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InfernalGrape

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About InfernalGrape

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  1. While I prefer Quaddicted as main site, there is also a more recent Slipseer. With Quake 2 I usually check out ModDB and GameBanana (my habit since Half-Life/Half-Life 2 modding days), but also take a look at DondeQ2 and TastySpleen. I also see there are people who plan to do a new site, but I don't know how serious they are about that.
  2. It's like combos in Street Fighter. And yes, there are people who dislike them and prefer fightings that focus on "fundamentals" instead rather than something like Guilty Gear. Well, as Samurai Shodown enjoyer I can understand that ;)
  3. I still can't understand idea that bhop is the thing that wins the game for you. I'm better with bhop than with aiming, but I very often loose to people who shoot me better regardless of how fast I go. Even then, movement/bhop and aiming are not the ultimate key to game. You must know the map you are playing on (which kinda means you can imagine it in your brain with closed eyes), you must know when to use which weapons (and when NOT TO use), you must know which items to prioritize etc. etc. etc. There is enough intricate stuff like baiting your opponent, luring them to go where you want to. It's "6d thinking" as some people say. But, of course, if you choose to play for mindless fragging, it's also fun and you can enjoy it if you want to.
  4. About enjoyment. The way I personally got hooked into playing Q3A over the web, was playing with friends and friends of the friends. For a while I only ever played it just inside such a circle where everyone knew each other, there were no much skill gaps, we played it on private servers and had voice chat (it started as skype conference, later we moved to discord). Only later I started playing "with random people", but that led me into a community where I got aknowledged with a bunch people, and so kinda I made new friends and tried to stick with them. Later I found myself "ready" for going into playing with unknown people much more often, and that led me to "friending" around 150 people in steam who were basically "random people i played with". Some of them were my skill, many of them were higher than me but they were helpful and often ready to help with advice and what not. There was an year when I tried to get competitive, tried out some tournaments and what not. Then IRL stuff crawled to me and I abandoned genre again... just to continue it later once again. I dont play with "serious" people much anymore, but I still have friends/friends of friends/whatever guys whom I can ask to make a deathmatch party once in a while without caring much about adcanced movement or something. With them I had evening in Duke 3D, Blood, Doom but also Quake, Unreal Tournament, Xonotic etc. etc. The only thing, if you play just with friends and dont want some super high skilled veteran to step in and ruin the evening for you, play on your own servers or even use radmin/zerotier for LAN over Web, lol.
  5. Titanfall 2 was fun... Not sure about which games the phrase above talks, but it says more about person who says it rather than game itself. http://panjoo.tastyspleen.net/downloads/quake2-theory-guide-by-myrmidon.pdf
  6. Well, Doom 3 was mostly about indoors and light & shadow - usually people also picked a "milestone" game that showcased nature (like, forests and waterfalls). Often Far Cry or Crysis are cited, but others might have more unusual choices maybe.
  7. Also I need to say that I only started playing Quake & UT versus real people around 2015, meanwhile in 00s I played them just with bots when I didn't have internet (though we had LAN games of Counter-Strike in my school haha), and when I got internet I was more into Half-Life Deathmatch and Day of Defeat (including Source version of both) before I gave up on online gaming for a while (was heavy into story-based single player games) which then changed when I got a circle of friends who were playing deathmatch and coop weekly with voice chat. I'm sure when people talk about "dead genres", they always mean "mainstream appeal". Like, they call everything that doesn't have CoD/Fortnite/whatever numbers of players as "dead" even though they have hundreds of players for "big" titles and douzens for more niche ones. Ha, you remind me of some folks which I know... many of them were great players in the past, but at some point they stopped playing versus and only ever play DeFRaG instead. They love exploring all those crazy maps, coming up with new creative routes for their runs and thinking how they improve.
  8. I have to disagree. Well, when it came out I sort of hated it (so much I played it once and never returned to it for many years), but recently I decided to give UT3 "a second chance" and weirdly ended up enjoying it. I think it's very underrated, actually. And when it comes to modes that feature vehicles, I consider UT3 to be an improvement over UT2004. Also... jumping tricks are there, even though not as elaborate as they were in UT2004 (which is the most technical UT movement wise). TL;DR each main UT game has reason to play it if you're fan. Anyway, interesting thread here and discussion, meanwhile I'm happy to say I have enough players in Quake to have fun with :D
  9. Quake 1 Remaster's deathmatch feels "nerfed" if you come from QuakeWorld, but I don't remember how it was in original Quake. Quake 2 Remaster, though, I feel like bhop is easier there than it was in original (?). Anyway, don't forget that UT'99 won the hearts of many players and it's totally different. Why fighting games seem to be okay nowadays though? Is it because huge sponsorship Street Fighter and Tekken have?
  10. Now, what I personally liked the most by Romero... Ultimate Doom: E4M2 Perfect Hatred Doom II: MAP11 Circle of Death, MAP17 Tenements, MAP29 The Living End. (to be continued)
  11. I need to correct you that initially it was Steve Rescoe who worked on Japan 2455 AD maps before leaving Ion Storm in late 1998. Now, it's hard to say which levels were made by Rescoe and which by Case, but at least we might agree that some parts of 1997 alpha Episode 1 maps still look similar to certain parts of what we got in release. EDIT: Also after Anderson left, it was Larry Herring who continued the work on Greece 1200 BC levels. There was also a mention of Rich Carlson, and it's a surprising one: So it seems that Carlson did an early version of swamp (in 1997), which was replaced by Rescoe's version (in 1998). But was it replaced once more by Case version? Interesting... EDIT2: Okay, there is even more to that after I checked out "plan files" from planetquake. Luke Whiteside - worked on maps for "Official Mappack" and some finishing touches for existing maps. Bobby Pavlock - finishing touches for existing maps, some deathmatch maps. Chris Klie - seemingly was a lead/curator in late development period. Also mentions that Case redid e1m4. Iikka Keranen - some finishing touches for existing maps. Christian Cummings - seemingly involved with later development of Episode 3 and 4 maps.
  12. Hi, thanks for reply. Yeah but that won't show you stats during play... Guess I need to find tools that can do it while having overlay on top of any game. Hm... My main PC is from 2015 (with 4 gb vram gpu), but I also have 2011 era laptop (with 1 gb vram dedicated gpu), so I tend to try my projects on both. Though I must admit, I have an idea of making "less resolution" versions of sprites for "low end" machines as it's easy to swap around. But yeah, let's imagine I would try to make a standalone total conversion release - for such, I would like to be able to provide more or less "believable" system requirements for other people to know.
  13. So, uh, no way to check how much memory hd sprites and textures take up? I mostly use 1000 px height sprites for stuff like monsters so I worry if I gonna overload the game with HD content.
  14. Hi. Lately I've been using hidef textures/sprites, so I wonder if there is a built-in display option in GZDoom (or even in Doom Builder?) to show current vram usage. Is there such a thing? Would be weird if there isn't.
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