The atmosphere was brilliant though.
Back in the 90s John Carmack was asked "If you could just hire anybody from the 3D world, who would you hire?", and he named Ken http://advsys.net/ken/carmken.htm
The three legends / rivals of their time (but with mutual respect)
They just killed a really cool (somewhat toxic) community.
To me Quake World is the best multiplayer game of all time.
But Quake 3 comes next and was really really fun to play.
Quake Champions is a great disappointment.
Champions was something different.
The community was on life support, and the attempt (Quake Live) wasn't enough to bring people back to good eSports, as the market had moved on from pure skill based games.
I think games say a lot about generations.
In the old days you had to persist a lot and be a bit of a "hacker" to play Quake, or at least have basic computer skills. I remember how difficult it was to configure Qizmo for Quake World.
Nowadays everything is ready for you to play and even if you are a beginner you can play with the most experienced. In Quake you can spend 1 year playing and not win a single match.
I mean......saying this as a game developer - this is a good thing. You want people to come in and enjoy the game, and not be frustrated by it. Obviously there should still be a mode somewhere where you can truly test your skills and where the top players hang out(in multiplayer shooters that's usually what the ranked mode is for), but new players should be able to just jump in and have a good time. I believe this is a huge part of why games like Fortnite are so successful - because no matter what is your skill level, you will always have a good time, but it also offers an incredibly high skill level ceiling for people who really want to put in the hours.
>>I think games say a lot about generations.
I'm not sure if that is about generations, more about the market - when Q3 came out the only other major game in that space was Unreal Tournament. Nowadays you have so much choice that if a game frustrates you you can always pick a different one. And the market has been completely "ruined" by gamepass and endless promotions, so people don't have attachment to games like they used to. Sure some of them do if they spent £50 on a game, but for an increasing number of games and people, that just isn't true anymore. There is no cost associated with trying a game on Gamepass for 20 minutes and abandoning it.
That's amazing, like training at altitude but for e-sports.
for example there's something called a circle jump where you use precise mouse movement to get the most efficient angles so that your movement speed is maximized from your first jump
That isn't exactly what they said.
Not the best part, but certainly one of the best parts. Doom and Doom 2 did labyrinths really well, much better than wolf3d (wolf's labyrinths were too samey and dull due to engine constraints) and I think better than nearly any game since. Games started foregoing labyrinths around when Half Life 1 came out (see also: Daggerfall vs Morrowind), I think because labyrinths filter plebs. But if you stick with Doom it'll teach you to have better spatial awareness that trivializes level learning in most other games. The new doom games particularly have linear level design very reminiscent of Half Life with some arena sections interspersed; they don't feel like Doom levels at all (except in very superficial ways, like "mars/hell themed".)
Such modern games lend themselves to navigating levels without maintaining a working knowledge of where you've been; at each instant your navigation choices may be informed by what you see on the screen right then without regard for what you've seen before. You can play Doom that way too, you'll get to the end eventually through brute force, but Doom does an excellent job of encouraging you to do better and develop your skill. If you remember where you are in relation to where you've already been, you can anticipate when a path is looping around to where you've already been before you actually round that corner. Maintaining orientation in this way, especially in a labyrinth, is a skill Doom excels at teaching. When you get good at it, such awareness of the level instills a sense of presence that just can't be conveyed any other way. Most modern games don't try to teach it; they expect that novice players won't be good at navigation and so, in the name of accessibility and mainstream appeal, refrain from challenging those players.
There are probably indie games which are close to the original Doom formula. They often feature genres that have been neglected by big studios.
Doom 2016 however made the right move. It wasn't out to replicate the old games but take the essence of it and re-imagine it in newer faster terms. It is not a sequel but something that stands next to the original. The focus is almost entirely on the fights but they are stacked that you actually have to plan your attack (figure out which enemy tier is most problematic) while in the middle of near absolute chaos. I get why people didn't like it but I thought it was such a brilliant homage to the original. The sequel, I wasn't too keen on.
Check out
PavlovVR (CS:GO ripoff): https://www.youtube.com/watch?v=OPMllOHfxCc
Serious Sam VR: https://www.youtube.com/watch?v=3-Qgx70_P8EBunny hopping is fun until you encounter stairs. They fixed that mechanic in Quake 2 but then everything else about this game is crap. Q3 was OMG, simply amazing
Movement wise, CPM/CQ3 or QuakeLive is where things became fun again
The performance was complete dogshit. Just simply awful. I had modern hardware at the time which ran both the original Q3A and ioquake3 at hundreds of fps if uncapped but QuakeLive in browser burned my computer up for sub-60 fps even with the graphics turned down. Unplayable. Not to mention they dropped Linux support. QuakeLive made me quit playing Quake. If I sound bitter about it now, you should have heard me then.
1. Movement is weird. Teleports suck immensely.
2. Weapons are slow to fire, and somehow, even slower to recharge/change. The 15km/h rocket projectiles don't make any sense.
3. Stock maps are crap. Thank God for ZTN
4. Has the worst community. Clients and mods are horrible. Zero quality of life stuff
I'm with you though, I hated it, and my friends and I quickly went back to QW (+ QWTF) after trying Q2 briefly. I did have a soft spot for Rocket Arena 2 in Q2 though, that was fun.