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Quake II Remastered


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34 minutes ago, Devalaous said:

Now the real question is: Will this be able to play the unofficial Quake 2 mission packs?

Yes.

krH8GZj.jpg

Doesn't seem to like the OG video files, but the maps are playable.

34 minutes ago, Devalaous said:

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I know the option is in the menu, what I'm talking about is a macro I set up with vanilla Q2 that swaps hands with a hotkey.

Edited by scalliano

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16 minutes ago, Astar said:

Is it me, or N64 campaign is a little bit hader than original Quake II campaign?

It’s overall a harder mission. 

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Also for anyone who felt Quake 2 was too easy before… play this remaster on nightmare. The added AI features and the fact enemies don’t flinch when they take damage makes for a really intense playthrough.  

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1 hour ago, Individualised said:

It seems that save files (perhaps just autosaves?) don't retain skill level? I just loaded my save from yesterday to continue playing and noticed a severe lack of enemies, console says skill level is 0 (easy).

I haven't experienced this bug (yet). I checked my save files including autosaves, and all of them have my selected skill intact (2 in this case for Hard).

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3 minutes ago, TheUltimateDoomer666 said:

I haven't experienced this bug (yet). I checked my save files including autosaves, and all of them have my selected skill intact (2 in this case for Hard).

Fortunately my further save files do not seem to do this, so it must be a fluke or under certain conditions. I started again from the beginning and played until unit 3, saving a few times and the bug did not happen.

Edited by Individualised

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39 minutes ago, scalliano said:

I know the option is in the menu, what I'm talking about is a macro I set up with vanilla Q2 that swaps hands with a hotkey. 

If you could do it in vanilla, you can still do it now. The engine is still Quake2.

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14 minutes ago, G19Doom said:

It’s overall a harder mission. 

It's made even harder by the new AI. The Berserkers can basically leap the entire length of the UNIT, let alone the map.

 

In fact, it seems like ND went through every possible cheese tactic in the entirety of the vanilla games and added something to the AI to counter it. A few things I've noticed:

 

- Grenades are nigh on useless against anything smaller than a Gladiator because of the sidestep - if an enemy isn't in a pain state or winding up to fire, you WILL miss.

- Rockets aren't much better in the same situation, but at least you can splash damage them.

- The aforementioned Berserkers have NO windup for their leap attack and the ground pound has a radius comparable with Jupiter's Giant Red Spot.

- A lot of monsters are no longer deaf, meaning they are alerted before you even reach them and almost none of the set piece traps work (Ammo Depot, I'm looking at you).

- As mentioned before, Tank Commanders fire homing rockets now.

- Gunners now randomise their grenade arcs, meaning the start of Strogg Freighter in Q264 is a pain in the arse.

- Flyers now bumrush you like it's Doom 64.

- I'd swear blind the Iron Maidens can see through walls now. Not only do they lead their shots, but they always seem to know exactly when I'm coming around a corner.

- Stealth Railgun shots seem less effective somehow.

- Parasites can now reach you from ANYWHERE. Their tongue seems more avoidable than in vanilla, though.

- All low-mid tier enemies have been granted their ledge-hopping ability from Ground Zero across all campaigns.

- Beta Brains use their tentacles a LOT more often (that red laser trap in CotM is fiendish >:D)

 

All of these changes make the fights a lot more challenging and fun - when the level design allows it. Of all the things I've mentioned, the only thing I take any real issue with is the Berserker. Only in the most open of arenas is their leap attack even remotely avoidable and the knockback is ridiculous. Most Berserkers are encountered in corridors, meaning that all you can do is watch as you get yeeted into the skybox with no way of defending yourself. Even the Fiends in Q1 had a wind-up, albeit a short one. I don't say this often, but I legit think some rebalancing is in order - add a tell, limit the distance, either/or. It's cool that the Berserker is now a genuine threat, but it's also kind of bullshit as it is.

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1 hour ago, Devalaous said:

Now the real question is: Will this be able to play the unofficial Quake 2 mission packs?

Oh, there are? Are they worth checking out?

 

Or are they of questionable quality like Quake 1's Abyss of Pandemonium?

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My new subwoofer exists for this game. The ridiculously good soundtrack blasting away, the floor rumbling under my feet during firefights, and being able to *feel* the jets flying overhead as they shake my floor, as a I run and gun on Hard and just lose myself in the experience, this is peak gameplay. Always loved Quake 2 far more than the original Quake, partially due to the fact Q2 *actually got ported to things*

 

2 minutes ago, Rudolph said:

Oh, there are? Are they worth checking out?

 

Or are they of questionable quality like Quake 1's Abyss of Pandemonium?

 

They are generally considered crap, but psuedo-official stuff like Perdition's Gate/Hell to Pay and equivalents for Quake/Quake 2/Duke 3D has always been a guilty pleasure of mine. And with a remaster, comes the chance to see old stuff like new again

 

On a different note, is the E3 beta stuff beatable? I very quickly got stuck in the second map.

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28 minutes ago, Edward850 said:

If you could do it in vanilla, you can still do it now. The engine is still Quake2.

So in vanilla you have:

 

hand 0 = right hand

hand 1 = left hand

hand 2 = centre

 

So I have this macro set up as an autoconfig:

 

bind "MOUSE2" "mano2"
alias "mano1" "hand1; wait; bind MOUSE2 mano2;"
alias "mano2" "hand2; wait; bind MOUSE2 mano1;"
alias "hand1" "hand 0"
alias "hand2" "hand 1"

 

but I'm getting an invalid command error for "hand" in the remaster. I'm wondering if the command has been changed.

Edited by scalliano

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4 minutes ago, Rudolph said:

Oh, there are? Are they worth checking out?

 

Or are they of questionable quality like Quake 1's Abyss of Pandemonium?

The quality is questionable. They're just amateurish products that were rushed out in an attempt to capitalize on Quake II's success. Unseen (which was actually cancelled but later released for free) and Zaero are mediocre, while Juggernaut: The New Story is just terrible.

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This feels way smoother to play than Q1 Remastered on PC, at least at high framerates, it also runs amazingly on switch although I do miss not having a motion blur option.

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1 hour ago, Geniraul said:

QUAKE 2 REMASTERED - ITS BACK BAYBEE by @MisterIcarus

 

  Reveal hidden contents

 

 

 

 

 

 

Quake 2 Remastered Map 1 : Outer Base ( Hard 100% ) by @StyxGaming

 

  Reveal hidden contents

 

 

 

 

 

 

Do people actually like the alternative font or do people just not know how to turn it off? Almost every video of this remaster I see has it turned on. I turned it off on first launch when the game asked me if I wanted it on. I get why it's there but it seems a disproportionate amount of people use it.

Edited by Individualised

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4 minutes ago, Individualised said:

Do people actually like the alternative font or do people just not know how to turn it off? Almost every video of this remaster I see has it turned on. I turned it off on first launch when the game asked me if I wanted it on.

I also turned that stuff off immediately. I don't like how it looks.

Edited by TheUltimateDoomer666

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The health cap in the Nightmare mode in the Quake I remaster is inherited from Quake 64.

Along other things like the colored lighting and the 'Minimal' HUD.

 

I feel it has been done to better resemble the N64 ports on both cases.

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19 hours ago, Astar said:

And the blue railgun


I had the feeling there would be universal assets like the new models being distributed across, so little things like that wouldn't be imported, it seems to be just level data, textures and the music.

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3 hours ago, scalliano said:

but I'm getting an invalid command error for "hand" in the remaster. I'm wondering if the command has been changed. 

Ah I missed a detail, so technically the chat didn't change, but now split screen adds important context. Because hand is part of userinfo, you need to provide the user index. Simply add _n to the end, eg hand_0 for the first player's hand cvar.

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It's a great remaster, but is there a way to turn off the damage indicator? It's extremely distracting.

 

Edit: And I don't mean the screen flash, or the hit markers, I'm talking about the on screen red markers that tell you when you're taking damage, and from which direction. When I first started the remaster and the demo started playing, I noticed that there were damage indicators on the screen. And I thought "Well, I know what the first thing I'm turning off is". Unfortunately, I haven't found anything in the options that allows me to turn them off.

Edited by Jello

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I noticed the new area in the first map of the original campaign immediately. Had to go back and check the original to make sure I wasn't imagining it. Pretty neat. Definitely another winning remaster.

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7 hours ago, Rudolph said:

Oh, there are? Are they worth checking out?

 

Or are they of questionable quality like Quake 1's Abyss of Pandemonium?


Zaero by Team Evolve is good, Juggernaut by whoever made that terrible.

Edited by Tetzlaff

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3 hours ago, Edward850 said:

Ah I missed a detail, so technically the chat didn't change, but now split screen adds important context. Because hand is part of userinfo, you need to provide the user index. Simply add _n to the end, eg hand_0 for the first player's hand cvar.

Works like a charm. Cheers, Ed.

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I can vaguely remember reading, back in the day, that Quake 2 got an N64 rev, but I've never gone out of my way to chase it down because I kinda assumed it was like Q1 64: spoopy music and coloured lighting, but basically trying to be the same game. Yet booting it up now, this feels more like Doom 64 - a completely different experience. In this case it's obviously a lot more simple due to technical limitations (I honestly can't remember the PSX version getting a release and if you told me it was close to this, I'd assume witchcraft was involved). And it's just the most charming and adorable attempt at a port, and I can see myself pumping up the difficulty and finishing it alongside (or maybe even before) the main campaign.  So glad it was included :3

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Since Sponge released the source code of this remaster on github, the task of the Kex engine here, is something like id did with the Unity engine for the re-release of Doom ? 

Edited by LuciferSam86

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