Its a Quake a difference

August 30th, 2007

Ok, I figured I’d run through what many people see as the same game but with new graphics, obviously I’m focusing on the multiplayer part.

 

QuakeQuake World Shot

Instalation: Instalation of Quake World is fairly easy, you just download nQuake, install that, then google for pak1.pak.

Weapons: In Quake World, you have, the Axe, Shotgun, SuperShotgun, NailGun, SuperNailgun, Grenade launcher, Rocket launcher, and Shaft. Weapon switching is instant, that is there is no delay between the weapons at all. Fairly much the only weapons that are used are the Grenade launcher, Rocket Launcher, and Shaft. The Shaft is more laggy than other versions of Quake, but does 12 damage per cell, and has alot of knockback, so its easy to pin someone to the wall.

Armour / Items: Green, Yellow, Red. 25+HP Mega.
Quake World uses a teired armour system, that is, if you have a yellow, and above 100 yellow, you can-not pickup a green, if you have a red, and have over 150 red, you can-not pickup a yellow or green.
The Megahealth uses a playyer timer, that is, it will spawn 60 seconds after the player who picked it up has expired it.

Movement: Quake World works on the bunny hop principle, that is, you do NOT push “forward” to go forwards. You simple start a strafejump, then let-go of the forward key, and alternate strafe keys while jumping to accelerate and move around the map. There is also air-acceleration to complement air-control, that is, the more you twist and turn in the air, the faster you go, and air-control means that wile you are in the air, you can change the direction you are going togo in ANY direction you want as if your feet were still touching the ground.

Quake 2Quake2 shot

Instalation: For the multiplayer component, download the Quake2 3.14 demo,  R2Q2 client, OSP mod and the full version 3.20 patch, install the Demo, followed by the patch on the demo, then install R2Q2 and OSP into the demo directory.

Weapons: Blaster, Shotgun, SuperShotgun, Machine Gun, Chain Gun, Grenades, Grenade launcher, Rocket launcher, Hyper Blaster, Rail Gun, BFG10k
Every weapon in Q2 is usefull, altho in dual the main weapons used are the RL, GL, Rail, and chain gun. No weapons have any real knockback.
Weapon switching is extramly slow

Armour / Items: Shards, Flack, Body, Combat. 25+HP, 50+HP, Mega, Adrenilin.
Games mainly revolve around controling the Mega and Combat armour. Any armour can be picked up at any time.

Movement: Quake2 has alot of trick-jump moves, a hint of bunny hopping is present, but there is a much looser strafe jump. Acceleration like in other quakes is NOT posible in Q2, but jump height is, thanks to how ramp and stair jumping is handles (jumping in quick sucssesion on the edge of ledges in game).

Quake 3 Arena Quake 3 Arena

Instalation:  Install Quake3 from CD, then patch to 1.32. Once patched install the latest CPMA mod.

Weapons: Gauntlet, Machine Gun, Shotgun, Grenade Launcher, Rocket Launcher, Lightning Gun, RailGun, Plasma Gun, BFG.
All weapons are used at some point. Grenades and Plasma are mostly used for high damage spam, Rail for long ranger, or flick shots, LG for medium range, insane damage combat, and rockets for close range. Unlike the past two Quake’s, the MG and Shotgun are actualy usefull and can do alot of damage.
Weapons switching is at a speed where you can change weapons mid-combat, but its still a risk.

Armour / Items: Shards, Green (as of 1.29), Yellow, Red. 5+HP, 25+HP, 50+HP, Mega.
Armours all spawn 25 seconds after being collected, health spawns 60 seconds after being collected. The Mega respawns 45 seconds after being collected. Most dual games revolve around controling the Mega, Red, and one Yellow. Green armour is considered the same as Shards, and are only usefull for a quick boost to the down player.

Movement: Quake3 does away with the entire concept of Bunnyhopping and ramp/stair jumps, but it has a real agressive strafe jump. Acceleration is quick, and players are able to move around large arenas quickly, which can make combat in Quake3 take some time, and require alot of mind games. Rocket Jumping is also the smoothest of any Quake games.

Quake 4 Quake4

Instalation: Install Quake4 from the DVD, then install 1.4.2 patch, followed by the Q4MAX mod.

Weapons: Pummle, Machine Gun, Shotgun, Nail Gun, Hyper Blaster Grenade Launcher, Rocket Launcher, Lightning Gun, Rail Gun, DarkMatter Gun.
Most games relegate to use of just the Rockets, LG, and Rai. Altho there are some skilled players out there who can use the HyperBlaster to great effect.
Weapons switch times depend on what weapon you currently have out, but are generaly slower than Q3 on the major weapons.

Armour / Health: Shards, Yellow, Red. 5+ HP, 25+HP, 50+HP, Mega.
Due to the rarety of the 50+ HP, and the high damage that alot of the guns put out, the 50+HP becomes a very desirable item to control along with the Mega and Red and Yellow armours.

Movement: Quake3’s aggresive strafejump is present again, but this time the air movement is coupled with the good old stair and ramp jumping.
Quake4 also brings in a new move that doesn’t require the use of the jump key. This move is known as Crouch Sliding. This is where, a player can slide along the ground at the same speeds they strafejump at (requires a strafejump before crouching), whilst retaining similar control of movement to Quake Worlds aircontrol.
You also have alot less friction with the ground, so its easy to go sliding off platforms whilst standing upright.

 


So there it is, a comparision of all 4 Quake games. Which is the best? Everyone will say something different.

 

Quake1/3/4 I find the most fun to play, purly because of the speed. Quake2, alot of people also find fun, I just find it too slow to enjoy. 

New layout

August 27th, 2007

Well, its been in the works for an entire afternoon, but finaly, the new site layout is here.

 

Tell me what you think, yeh, I know the corners don’t line up properly, but what are you gonna do about it?

Now to get on with the other assignments. Those being Project Management, and FIt2019 (can’t remember name of that), oh, and preparing to totaly beat Nick on Friday. 

bah!

August 24th, 2007

Well, at least now we know that Bigpond and Atomic royaly suck at keeping things up to date.

 

The online qualifiers for the WGT, the first round happened, or was supposed to happen last night. All the first round matches are schedualed for 7:00pm on the 23rd of August (yup, thats a whole week after the tournament is ment to have started), and the scores still havn’t been updated. All matches are still left as “yet to be played”.

 

Now did anyone show to the first round? Or did everyone skip it as Quake4 with the rules Atomic chose for the online qualifer really do suck?

 

Another thing which is shitting me is how biased Atomic were at giving out first round byes. Players like wombat are being made to play first round, wheres others like me and Jugs get a bye first round, purly because we are on the Atomic website. Whoever did the seeding really needs to wake up, how they have done it means that some of the best Quake players in Australia wont make it to the top 20 as they will face each other in the single elimination too early. Where is alot of unskilled players, who don’t even know what a strafe jump is, are going to have an easy ride to the top 20.

Two things

August 23rd, 2007

Well, Uni is going good, and I’m entered into the WGT for Quake4….

 

 

…but how can i win in Quake 4 when this keeps happening in Quake World?:

ranks_400

Savemysettings! is Nick! He beat me on ZTNDM5 AGAIN!

 

grrr! 

:)

August 16th, 2007

Six amazing months, and many more ahead.

 

dsc07248_400

Love you heaps Rachel :) MWA MWA MWA 

Awesome

August 13th, 2007

 

A huge pile of awesome made by Dale.
These photos are taken from Monash Caufield over Melbourne

OMG i can’t believe it

August 13th, 2007

I can’t believe it.

Nick beat me.

In quake.

Quake World, map Aerowalk, ruleset Deathmatch3, first to 20….

I…..
Lost….

And I was actualy trying….

I’ve never lost a quake game to a non-quaker…..

Back to Quake3 pro-q3dm6 then :P

fuhquake000ph7_400 

Long time comming

August 9th, 2007

We start, in early 2006, plans were put in place for a LAN event to take place at Monash Peninsula.
Craig and I spent hours, days, weeks getting everything ready, organising, inviting, pleeding with the people at Monash.
It came to less than twelve hours before hand. We cancled the LAN. It wasn’t worth running. Not enough participans, not enough network, not enough LAN.

logo_400

Not even a month down the track, me and Craig threw ourselfs into it again. This time with a vision. The garage LAN on a large scale. Sitting around a cold libary table, me Craig and Luke concieved GreenTubeLAN. We aproached IT@PC. Paulo gave us IT@PC’s backing strait away.GreenTubeLAN 1 quickly aproached, 20 people registered, a network in place, and Monash being so great to help us start.
The LAN went off without a hitch.

 

Then it came to the fourth LAN. The tale of GreenTubeLAN had reached far and wide, a company named PLG aproached us, saying they wanted to talk posible deals.
We traveled to Sandringham, where we struck a deal, we got a network gear sponsorship.

 

gtl_400

 

 

Now, GreenTubeLAN is one year old, we have shed IT@PC since Peninsula stoped their IT courses. We have shed the PLG network sponsorship, we bought our own gear.

GreenTubeLAN 7 aproaches, our first on our own. GTL has grown up, and us along with it. We have learnt much, yet relise there is still more to learn. Will GTL flourish? Will it quiver and die? Will there be a percivibal difference?

I don’t know, but I can’t f***ing wait to see Smile

Updates

August 2nd, 2007

Ok,

 

I finaly got around to updating my photos page.

 

Take a look :P

 

carl_bar