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Author Topic: Evil old Shub  (Read 2494 times)
lonewolf
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« on: July 09, 2002, 02:44:00 PM »

The idea to telefrag the end boss is pretty cool/geeky/lame depending on the way you look at it, but who left the gaping bug that if you atacked it enough with normal weapons the game would crash when it couldn't die because the death code didn't exist!

Who decided it would be fun to telefrag it?
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DarkWolf
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« Reply #1 on: July 09, 2002, 03:01:00 PM »

I've always wondered about the entire scope of single player game.  But the more you think about it the less sense it tends to make.

Quake was still a great game though.
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lonewolf
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« Reply #2 on: July 09, 2002, 03:23:00 PM »

I think quake was the casulaty of the "lets shuve this game out quick with some cool technology" ideoligy that The Rome.ro found so upsetting.

Because of this, it seems like a hap hazzard array of nothing and everything all fused by a flimsy story of the enemy known simply as QUAKE (later revealed to be shub) attacking earth.

I'm very curious about quakes development....
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darknation
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« Reply #3 on: July 09, 2002, 03:44:00 PM »

And you guys are saying that shooting it to death like you've done to thousands of enemies beforehand is somehow 'not lame'?

btw, didn't a patch fix the shub problem?
 
 [ July 09, 2002, 06:46 PM: Message edited by: darknation ]
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lonewolf
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« Reply #4 on: July 09, 2002, 03:58:00 PM »

No No.

Shooting shub would be totaly lame.

The episode one boss was a nice break and so was shub, but the only 'chalenge' of the end map was to have enough ammo, armour and health to survive the many shamblers etc that teleport into the map to block your passage towards the teleporter.

In that respect, it was kinda lame.

Really, for me, quake was just an engine that I could make do what I wanted out of a game, I got bored with SP and DM very quickly indeed.
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« Reply #5 on: July 09, 2002, 07:04:00 PM »

QuakeC meant that you could do *whatever* you
wanted. Make racing games, flying games... there
were even many movies out there. It was great
tech, and an awesome DM experience, although
GameSpy does suck.

I thought it was much better than Quake 2.
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The Romero
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« Reply #6 on: July 09, 2002, 10:16:00 PM »

quote:
Originally posted by *LoneWolf*:
The idea to telefrag the end boss is pretty cool/geeky/lame depending on the way you look at it, but who left the gaping bug that if you atacked it enough with normal weapons the game would crash when it couldn't die because the death code didn't exist!

Who decided it would be fun to telefrag it?

I came up with the idea to telefrag Shub Niggurath at the end -- I wanted the player to have to really THINK and figure out what the hell the floating thing was for....and to analyze the reason behind why the level ended at a teleporter.  Something more interesting than just filling a boss full of lead and lightning.

The death bug was probably Carmack's -- he had so much to code that it just slipped through the cracks.

I was really proud of the telefrag idea because it's such a cool idea in gaming in general (which I invented with DOOM; the first game you could telefrag in) that I wanted to be the first to use it on a boss creature!    
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John Romero
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« Reply #7 on: July 09, 2002, 10:18:00 PM »

quote:
Originally posted by *LoneWolf*:
I think quake was the casulaty of the "lets shuve this game out quick with some cool technology" ideoligy that The Rome.ro found so upsetting.

Because of this, it seems like a hap hazzard array of nothing and everything all fused by a flimsy story of the enemy known simply as QUAKE (later revealed to be shub) attacking earth.

I'm very curious about quakes development....

Yes, you are correct.  The full story of Quake's dev will have to wait until I get the Quake section of this site up..... until then, maybe a scan of one of my original Quake map sketches will tide you over...
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Tygrinn
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« Reply #8 on: July 09, 2002, 10:53:00 PM »

John said: "invented telefraggin' during DooM"

You should spank Tom.

He admitted he was responsible for telefragging in DooM, because he fought to keep/get (don't remember precisely) teleporters in.

-source: Interview with Tom Hall (IIRC), can be found on doomworld.com in the news archive of 2-4 months ago
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AdamW
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« Reply #9 on: July 10, 2002, 02:08:00 AM »

john: one thing that'd be cool to see is the original version of e2m7, that was cut down because it was considered too large...has that ever been released anywhere? do you have a copy?
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adamw
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« Reply #10 on: July 10, 2002, 02:27:00 AM »

How to complete the End map in 0:55 seconds with ALL kills on Easy skill  
http://dynamic.gamespy.com/~sda/demo.pl?easy/end_055.dz

Get Dzip in order to extract the demo: http://www.planetquake.com/sda/dzip
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lonewolf
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« Reply #11 on: July 10, 2002, 12:41:00 PM »

At the old planetromero.com, some time ago, John put a DL to a zip of the cut 1st half of that map (E2M7) and I might still have the zip kicking around if he can't find it (although i'm sure he has all his old cool stuff locked in an iron vault so that the world can witness the 2nd coming eventually).

E2M7 is "The Dismal Oubliet"(sp?) right?
or am I thinking of something else?

Man I loved that map, to the point that all my Q1 mods were ALWAYS and ONLY playtested on that map. lol.
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Stubgaard
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« Reply #12 on: July 10, 2002, 01:18:00 PM »

No, The Dismal Oubliette is e2m6. e2m7 is The Underearth.
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lonewolf
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« Reply #13 on: July 10, 2002, 03:03:00 PM »

Oh well, I guess i'ts been a long time  

E2M6 still owns me tho  
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AdamW
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« Reply #14 on: July 10, 2002, 03:16:00 PM »

well, um, i meant whichever one got cut. obviously. =). i always thought it was the end map of ep2...
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