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Terrcraft

Quake II Remastered

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I just got ragequitted on during my most recent match. I was going to town on everyone with the Railgun lol. Usually, I'm the one who gets their ass kicked in multiplayer.

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4 minutes ago, WorldMachine said:

Yo, when is DOOMworld gonna have community deathmatch? I wanna frag with some Doomers!

 

Make sure to ragequit if everyone isn't using the FIREBLU tag

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1 minute ago, Lizardcommando said:

I just got ragequitted on during my most recent match. I was going to town on everyone with the Railgun lol. Usually, I'm the one who gets their ass kicked in multiplayer.

Yeah lol, I play on controller, so I tend not to use the railgun unless I'm feeling cocky!

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2 minutes ago, Devalaous said:

 

Make sure to ragequit if everyone isn't using the FIREBLU tag

True Gigachads use FIREBLU tag to trip out the blind!

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9 minutes ago, Lizardcommando said:

I just got ragequitted on during my most recent match. I was going to town on everyone with the Railgun lol. Usually, I'm the one who gets their ass kicked in multiplayer.

Hey, wanna play each other?

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The differently colored fog in this game can add some cool atmospheric touches to some levels unlike the generic purple fog used in the Q1 remaster.

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Is there music on the N64 campaign? I have music volume maxed out and don't hear anything other than the music that plays when you're about to finish a level.

 

Also, there's no weapon quick switch buttons like in Q1 Remastered.

Edited by dustarma

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28 minutes ago, dustarma said:

Is there music on the N64 campaign? I have music volume maxed out and don't hear anything other than the music that plays when you're about to finish a level.

 

Also, there's no weapon quick switch buttons like in Q1 Remastered.

There is, it's just quite

 

I think music volume is definitely a small issue, tad quite...

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Regarding the Berserkers and their new AI, here's the strategies I devised throughout my replay of the OG campaign:

 

- Supershotgun them when they are close up. Rush in and out to confuse them and keep them from doing their jump. Rinse and repeat

- Chaingun/Machinegun them when they are at medium distance

- Railgun/Rocketlauncher when they are far away, at least initially. If they have enough vertical clearance to do their crazy jump and immediately close the distance on you, revert to one of the first 2 tactics

Edited by Caffeine Freak

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Is the new AI behavior for the Nightmare mode only?

 

Are the other difficulties more accurate to the original?

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1 hour ago, TasAcri said:

Is the new AI behavior for the Nightmare mode only?

 

Are the other difficulties more accurate to the original?

 

The new AI is in all difficulties. There's none of it accurate to the original. I'd have no problem with this if we had a "classic AI" gameplay option, but we don't. 

 

3 hours ago, Devalaous said:

Speaking of inventory, I find the inventory and gun wheel obnoxious, as it is bound to the LEFT stick, so I copied my Doom keybinds and put inventory on the left and right D-Pad...but it includes the guns in the inventory, ARGH.

 

The PC original also included the guns in the inventory. I personally use D-pad up/down for inventory, D-pad left/right for weapons, and find it works well enough. 

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1 hour ago, mhmh said:

 

The new AI is in all difficulties. There's none of it accurate to the original. I'd have no problem with this if we had a "classic AI" gameplay option, but we don't.

 

That's a bummer. I was hoping the remaster would be a visual/frame rate/extra content upgrade only. Changing the gameplay like that though would make it feel like a different game to me.

 

I guess i'll wait for an update and hope the original AI is added.

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7 minutes ago, TasAcri said:

I guess i'll wait for an update and hope the original AI is added.

Wouldn't it be better to just try the game for yourself and see if maybe the enhancements are to your liking? Besides, the remaster still includes the original version with no changes.

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52 minutes ago, Dynamo said:

Wouldn't it be better to just try the game for yourself and see if maybe the enhancements are to your liking? Besides, the remaster still includes the original version with no changes.

 

I obviously can't speak for @TasAcri.

 

In my case I already have the original game on my PC.  I've had it for a long time, I play through it fairly regularly, and I'd already played through it earlier this year.  It was fun, I had a blast with it as usual.

 

I don't need a solution for playing the original game on my PC.  I need a solution for playing the original game on my Switch.

 

The Switch is a perfect platform for games of this vintage, and there is a lot of really cool gaming history that it's helped preserve (somebody do whatever is necessary to get Tomb Raider 1 on it!)  Having a mobile platform makes it great for when you're out, and the pick-up-and-play simplicity of these games makes them ideal for a quick fix during short trips, breaks at work, or whatever.

 

I don't have a problem with the fact that the "enhancements" exist (scare-quoted because not all of the "enhancements" are actually improvements).  I don't have a problem with the Berserkers being more difficult because they're not; once you learn the gameplay required to deal with them, they're very manageable.  I do have a problem with some of the other enemies made easier by the new AI.  The new pickup behaviours are just a gameplay change to learn.  The extra areas in some maps are a nice Easter Egg but don't otherwise add much.  The lighting and shadows improvements are mostly worthwhile (I wish they'd get rid of the stupid-looking player shadow, though).

 

None of these things are deal-breakers, but I'd just like to be able to selectively disable some of them to get a more authentic/classic experience, on the Switch, and I don't think that's too much to ask for.

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The Beta Gladiators in Reckoning now go down with 4 Phalanx shots including their Power Shields, whereas before they were all but a boss-tier enemy. This makes the Moon unit kind of a cakewalk. The ones in CotM don't have shields, yet feel tankier somehow. Not sure if that's just me.

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5 hours ago, Astar said:

My God, this ping is a joke :D

And that's on every server

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What happens when you don't live even an inch away from USA.

I get something around 100-140 here on Baja California, reasonable, but not what I wanted.

Hell I even get better pings on other games, like HL2DM, Halo, CS:S, you get the point.

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One of the new campaign levels actually has a bug regarding a secret level. If you happen to go back and forth from the previous map to the secret one, the teleporter is a one-time use, so you can't go back to the previous map anymore and you're softlocked... so that's cool.

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Lobbies are player hosted. If all you see is high ping, then nobody in your region has created a lobby. Simply create your own.

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i really loved the addition of the id vault, especially all the development stuff and concept art. it'd be really awesome if something like that was added to nightdive's other remasters too (like quake 1)

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Just played with a friend despite my ping around 245 in instagib. It was hella fun!

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2 minutes ago, Dweller said:

Speaking of the multiplayer, is it possible to make custom tags? 

Sadly no. That would be a moderation nightmare, the internet cannot be trusted with nice things.

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Just now, Edward850 said:

Sadly no. That would be a moderation nightmare.

 

Oh okay. That would be a nightmare, now that you mention it. 

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And Ground Zero is no longer shit. Turrets now make themselves known much more clearly and only take a handful of blaster hits to put down, thus they no longer break gameplay flow. I almost didn't even need to swap hands after all.

 

This change alone puts it in GOTY territory.

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I have noticed there is, from time to time, this weird bug with player start position.

 

When you enter a new map, you might have an incorrect position, so you make a step and LOADING... and you return into the previous map. Or you bump into the elevetor switch and return.

 

A bit annoying and happens only rarerly.

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Not a bug. There's a few maps where your player position is copied from its location in the previous map, Half-Life style.

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That reminds me, I've noticed one or two maps where you're turned around and facing the opposite direction you should be. IIRC jail2 is an example. 

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