#quake1
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henriquelage · 7 months ago
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NEW VIDEO!
In this review we dive into LucasArts’ iconic “Grim Fandango”, a lavish landing of 3D adventure games that became an icon of the (presumed) death of the genre. A tribute to film noir and the more colorful aspects of Mexican culture that tells a magnificent story… in a somewhat uneven game.
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zergeant · 8 months ago
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the exploding blob from quake 1 depicted accurately
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retrodoomguyhun · 2 years ago
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pistatic · 4 months ago
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new stuff I'm working on. Sounds stolen from quake1&3 (for now, as placeholders)
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doomatonjp · 7 months ago
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筆者はこれまで、Quake3ArenaやQuake Live、Quake2エンジンを使ったWarsowなど、多くの対戦型シューターを楽しんできました。しかし、不思議なことにシリーズの本編であるQuake1/2を遊んだことがありませんでした。似た作品のCUBEやSauerbratenはかなり遊びましたが、2010年当時はSteamで遊べるQuake1がシンプルな「バニラ版」だけで、BrutalDoomのような目立つMODもなかったのを覚えています。
そんな中、いい機会があったので遊んでみたところ、独特の移動感と爽快感に圧倒されました。やはり、この体験は唯一無二です。今はセール中でもありませんが、Xbox Game Passにも含まれているので、興味があればぜひ遊んでみてください。
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creamsicle-art · 1 year ago
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Some more thoughts on e1 now that I'm awake
The graphics were supprisingly spartan compared to some of the Quake1 screenshots and custom maps that I've seen going arround. Not exactly supprising since it was basically the first game to do full 3D the way it did.
On the other hand, they hit level design out of the park from square one. The level designers were pretty good at predicting what i was going to do my first run through the level.
In the first few levels the game set up a pretty obvious visual langage for "this is s a trap". About the time i figured this out is when the levels started introducing fakeout traps, which was fun
I see a lot of modern game design wisdom about easing the player into new mechanics. Quake kind of flies in the face of this idea. My first encounter with a Shamber was being teleported into a closed arena with my nose right in its face. It gave the game a neat tension that you dont see a lot of nowdays
After the first episode' ks propper levels, the boss was sadly underwhelming
Just downloaded and played through the first episode of the OG Quake. Honestly I can see why it was so influential, that would have blown my mind if I was playing it back when it came out in caveman times.
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white-two · 2 years ago
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roosterjunkyard · 2 years ago
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it's never enough... Moar sketches Quake 3 Arena / Quake Champions
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rmorganartworks · 6 years ago
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THE DIMENSIONAL SHAMBLER Yes, this is a deliberate Quake 1 reference. Oil painting on 18" x 24" masonite. Asking $50. You know you want it. Message me 😄 #artforsale #art #surrealism #surreal #dark #darkart #weird #strange #eerie #monster #quake #quake1 #idsoftware #doom #gaming #shambler #lovecraft https://www.instagram.com/p/BsecyLOgHQn/?utm_source=ig_tumblr_share&igshid=1il38e0jf9haw
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beapeabear · 7 years ago
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Organizing old n64 cartridges this afternoon and saw my copy of Quake 64. I dunno, I just started thinking about Quake again.
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joseg90 · 4 years ago
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Live on Twitch Gamers, today in Retroweekend gonna play Quake 1 , this is the latest enhanced version, including all the expansions and a good amount of DLC! Feel free to join by clicking the link on my bio. Follow @Joseg_2090 for more videogames content! 🕹⌨🖱🎧🖲🕹🎧🖲🖱⌨🖱🖲💽🎧🖲📀🎧💽🖱 _________________________________________________ My Twitch Channel: joseg90 Playing Doom on Steam too? Feel free to add me: Gamerjoseg ⬇️⬇️HASHTAGS ⬇️⬇️ ___________________________________________________ #gaming #videogames #gamers  #gamerstyle #gamerguy #extremegaming #pcgaming #pcgamer #gamerlife #screenshot #entertainment #streamer #Joseg_2090 #Quake #Quake1 #Retrogaming #let's play #bethesda #Twitch #youtube https://www.instagram.com/p/CS0kcCcjXl2/?utm_medium=tumblr
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greyedwords · 6 years ago
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doom-nerdo-666 · 2 years ago
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Most people might've seen it already but just in case: Early art of Quake's Shambler.
Shambler roughs for Quake1. Due to technical limitations we had to keep the polygon count low so the end result was a very simplified character.
Edit: A bit of a realization is how the skinny design with holes is sort of reminiscent of the classic Arch-vile face:
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Both enemies also being known for powerfull attacks that force the player to take cover.
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spazbotoz · 5 years ago
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The history of Adelaides incredible IT and internet gurus, from 1995, Quakeworld Multiplayer Online Servers to 2020: 20+ years of South Australias Online Gaming & Internet Pioneers.
The history of Adelaides incredible IT and internet gurus, from 1995, Quakeworld Multiplayer Online Servers to 2020: 20+ years of South Australias Online Gaming & Internet Pioneers. “Quaker the Home Breaker “ Adeliades New Geeks go global, Quake One and Idsoft and John Cammack the farther of Online Gaming, the new online world 25 years ago QuakeWorld Clan Arena FPS....Quakeworld Capture The Flagand Clan Arena” was the game that was the “gamechanger” for Online MultiPlayer Net Gaming in June 1995. Ive been playing online since John Cammack and Co. at ID Software built the game that changed PC gaming bigtime, there genius in terms of getting 30 plus players battling each other in real time was and still is the core “code” of TF2 and most other FPS games. The feeling of dropping into a fast paced in your face game of CTF for the first time online is like going to war literally against an enemy that is very real and you can feel your opposition even though there just avatars and packets of data you are emersed in a new world that is very real and very cool. Quake Gameserver to not lag or glitch out on a server thats providing gameplay with packets of data going round the world literally is an amazing software code and data compression that made quake a masterpiece of design. 1995 The Quake Game Engine Coded and Optermized for the network gaming. What was the new software tech that made Team CTF possible ? Binary Space Partitioning and the Reducing 3D complexity to increase speed optimise world rendering. The engine core optimise the world rendering. The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects. Much of the engine remained in Quake II and Quake III Arena. The Quake engine, like the Doom engine, used binary space partitioning (BSP) to optimise the world rendering. The Quake engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects. So the Two Johns at ID soft shifed the game paradigm online and even the Nets New Online gaming community new it was super cool and these Bullitin Board ( now ex Dugeons n Dragons Boardgame Players) /Nerds and Pimple Headed lovers of Tech were sucked into our world like the suns gravity into Global Multiplayer Team Quake the first true FPS and the First Person Shooters got status over DandD and importantly thats why TF2 and QuakeLive, Champions and clan arena etc are all the community spinoffs are as popular today as they were when CTF was massive and a global community of hardcore, underground gamers, guyz were chatting about, the like ur in the same room awesome game engine, net playability with full servers ( over 128k ISDN ) first released Quake1 i “Game Physics” was the hot online topic, and the ID quake game engine was a gamers “holy grail” producing realistic, balanced kickarse gameplay as if your were fraggin your mates on a highspeed Local Network (LAN). Your actually emersed in the game like your all playing Paintball In Real Time where it felt like we were fighting like an elite army of commandos that had milliseconds to react and save the team from losing the battle and online credability.Quaker the Home Breaker , after my mates and me lost girlfriends, jobs, etc because we played solid (24x7) sometimes for months, we were addicted to our new online gibbfest. The net was still basically a few startup ISPs with “stacks” of either 128k ISDN Modems, or if you could afford a bunch of Telsta T1 Pipes, say 10x (1.5mb ADSL) you had serious bandwidth, low pings and you were connected to backbone of the net to sydney, then ASIA, USA via big fat underground cables, and Mike new a dude who new another dude who found out chariot had a 50MB Pipe that he setup gave our Alliegence of Aust ganers and our crew a chance to play lagg free and be compeative against the best, our little ozzie clan, was now ready to frag and compete with 20ms pings, Mercury went from a very good player to a powerhouse, that pushed us to becoming better players as he fragged his way to Glory, in Japan and LA, that gave us a level playing field against LOW ping Asian Hi Speed Broadband and the US Hi Sped Biz Net. 20Ms Ping times we dreamed about came true. Multiplay FPS, quakeworld ctf, arena, deathmatch was our new world where we waged a global battle that in reality , jobs, uni etc was our clan AOD (Alligence of Destruction) was formed in 1997, so we play CTF and battle in Japan and the US (and Sydney/ Brisbane) against the best new CTF talent in the hardcore net gaming world, where avatars, claming ur cheating / bot coz U cant Rocket Jump like that dude, flaming and roasting your victums was a newbee craze as thats where all the good (best Quake players were ) So, thanks to Mike (Mercury) with his tech expertise, and off the rictor gaming skills (Especially with Quake, he was the Rocket Jump Guru that pissed off a lot of very good OS players that he just fargged to death till they wanted Mercury banned for life for cheating and doing shit that isnt possible with a RL and a Formula One Racing type of split second thinking. Back then, PC,s were its the start with a base hardcore SA clan of me (Kruger), Mercury, Quicksilver, Bloodsport and SMD. We “built our own “ , 586 DX Pentium Pro100mhz server from bits n pieces we got and somehow convinced the Network IT Manger ( a nubee Quake convert) to host the gameserver ( there was quake 30 players in SA ) at that time, we had LAN nights when we wernt online LOL :) roughly a new ISP startup (Chariot Internet) to TF2...is in my opinion...is an awesome in your face , well balanced , ultra fast, very tough “battle “ of the mind and a well organised team can turn the battle into a raging inferno (pyro deserves that), fire beats most, is so much fun it still gives me a buzz like quakeworld CTF did when we dubbed it
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drlombriz · 3 years ago
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*imitating quake1 telefrag sound* WAUghghoghofh augggh iiighh
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images found while on google images ©
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hydralisk98 · 3 years ago
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Servitor, ArchivalDiscs and UDOs
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So ya, as I was figuring out much about technological histories and all things media for my Servitor project... I am starting to better envision a couple of new details for the computer system I am designing.
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First, the Servitor unique & idiosyncratic hardware. [ DECmate III's Intersil 6120 data processor family inspiration, UDO-ish disk format, FOSS libre & transparent computing hardware workflows; ]
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Second, the Maskoch operating system's suite / software ecosystem. [ TempleOS-family (includes Shrine & ZealOS) inspirations, OpenXanadu + OpenGenera projects reference, Windows 3.11 Win3D UI framework; ]
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Third, ?. [ 1,2,3; ]
And as such, I have yet still much to figure but I got most of the generic details written down and ready to revise/refine into a MVP.
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REFERENCE KEY
Klara, self insert
Falah, mother
Sasha, father
Ether, twin brother
Wyatt, younger brother
Shoshona, house cat
Ava, home servitor
Ashur, my desktop computer
Nineveh, my two-in-one laptop
Nimrud, my smartphone
May, friend from the Mayan Empire
Arya, rival cordial ENTP?
Maskoch, my current hometown
Shoshone Union, my home civilization
Utchwe, my personal constructed language
Pflaumen, my syndicated workplace agency (employee cooperative)
BRAINSTORM
Educational conlangs & simulationist level editor-focus in a Free Libre Open Source Software way, quite CC0-1.0 fashionned, media-oriented exploration-driven game with a fair share of social systems to instigate and tinker around, MercenariesPlaygroundOfDestruction+Tyranny factional "deques" competition and cyclic destruction mechanics;
VCR mediatech mechanic, Quake1 movement, Build2 3D level editing system, retro nostalgia diagenic UI, Wolfenstein TNO computer decora, Alien Isolation feel, Soviet grungey toons aesthetic, hometown initial level design emulation, Liberty+Imagination+Harmony as side theme values, N64 <--> Dreamcast middle ground specs, lore integration and immersion (show not tell mainly)
Electric cars, tribble data structure base for machines, Rogue Servitor-ish machine pathway, synthetic agents, video rental stores, far far away future-driven optimism, ~4096 AfterEpoch, much less Wilsonism, electrical generators during floods, re-growth a century after nuclear warfare, furries and sovietfunk, alternate cultural and geographical history aroud soft grunge earlier, post-Christian symbology, Georgism, Syndicalism, Libre-faire, time wrapping around itself in loops and fancier 2D time structures, alternate yet similar technological evolution, storyline stuck between witches and technicians and other groups taking a chance at success through jobs & gigs...
Analog media as the core currency for recording game saves, dice, playing cards, tickets, roll paper tapes, 'fantasy' currencies, pawns, tarot decks, ZealOS filesystem functionings, VCR handheld decks for media storage (probably a custom media format series between 'AnalogOptical' Archival Disc [storage capacity & hexadecimal analogical encoding], LTO cassettes [data tape-component] and UMD MiniDiscs [media size & 'shell'] which I nickname UDOs)...
Temporal 2D cyclic loop game around defeating Nazis + Neo-Fascists + Wilsonists, OpenXanadu, ZealOS, Shrine, Racing the world game, Win3D UI, Intersil 6120 & DEC Alpha processors, crazily optimized sizes for a 48-bit addressing system, twelve 12-bit "generic" registers of A-F & U-Z nicknames, OpenGenera, HyperTalk…
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