stone-edged, teleporting obelisk.
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Focus on a patch free game, (you'll have time, right, before q4 2002?) more than silly speed features and catering to various fanboys. Q2 and Q3 really turned me off with incompatibilities, inconsistencies in versions, beta mods that discouraged the newbies (like them or not it's better to have lots of newbs than a select elite group of hardcore gamers)
Oh, and Raven art and storyline is amongst my favorite out there. Hexen II got me into fps's like no other game out there...before the egyptian theme was overused.... HII also had a kick ass soundtrack that I would often pop into my stereo... that is well worth the money right there...
AND FOCUS ON SOUND/AMBIANCE! IT MAKES THE GAME AS MUCH AS GRAPHICS!
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dethmatch can be slow/tactical, and/or fast/accuracy based. If they make it so we shackers like it they will sell maybe a few thousand copies. if little jenny smith wants a copy then it better have at LEAST 6 levels of difficulty, and what you guys think is 'nightmare', is just medium for us experienced gamers. maybe even a whole 'unlock the hardcore weapons' feature?!
-rad
You could play as a Quake IV character with Quake IV weaponry to go up against Unreal II characters with Unreal II weaponry. Flak Cannon vs. Super Shotgun. Plasma vs. Green thingy. Rocket vs. Rocket. Railgun vs. ASMD. Let the fanboys from both sides duke it out, once and for all.
Of course, it would use the id engine, right? (ooh, that should go over well).
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Ever played a game where its put to good use? Its awesome, and adds so much to the gameplay imho. It will be standard in a few years, probably - I mean why the hell not - so why not try to get it in now? All those 'GPU's out there should make for some additional processor power to use.
Basically for the people who know even less than I do, its just realistic physics. So if you shoot a guy in the chest with a rifle, his body is thrown backwards with his chest first, and then his arms just like in real life. Imagine watching someone fall down a staircase, their limbs bumping up and down for each step! Then smashing into another player when their body reaches the bottom of the stairs - sweeping his legs, making him fall to the floor! *spooge*
I'd love to play that :)
/ [V]
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Have the team sit down with id, and ask them their opinions on how to make an excellent game. That means everyone, Carmack, Devine, etc.
Compile all their ideas into a large list. Have this printed out on the finest paper - spare no expense, this shall be a bible of id game design!
Have the team commit all id's ideas to memory.
Take the list of ideas... then ritually BURN it.
Promise that any member of the team who used ideas that were similar to id's, or would make the game like an id game, shall themselves be cast into the firey pit of damnation.
This might not guarantee a good game, but it would certainly help!
Thanks!
-Lex
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- Better structure to enemy placement and a more cohesive team-like interaction. Like Half-life soldiers, they should work together. This is an alledged intelligent cybernetic race, one would assume they're wired in with each other too.
- Like others have said - vehicles. What's to stop me from flying that atomosphere only hovercraft with missles on it? Maybe it could even begin that way - you get to bombing the Stroggs, your shit gets shot down, enter the ground war.
- The dead and the dying should still be able to shoot your punk marine ass. Yeah, I railed Joe Gunner's left leg off, he's sittin' there on the floor looking at me. Suddenly he raises his arm and lets a few hundred rounds fly into my direction. He's wounded, he looks wounded, but he's not dead. And now he's mad with pain.
- Chainsaw. Please God, a chainsaw.
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Also, watch them because they rule.
And don't forget "Ninja Scroll."
For example, you could have relatively weak homing rockets coming off the drone while you're using a beam weapon. Miss with the beam, and the rockets are still going to do some damage.
Or, double up on a beam weapon if your aim is really good and double your impact.
several (many) weapons to choose from is probably cool, with weapon slots that can be filled with different combinations of big and small weapons. 1 big or several small, one medium and a few small ones, something like that.
encumberance depending on the weight of weapons.
i think those things don't complicate a game because they are 'natural'. it's not weird shit like learning to avoid health pickups when you'r at 98%, to save m for your team.
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1. Please keep id out of this. They couldn't design a game to save their lives.
2. Make it not suck please.
3. Keep id out of it.
4. Keep id out of it.
5. Keep id out of it.
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2] Projectile actually comes out in front of the weapon. Also have a clear animation when the model is firing. I hate magic rockets appearing a player length in front and having no visual feedback that enemy is firing.
3] Nice architecture but since its based on Q2 I don't see that happening. Oh no jump pads. Use stairs.
4] A new weapon that everyone will dig.
5] Make FFA fun again. Larger maps with secrets n shit.
Would say more but i'm pretty sure it will be the same old thing. Too risky for them to deviate. I would rather see something new and original with an id engine.
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Rick
Lead Programmer, Q4
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Well, as much as I liked Quake the best of the entire series, Q2 wasn't all that bad - just a different feel. Nothing brings back memories like Quake, but I still do have some fond ones in Q2.
What would I want?
1: More gibs. Gibs that (optionally) can stick around the entire level in multiplayer. Gibs that pile up on each other. I want to be squishing through piles of gibs after 20mins in a deathmatch level. Slippery gibs. Bloody gibs.
2: The return of some classic Q2 weapons, but the addition of some new ones as well. You gotta have a rocketlauncher, doublebarrel shotgun, and chaingun. Probably a railgun too. Hopefully some sort of BFG and a grenade launcher. But think up some new creative weapons. Flamethrowers are overdone these days. How about a chainsaw? Don't forget Duke3D... pipebombs were SO much fun. Shrink rays, freeze rays... those were unique and cool weapons. Set aside a couple team members to spend a few days thinking of creative weapons. They can make or break a game. Don't do multiple firing modes though. Those are just annoying. I don't need a grenade launcher that also makes me cheese sandwiches. DO have larger weapons impact movement speed of characters.
3: Smarter baddies. Maybe that means more complex AI, or maybe it just means better routines with a more basic AI. If the baddies are smart enough to chase me when I'm low on health or wounded, can open doors that I close (better than they did in Q2), really use teamwork, and can actually HEAR me when I'm nearby but still behind some objects, you are talking "smarter baddies".
4: Bandaging and wounds. Break free from the mold that is "health percentages" and go with locational body wounds and bandaging to stop bleeding. Also Medpacks and teammate healing. This makes a game SO much more fun than the old health percentage. This is one area I hope will change to be more like mods like Urban Terror and not like classic Q2.
5: Cooperative play through the singleplayer levels. If you can do team DM, you can do cooperative play. Please. It can be quite enjoyable to play through singleplayer levels with a few friends at a LAN party (or over the 'net) when you are tired of fragging each other. More-so when the AI is impressively smart/scary.
6: Survivor and Team Survivor. You gotta have survivor modes of multiplay these days. Once again, look towards Urban Terror for how it's done.
7: Remake some classic Quake DM levels. Just because it's set in the Quake2 universe doesn't mean you can't use classic Quake DM levels.
8: Quake3 physics engine. Please do NOT use the Q2 physics. Use the universe, sure, but keep the "feel" of Quake3. Air control being debatable, but definitely fun.
9: Level bosses like in Quake . Level bosses are COOL and FUN. I can't remember the last game that used massive level bosses since Quake (besides Serious Sam, I guess).
10: Classes of characters. Not a lot, just like 3-4. Perhaps Light, Medium, and Heavy, each with different weapons, armor, and stats.
-J
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And enough of the god damn railgun.
And if it makes that flute sound when you shoot someone, well, forget it.
Don't even think of pandering to the barely "professional gaming" community. Remember when Quake3 was being made? Thresh basically wanted Quake1 with updated graphics.
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You should be ashamed of yourself.
What I basically want is to be scared shitless. I want to turn a corner and encounter some type of monster and fall off my chair from fright!
-I want strobe lights, and lots of 'em.
-Pitch black rooms to get scared as hell in, when you are getting ripped to shreds.
-Able to create maps/mods/models anything and everything, with ease, to get the most out of the game.
blah.
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