SteveRock Posted August 24, 2022 is it just me or are these forums far more active than, say, quaddicted's forums? or func_msgboard? not making any value judgments, just a curious observation. i wonder if it's because DOOM mapping seems less intimidating at first, even though in some ways it's trickier than Quake (more limitations). 0 Quote Share this post Link to post
ramon.dexter Posted August 24, 2022 Most quake modders ended up being hired as regular full time devs. The doom community is generally older. And doomediting more trickier than quake? Please go and try to make something in quakeC... 0 Quote Share this post Link to post
Gez Posted August 24, 2022 The Quake modding scene is still quite active with more great stuff than you can realistically hope to play but it is true that its output is lesser than that of the Doom community. There's been a few threads on that topic already, many things have been blamed from relative fragmentation of the community (between Quaddicted and func_msgboards and other places like the recent SlipSeer), lack of a Cacowards equivalent (despite attempts), or the extra complexity compared to Doom editing. Maybe it's a bit all of this. But still, Quake modding is doing pretty good regardless. 2 Quote Share this post Link to post
Mauzki Posted August 25, 2022 First off its really not harder to mod doom, their is some odd things about the more advanced you go but you can make a good wad with just some sprite renames and music replacements And its also just how diverse the community is, you've got horror wads, action wads, to total conversions. Quake maps are more likely uncommon just because a lot of the quake community was multiplayer based where as dooms modding community had always had a heavier focus on single player wads. Not to say their isn't a healthy doom death match mapping community, its just more so quake was much more focused on that then doom was. 0 Quote Share this post Link to post
Jacek Nowak (jacnowak) Posted August 25, 2022 I was thinking of making a map for Quake the other day, I played around in Trenchbroom and it's impressive but what puts me off is Quake enemy roster which I find much less interesting than Doom's. What's the point in creating all those great environments in full 3D if you can't populate them with cacodemons ;) 0 Quote Share this post Link to post
fai1025 Posted August 28, 2022 I would say it's because Quake mapping and modding is way harder to get into than Doom is, in Doom all the files are pack together into wad, textures, map, lumps, and so on. But in Quake Maps is in BSP file, wad is only use for textures. if you want to make Doom maps, just download Doom builder, draw some shapes and tada you got your map ready to play. For Quake, you have to deal with 3D stuff constantly, and if you want to play the map you need a seperate tool to compile it and play it on your source port. until now i haven't figure out how to make a single Quake map. on the modding side, there aren't any advance sourceport for Quake that were equivalent to something like GZDoom, if haven't seen any mod as impressive as Doom's gameplay mods, Maybe Quake 1.5? but that's basically Brutal Quake. and yeah, a lot of single player maps for Quake are pretty underwelming in terms of combat, I mean some map do look very good like The Tear Of False God from Arcane Dimention, but I still don't enjoy playing it, 0 Quote Share this post Link to post
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