Article View: alt.games.quake3
Article #244Re: What improvements in quake 3?
From: Dohnut
Date: Sat, 06 Feb 1999 00:00
Date: Sat, 06 Feb 1999 00:00
63 lines
3838 bytes
3838 bytes
In article <79ht0a$39$4...@news4.svr.pol.co.uk>, "Satan" <Sa...@hell81.freeserve.co.uk> wrote: > I read in a magazine quite a while ago that quake 3 was going to be quake 2 > with better multiplayer, and no single player. > Isn't half life going to beat it in single player and multiplayer. Quake 3 has several main areas of improvement over Quake 2: 1) Graphics. Q2 graphics were an extended version of the Q1 graphics. Q3 has an all-new rendering system. It now includes such features as true curved surfaces, specular highlighting, 24-bit source art, larger textures, better mirrors (including moving/rotating mirrors), improved transparencies, fog effects, and segmented character models (with more polygons than were used in Q2). Also, you'll see what weapon your opponent is carrying, and other little touches. (Hopefully there should be similar improvements in sound.) And while all that's a lot more demanding on the computer, it's designed to be very scalable, and due to being optimized for a 3D hardware pipeline only, it should still perform well on moderate computers. 2) Networking. Q3 again has an all-new, much improved networking architecture, with better, tighter prediction, and more-efficient data transfer, so it should be both smoother than Q1/QW/Q2 under various conditions (ie, high-ping/high PL/limited bandwidth), and at the same time, more correct (than QW/Q2) in terms of timing and position of items such as rockets. 3) Gameplay. Q2 had a lot of elements that Q1 fans didn't like about the gameplay (such as slow rocket launcher, slow weapon switch times, slow movement speeds, too-large levels, less bouncy physics, crappy teleporters). Q3 is rectifying many of those problems, in some cases (such as rocket speed and weapon switch times) taking a compromise between the two previous games. (I'm still worried about the availability of Q1-style teleporters though, it looks like teles are still going to suck in Q3 just like they did in Q2.) In addition, since the game is designed solely as a multiplaer game, they can focus fully on creating great deathmatch levels, great variations on multiplayer gaming, and tweaking the gameply (and everything else in the game) to work perfectly in a multiplayer setting. Its aim is to be no-compromises the best multiplayer game possible at this time (though probably not emphasizing complex teamwork and class roles as much as Tribes or TF2). Previously they'd only designed the multiplayer levels as an afterthought, in their spare time or on weekends, and most of the gameplay considerations pertained to single-player. Since they're now focusing fully on multiplayer levels, hopefully they can be much better than what we've seen in the past. In addition, instead of creating standard monster AI, they're working hard on creating great bots, especially ones with varying weaknesses and personalities. Hopefully the "ranking ladder" against the bots will also be fun and engaging (though I still think a lot of people will pretty much skip straight to the online stuff--id thinks people will spend a long time trying to beat the bot ladder, but I think a lot of people will get through it in one day and never touch it again...) -- ------------------------------- Matthew Vaughan matt...@best.com http://www.best.com/~matthewv/ -------------------------------
Technical Details
Message-ID:
<see-below-0602991629550001@dynamic29.pm10.mv.best.com>Path:
mbox-mo1.pugleaf.net!unknown!not-for-mailReferences:
<79ht0a$39$4@news4.svr.pol.co.uk>Show Full Headers
Complete Article Headers
From: see-below@not-my-address.invalid (Dohnut) Subject: Re: What improvements in quake 3? Date: 1999/02/06 Message-ID: <see-below-0602991629550001@dynamic29.pm10.mv.best.com> X-Deja-AN: 441510710 References: <79ht0a$39$4@news4.svr.pol.co.uk> X-Trace: nntp1.ba.best.com 918347298 16664 209.24.242.93 Newsgroups: alt.games.quake3 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit