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Quake II Remastered


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13 minutes ago, Devon. said:

Does anyone know in which episode of the Call of the Machine that the Arachnid monster is at?


I want to say either Laser Eyes or Wasteland? I‘ll be sure to verify later, but for now be sure to try out this neat skin I stumbled across on the Moddb; it looks nice and is similar to the other enhanced models in quality.

Edited by BGreener

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1 hour ago, Devon. said:

Thanks, and that is definitely a great looking reskin.

 

There's a lot of cool Quake 2 stuff on there if you go digging. I'm also super wrong: You'll find Spiderstrogg in Operation Firewall - whops!

Edited by BGreener

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On 9/26/2023 at 7:04 PM, Woolie Wool said:

If the gameplay logic were not in C, I'd love to do a Quake II gameplay mod. The remaster does a lot to make it more challenging, but there is much more that could be done, especially regarding making the Strogg's attacks far more lethal but easier to avoid, so it's less about attrition and more about movement skill. I'd buff Enforcer damage significantly but make their aim lag further behind, give the Gunners nailguns, the Icaruses (Icari?) slow-moving homing projectiles (basically making them flying revenants), give the Gladiators a targeting laser showing where their railgun will hit (but perhaps buff their damage from 50 to 75), replace the Tank's machine gun with a plasma beam sweep that can be ducked but will fuck you up if it connects, totally replace Iron Maidens with the homing rocket version, make Medics a serious threat, double or even triple the energy consumption of the Power Shield, etc.

I have to wonder if simply reducing the amount of ammo found in levels would be enough to make the game more challenging and force them to be more strategic with the arsenal. Unlike Doom, the player has a backup weapon with unlimited ammo - two, if we count Ground Zero's Chainsaw - and they can boost its damage output with power-ups that can be carried around, so the occasional lack of ammo would not feel as unfair.

Edited by Rudolph

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12 hours ago, Lila Feuer said:

Also don't pick up bandoliers and ammo packs.

That does not address the overabundance of ammo pickups within the levels. I mean, in the very first map where you get the Machine Gun, unless you play poorly on purpose, you cannot possibly run out of bullets - and even if you somehow manage to do so, you have no shortage of shotgun shells.

 

Also, I have to say, the removal of the Machine Gun's recoil has caused me to use the weapon much more often than the Chaingun, which I now only use whenever I feel like I have too many bullets and I am not spending them fast enough.

 

Anyway, I am halfway done with Call of the RailgunMachine. Operation Corpse Run is surprisingly difficult: the Gate Warden boss fight is next to impossible without an invulnerability power-up and the fights with Emmanuel Makron are also a step up in terms of challenge. I do enjoy the new human base setting of some of the levels, which reminds me a lot of Doom 3's; I just wish I had the Flashlight item from The Reckoning!

 

But is it me or are there missing enemies in Operation Corpse Run? Unlike the other operations, I was unable to get 100% kills in levels such as Megacorpse IV (that one is probably my fault for not being thorough enough) and in Give Me Back My Moon (that one must have been a bug, because I noclipped my way back to the starting point and I failed to locate the missing enemy).

Edited by Rudolph

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I was never a big fan of the chainsaw and nailgun in Ground Zero, they felt a bit gratuitous. At least in the remaster the latter has a new sound IIRC. That said, this does make the chainsaw the lone melee weapon in quake 2 which is interesting to think about.

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1 hour ago, Lizardcommando said:

Is that chainsaw any useful? It's already outclassed by the blaster since that weapon has unlimited ammo and also has the obvious advantage of being a ranged weapon.

 

Nightdive made it the only weapon that can still stagger/hitstun enemies while playing on Hard+/Nightmare. It's still super-duper niche and it's only relevant for one difficulty - the hardest one at that - and plus: The blaster is not only easier to swap to due to universally increased switch speeds, it now deals 50% more damage.

 

It at least adds some 'Grimdarkhammer 40k' vibes. It's also the same kind of 'wee haha' I get as poking enemies with the axe in Quake 1 before I followed up with a gun.

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Not that the devs can do anything about this, but it's a shame that on a standard controller, we're one button short of having a separate bind for each weapon class, whilst still having buttons for crouch, jump, fire and item wheel.

 

I never played the expansions back in the day but from what I've seen, I'm leaning more towards using the grenade category over the blaster category. Not got around to them yet.

 

I think the only way in which I would use the weapon wheel is if the weapons always maintained their final positions, allowing for muscle memory to kick in, as well as an adjustment to the wheel mechanic itself to prevent failed selection attempts - something which Doom Eternal, for example, doesn't suffer from (please refer to EternalDahaka's YT controller feedback video I posted here previously for more details).

 

Edit: I'm thankful that one or my requests has been addressed in the patch!

 

 

Edited by Cantleylads

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I need help tracking down a mapset that I have played decades ago. I do not remember its title, but I do remember it featuring a dark warehouse level with a soundtrack with voice clips of Doom 3's Malcolm Betruger laughing and also a climactic boss battle on top of a building under the rain.

 

Does it ring any bells?

Edited by Rudolph

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Damn. It had to come out only a few hours after I finished playing Call of the Machine - and Quake II, for the time being. :(

 

Looking forward to the Playstation mapset!

 

 

Edited by Rudolph

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7 minutes ago, Rudolph said:

Looking forward to the Playstation mapset!

As far as we currently know it's not coming officially. And I don't really think a Nightdive member really wants to release a mod containing assets ultimately owned by Bethesda without permission.

Edited by Individualised

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42 minutes ago, Individualised said:

As far as we currently know it's not coming officially. And I don't really think a Nightdive member really wants to release a mod containing assets ultimately owned by Bethesda without permission.

It is not? So what was the teaser about, then?

 

And why would they even include the Arachnid in Call of the Machine if they have no plans of bringing the port it originates from to the re-release?

Edited by Rudolph

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3 minutes ago, Rudolph said:

It is not? So what was the teaser about, then?

 

And why would they even include the Arachnid in Call of the Machine if they have no plans of bringing the port it originates from to the re-release?

What teaser? There's no teaser in that link...

Edited by Individualised

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16 minutes ago, Individualised said:

What teaser? There's no teaser in that link...

What about this?

 

Is that person not involved with the remaster after all?

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3 hours ago, BGreener said:

reminds me slightly of jumping over death knight volleys from Quake 1.

 

Thought I was the only person who did this, at least as of recent playthroughs on a gamepad.

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16 minutes ago, Rudolph said:

If I understand correctly, what Stephen Kick is proposing here is basically Doom 64 EX, but for other games?


Mostly, but still need the finacial support of some group of fanbase, and do a extreme way of not letting something off the rails that would be a turn off to the proyect like tinkering too much with some Ips, maybe people distribuying the files without the discord or group aprobation, and have a stop to piracy if they want to have some proyects protected.

 

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