|
I spent a lot of time during my formative years playing quake 2 deathmatch (although weirdly never actually playing singleplayer). The weapon balance, level design and general mechanics - bunnyhopping included - just feel perfect. And the BFG10K was actually intuitive to figure out in terms of how its damage mechanics work. I've always been curious to see how quake 4 ended up...
|
# ¿ Jan 6, 2018 13:39 |
|
|
# ¿ May 29, 2024 11:11 |
|
So, for your brief scientific interlude, did I miss something or does that door/walkway exist solely to let you kill yourself on that electrified railing? Seems like a complete dick move when a core part of most FPS games is/was to reward the player for doing little observational/exploration/jumping puzzles built into the level geometry.
|
# ¿ Jan 7, 2018 02:54 |
|
Well, it's good to have you back! Those hitscanners really feel out of place in a game like this, as does the slow movement speed - either let the player dodge, or let them have a way to get into a position where they don't have to. Otherwise, as you point out, it feels like trying your luck blindly rather than playing a game. Is the hyperblaster hitscan? Seems like a departure from its original incarnation of being slow but decent damage projectiles, and the characteristic spin-down when you stop firing looks like it's gone too?
|
# ¿ Jul 15, 2018 12:44 |