Yes, we're breaking out the Pace Thick and Chunky Salsa
for this one. It seems we have too many big bags of
chips around here for our own good, so we plan on reducing
our stockpile somewhat. The first 10 people to the GSI offices
get a free bag, and you can cart off Fargo if you want. He's
becoming a nuisance, regailing us with tales of how he's created
adulterous women in The Sims. Actually, I am probably the
world's biggest liar right now. It's a change of pace this
week because we don't have some giant issue to discuss. That's
right, no deluge of e-mail for me to sort through. Huzzah!
Alliteration: Yum! Yes, we'll kick it off this week with
the questions, getting them out of the way so that I can make
fun of people more readily!
From: LAURIE D.
Subject: weapons and map design in Q2 DM
Dear Spyke, Okay, so I've only played quake2 deathmatch
a few times, so its only natural that I quit the game shouting
'this is a load of crap' at the monitor, after being repeatedly
shot in the back with the (yes you've guessed it) railgun, on
Now, you can all go on at me as much as you like for being
a lamer with no aiming skill, since i mainly intend to make
maps for quake, but what i do notice in quake 2 is a lack
of scope for 'weapon selection skill'. I am a massive fan
of quake1's grenade launcher. I find it fun trying to slam
dunk grenades onto people on raised ledges and pitching to
throw one on the back of someones head as they run from a
combat i actually managed to come out of on top. Whether i
succeed or not is no longer the point. (Okay, i know you cant
get a frag for trying but hey...) The point I am trying to
make (no pun intended) is that there seems to be an unbalanced
selection of weapons. I know that this was recognised and
quake3 has tried to fix this problem (I cannot see for myself
as I need more ram or something - 24 aint as much as it used
to be) but there doesn't seem to be individuality in deathmatch.
I would love to see a wider variety of weapon usage. I know
it's there in tf and ctf, but there your freedom to roam the
level as you please is lost. Maybe it's just me.
Anyway, my second point is this. As i was reading through
quakelab's hints and tips on map building, i noticed among
others the issues of weapon placement and terrain-based advantages.
Now is it just me or are the most commonly played quake2 deathmatch
levels suffering greatly from these two ailments. I am referring
to q2dm1, q2dm2, and q2dm8 as the main perpetrators. I notice
in these levels, large sections of overhead platforms, or
extremely high ledges, with access routes too risky to take
during combat, also entrances to areas from which it is impossible
to see the majority of the area, leading to non skill based
advantages. Finally, the railgun is by far more powerful than
any other weapon in quake2. These maps boast a total of 1
railgun, usually found somewhere high up, perfect for sniping.
It seems to be common knowledge among good map makers as
to what is a good map, but apparently not to players. People
should have learned by now, so why can i never find good maps
with a low ping? Or even better, to make criticism into a
valid question, are there any q2 mods/maps which allow balanced
weapons, optional teamplay, and good medium to large sized
maps? And if so, where can i get them?
Hey, I suppose I can actually comment on this one. I must
agree that in many cases, weapon selection and level design
cause great conflicts. Those rail bastards really piss me
off. I enjoy meandering about in deathmatch, and not having
to worry about whether someone's going to rail my ass. Thus,
balanced weapons are nice. As for your question about balanced
weapons, optional teamplay, and good sized maps, that's a
toughie. "Balanced" is different for everyone; no matter who
you ask, their opinions will differ based on their own skills.
Rail bastards will complain if you take out the rail, and
fans of any other weapon will, as well. Another example of
this is the grappling hook; there was a helluva lot of griping
going on about that. Q3CTF, I've found, is excellent for all
of the criteria you're looking for, but I guess the teamplay
isn't really optional. As for mods with all three of your
criteria, that's a toughie. "Optional teamplay" is a bit of
a pain for mod makers. Wait, Action Quake 2 has the criteria
you're looking for. Lots of big maps, somewhat balanced weapons,
and a lot of fun.
Hellchick: Yes! A fellow grenadier! I love the grenade
launcher, especially in Quake 1, mostly because of the sound.
They don't call me the Pineapple Princess for nothing! And
they certainly don't call me that for any nefarious and possibly
illegal reasons, no sirree!
From: (address deleted)
Subject: IS THERE GOING TO BE A SNIPER IN QUAKE 3 ARENA????
i really want a sniper in the quake 3 arena
game for the internet. if there is going to be one please
write write me back telling me when. the game will be much
better if it had one!
Um, I have no idea dude. If someone wants a sniper really
bad, they'll make one. In the meantime, there's a cool zoom
feature in Q3A right now. Just go into the config menu and
look for it, or bind a key to "zoom". It's that easy!
From: (address deleted)
Subject: custom quake levels
I am just starting out trying to make quake
I levels on my own. Do you know where I can get a tutorial
for making the levels? Can you help me with tips or advice?
Where can I start? THanks very much, Nick Bower
Ah, nice to see someone wanting to help out a dying industry.
Sorry to all the old-schoolers, but you must admit that there's
a dearth of new levels for Quake 1. I am so sorry, but in
15 minutes of searching (I'm pressed for time here), I couldn't
remember nor find out anything regarding Q1 level editing,
other than there were a bunch of editors, including BSP and
WorldCraft. I've never been into level editing, so I have
no idea. If you're looking for information, tutorials and
the like, a great place to check out is www.gamedesign.net.
From: Mr. KingSocko
Subject: Q3A clans
I am interested in joining a clan. Is there a section on
planetquake where clans post that they are looking for members?
Any info is appreciated. -Marc
No, dude, there's not. If we did that, it would be absolutely
huge. There are thousands of clans out there. It seems everyone
at some time or another has decided to start a clan. If you're
looking for clans, check out GameSpyder,
our search engine. Although, I don't see why you wouldn't
just start your own; you can do what you want, and you and
your friends can be in it! Whee!
Hellchick: I'm going to start a clan called The Chicken
and Sausage Clan, and the criteria for joining will be that
you have to stand on your head and sing Canada's national
anthem backwards while slathered in margerine. Also, you have
to have to pay me $100 to join.
From: Baris Zeren
I have a question about Quake III. How can I write a colorful
nick, for example in red or blue Thnks
Excellent question, my friend. I too, once pined for a flashy
colorful nick like those l33t LPBs on my local server had.
Well now you too can be like them! To get a colorful nick,
simply use The Game
Name Builder! This handy tool can help you construct neat
nicks for a plethora of games, including all the Quakes!
Subject: question about setting up a server in quake3
i have a quastion for ya guys/women!!!, eehmlast couple a
days i tried to start a quake3 server but i started it but nobody
my questionis how can i set up a quake3 server so that everybody
can see it and that they will connect
thanx in advance
recruit of the DARKLIGHT
Well it is apparent that you haven't read Dekard's Q3A
Server Setup Guide! This hot little puppy will show you
exactly how to set up a server for Q3A, and get it so everyone
can join, and everyone can see it, and much rejoicing there
will be! Yaay!
Hellchick: "Hot little puppy"...? Please
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