[HN Gopher] Quake Brutalist Jam II
___________________________________________________________________
Quake Brutalist Jam II
Author : jakearmitage
Score : 254 points
Date : 2023-11-08 15:02 UTC (7 hours ago)
(HTM) web link (www.slipseer.com)
(TXT) w3m dump (www.slipseer.com)
| rabbitofdeath wrote:
| OH man. So many hours in Quake - I'll have to learn how to get
| one of these engines up and running.
| Klaster_1 wrote:
| Running QBJ2 in a modern source port is really simple: unpack
| the QBJ2 and the source port into the game dir, run the
| executable, switch with "game qbj2" in the console. Personally,
| I prefer https://github.com/Novum/vkQuake because it allows
| disabling texture smoothing. Too bad vkQuake development has
| been put on stop recently.
| theevilsharpie wrote:
| > Personally, I prefer https://github.com/Novum/vkQuake
| because it allows disabling texture smoothing.
|
| All hardware-accelerated Quake source ports that I'm aware of
| allow you to disable texture smoothing, going all the way
| back to the original GL Quake (if not earlier).
|
| It was historically set through the console (rather than
| through a graphical menu), via the `gl_texturemode` command
|
| On modern hardware capable of trilinear filtering, the
| appropriate texturemode to disable texture smoothing (which
| keeping the other niceties of hardware acceleration) was
|
| ```
|
| gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
|
| ```
|
| For the Ironwail engine, which is the currently preferred
| Quake source port for modern 3D hardware, options on whether
| or not to use texture smoothing (and other "retro" aesthetics
| like whether to use square or circular particles) are things
| that can be toggled in the video configuration menu.
| wetbaby wrote:
| Easy setup:
|
| 1) Download and unpack ironwail (best engine).
|
| 2) Copy id1/ (from your official Quake install directory) to
| your ironwail directory
|
| 3) Launch ironwail
|
| Adding and launching a mod:
|
| 1) Unpack the mod into your ironwail directory
|
| 2) Launch ironwail
|
| 3) select the add-on
|
| If you have quake on steam, ironwail will automatically detect
| it.
|
| If you want to directly launch into a mod you can create a
| shortcut or use command-line parameters.
| barbariangrunge wrote:
| There's something called quake injector too, which makes it
| even easier to get access to maps, at least ones on
| quakespasm. You probably still need to add them manually if
| they're from slipseer, but i think most are on both sites
| wetbaby wrote:
| Ironwail can download some popular add-ons in game. Not as
| robust as injector, but is extremely accessible.
| sitzkrieg wrote:
| nquake streamlines a modern install to a normal installer
|
| https://nquake.com/
| duxup wrote:
| Is there still a big Quake community out there? People playing
| new / cool maps?
| tyfighter wrote:
| There is a huge Quake mapping community that has been
| consistently producing amazing new maps, map packs, and full
| mods. * https://www.quaddicted.com/
| * https://www.slipseer.com/ * Quake Mapping Discord
| where all this goes down https://discord.com/invite/f5Y99aM
| capableweb wrote:
| What's a good entry point if one wants to get started
| playing? Acquire Quake (1? 2?) on Steam and then server
| browsers just work as-is?
| tyfighter wrote:
| You use ironwail (https://github.com/andrei-
| drexler/ironwail), and start downloading and playing maps
| from the sites above :).
| junaru wrote:
| https://discord.com/invite/eu9B2Jv - Quake for newbies
|
| https://discord.gg/EyPV44hpPz - Quake 1 community
| capableweb wrote:
| I'm just looking for some text that explains how to do
| it, not to join a community. But thanks! :)
| barbariangrunge wrote:
| And an even larger Doom community. I took part in NanoWADmo
| last month, the map making month. There are hundreds of hours
| of top-tier map content out there, a huge number of "megawads"
| (32 map packs). Anything by skillsaw is great, and no end in
| sight is pretty special too imo
| johnmaguire wrote:
| I still play Quake Live, and I can confirm that we are all
| still playing the same 5 maps.
| bmk44 wrote:
| "Almost Lost" and "Campgrounds" are brilliant works of level
| design art. Why bother playing any other map?!
|
| Great game and it is still amazing to me how after all these
| years I am still finding new moves or nuances of the physics
| engine to learn and practice.
| pixelpoet wrote:
| Bethesda recently announced there won't be a Quake Pro League
| next year, massively depressing news. IMO Quake is peerless in
| its mechanical skill and speed requirements, truly one of the
| most challenging games in the world, like comparing Go to lesser
| strategic games.
| 7thaccount wrote:
| Go is one of those games I could never understand whether a
| move I was making was a good one or not. It just felt like I
| was randomly placing stones and then at the end had to count up
| and see who won as I certainly had no clue how it was
| progressing. Is that normal for new players or am I
| particularly challenged in that area? Chess is a less abstract
| game where I can generally tell what's going on.
|
| Regarding Quake, I think you're right. Nothing else is quite
| like it.
| jurynulifcation wrote:
| You're not alone. It takes a bit of studying to figure out
| the strategy of Go, which is primarily conceived of as
| creating different shapes. Shapes of stone groups impart
| certain properties to the group.
| ep103 wrote:
| When I first started playing Go, I realized I thought about
| it like Risk. I was trying to draw Napoleonic battle lines on
| the board, and push back the opponent. And it kinda worked
| for very entry-level games, but mostly didn't make sense?
| Because then the opponent would just place somewhere behind
| my "line" and it all fell apart.
|
| Over time, I started imagining each of the spots on the board
| as being a person in a city. And placing a stone, really, was
| like bringing the AOE II priest to "wololo" convert the
| person to my team. So really, the goal wasn't to create
| battle lines, the goal was to pick and choose who on the
| board to join my team, so that by the end of the game, I
| would have the most influence in the city. (I've heard others
| describe it as planting plants to grow over the majority of a
| garden, which is similar) At that point, I started choosing
| spaces around the board in order to make sure I had enough
| friends in each neighborhood that I would be the most popular
| person there, even once my opponent started advertising in
| the region too.
|
| That begs the obvious question, are there different
| neighborhoods that are more important than others? And the
| answer is yes. As you learn about eye shapes, you'll realize
| its easier to be popular and own in a corner than it is a
| side, and a side than it is the center, so when you start the
| game, you prioritize being popular in these regions, in that
| order (https://www.youtube.com/watch?v=xqpqa5NCbMY&t=52s)
|
| And then over time, I've learned how to do that more and more
| efficiently, and the tradeoffs that come from that.
|
| It also helps to start on smaller boards, then move to bigger
| ones as you get a feel for what's going on : )
| w4rh4wk5 wrote:
| Given how much they neglected Quake Champions (or the Quake IP
| in general) this doesn't come at a surprise I'd say.
| pentagrama wrote:
| Noooo you just give me that sad news to me. I really enjoyed
| watching Quake Pro League previous seasons. The finals where a
| big event to me, I cook some special stuff to watch those
| games. I'm a fan of the player Raisy, who several times
| finished in second place and never won the tournament. Sad that
| he may never have that opportunity again.
|
| Here is the video of the last final when Rapha beat Raisy 4 to
| 1 https://www.youtube.com/watch?v=VI4M5u5IxAA
| stylepoints wrote:
| eSports are going through a slump right now. Psyonix also
| cancelled upcoming RLCS. Instead it's going to sponsor a bunch
| of smaller tournaments like salt mine with 10-20% of the budget
| of last year's RLCS.
| beebeepka wrote:
| Frankly, they should have pulled the plug years ago. The game
| has been dead for years. I try to watch every QPL grand final
| and it has been a borefest. Most exciting moment was the
| million dollar tournament. Newcomer beating Vo0 in spectacular
| manner.
|
| StarCraft, which MS also owns these days, at least had traction
| for about a decade. Quake Champions was a bad game and it
| failed immediately. Maybe NS could finance proper Quake and
| StarCraft games with their infinite cash
| 2c2c2c wrote:
| it's a genre issue. these types of games will never be
| popular to most people given the alternatives now available
| pixelpoet wrote:
| Agreed, and people (presumably under 20) even call them
| "Boomer shooters" :( I get pretty upset about that,
| especially considering how unbearably Fisher Price Fortnite
| and Valorant etc look, to say nothing of their completely
| lacking the hardcore, balls-to-the-wall fast aiming,
| prediction and spatial planning.
|
| It takes the most difficult mechanical aspects of
| Counterstrike and makes it 10x faster; apparently "kids
| these days" have no appetite for the challenge.
| kderbe wrote:
| John Romero wants you to feel okay about the term "boomer
| shooter". [1]
|
| Pull quote:
|
| "The funny thing about boomers, it doesn't even matter
| because for people who made up the term boomer shooter,
| anyone who's old as a boomer, boomers are actually the
| kids of World War Two vets.
|
| "That's my mom. My mom is 20 years older than I am. She's
| actually a boomer. So, boomers are not typically
| developing games.
|
| "It's funny. It's a funny name. And I usually say it is a
| boomer shooter. It's got a shotgun in it. It makes a big
| boom sound and you're shooting. it doesn't bug me. It's
| really like you're trying to nail the aesthetics of the
| style and that's like that's a phrase that kind of says
| what you need to know."
|
| [1] from https://howtomarketagame.com/2023/09/25/john-
| romero-on-his-b... and HN discussion
| https://news.ycombinator.com/item?id=37649594
| scanny wrote:
| Fantastic work from these artists, the engine really just lends
| itself to these environments it seems!
|
| As a side Anyone know of a good way to get the geometry of Quake
| maps out as a 3d model? I thought it would be quite cool to view
| these on the web. Either individual buildings or as a fly-
| through.
|
| Edit:
|
| Found the following leads: 1.
| https://github.com/sbuggay/bspview 2.
| https://github.com/passiomatic/elm-quake3-renderer
|
| If you download the jam, go into the "maps" folder and on the
| following url, https://sbuggay.github.io/bspview/ (1), use the
| "Load Map" button you can see a basic version (broken skyboxes)
| if you load a .bsp file.
| garblegarble wrote:
| This does the trick quite nicely (unless you want them
| textured, anyway) - https://github.com/fzwoch/bsp2obj
|
| I tried it on the map BSPs from
| https://github.com/fzwoch/quake_map_source/tree/master/bsp
|
| Edit: Following a sibling comment, Trenchboom can also export
| as OBJ from the GUI
| skribb wrote:
| You might also be interested in: https://noclip.website/ (not
| quake maps)
|
| I also know https://www.halospawns.com/app used to have quake
| maps (dm6 at least), but can't find it now.
| barbariangrunge wrote:
| most maps these days are made with something called
| trenchbroom. Try opening a map and looking for export options.
| You can open the original game's levels too
| Tao3300 wrote:
| > the engine really just lends itself to these environments
|
| So I used to think "this would make one hell of a Quake level"
| in places that it would be really inappropriate to think that:
| government buildings, hospitals, a school or two. It occurs to
| me now that these were all Brutalist-influenced buildings. This
| is something I never ever talked about, growing up in the wake
| of Columbine.
|
| In retrospect I guess it's not that I'm a psychopath, but that
| I unconsciously recognized that that sort of design was smack
| in the middle of the Quake engine's wheelhouse.
|
| Still probably going to keep those thoughts to myself.
| gorkish wrote:
| My friends and I made levels of our school campus dorms, etc.
| for both Doom and Quake. This was all prior to Columbine and
| nobody thought it was strange in the slightest; on the
| contrary everyone thought it was awesome (faculty included).
| A couple of years later, and who knows how it would have been
| perceived or if we would have even felt that it was
| appropriate.
|
| We only had two buildings with an architectural style that
| favored the game environments though. They were both built as
| "modern" buildings some time in the 70's. Somewhat
| unsurprisingly the school has since torn them down at great
| expense and replaced them with buildings that are
| stylistically compatible with the rest of campus.
| golergka wrote:
| Moscow subway (which have had terrorists blow it up) just
| have officially released a counter strike bomb map based on a
| fictional station a few days ago.
|
| https://transport.mos.ru/mostrans/all_news/117153
| tyfighter wrote:
| The scene has existed since the beginning, but the work that has
| been coming out of the Quake community for the last 6 years or so
| has been outstanding. They keep making more and knocking it out
| of the park. I've played _all_ of it, and keep coming back for
| more :).
| Narishma wrote:
| I think TrenchBroom deserves credit for that.
| chilmers wrote:
| I love how level creation for games like Doom and Quake has
| developed into these small, independent scenes, with a rich
| community history and a real sense of taste and refinement in how
| they approach designing for these games. In the same way that
| "pixel art" has evolved from a necessity driven by the limits of
| early hardware, through early attempts to recreate a "retro"
| look, to the point where it is a well-developed aesthetic that is
| used as an informed choice.
|
| It might sound a bit pretentious, but it really feels like the
| video games have begun to reach a point of maturity akin to older
| forms of art, where people are no longer fumbling around in the
| dark so much, or chasing the technological zeitgeist. Instead
| creators are consciously embracing and exploring different
| limitations and aesthetics, in the same way a painter might use
| different types of paint, with all these diverse styles and
| scenes, which are at once independent yet also informed by each
| other.
| derefr wrote:
| I agree, it's great to see people rummaging through old game
| engines to find the "right medium to express their thought",
| the way one might rummage through a pile of art supplies.
|
| The only thing I personally think is a shame, is that the
| structure of interactive experience inherently lends itself to
| _collage_ -- to a potential for different "scenes" made from
| entirely distinct "media" -- but that it's prohibitively
| difficult currently to (seamlessly) weave together different
| game engines into one game art project; especially when some of
| those engines aren't open-source engines, but only exist in the
| form of old games that are usually turned into art through ROM-
| hacking.
|
| An artist _should_ be able to have me walk through a door in an
| RPG Maker game end up playing a Quake level! And then, upon
| killing a certain enemy, be suddenly in a bossfight in a SMW
| ROMhack! And then, upon succeeding or failing in the boss
| fight, I should be able to either end up in their custom
| Unreal-engine-coded finale, or back in the RPG Maker "space"
| from before! All without loading times or futzing with the
| display settings!
|
| I've been working on a "solution" to this "problem of artistic
| collage" -- a runtime that supports custom (i.e. zero-installed
| from the internet on demand by a game) sandboxed cores wrapped
| in realtime-per-frame in-memory-state import/export logic,
| where "a game" is actually a set of sub-game modules, with each
| module being expressed in terms of its own core, and having
| either a plain API call (for open engines) or a
| RetroAchievements-like memory-watch rule, to trigger state-
| transitions over to other modules.
| dack wrote:
| I know about the developer who, instead of building their
| game, decides to build a game engine. But that appears to
| have not been enough for you - this appears to be a game
| meta-engine! :)
|
| It sounds like quite a technical achievement to accomplish
| that, but it also sounds like it would fill only a very tiny
| niche of developers who actually want this and are willing to
| build assets in entirely different engines just so they can
| transition to different aesthetics during the game.
|
| Not to knock on the idea though - it would certainly be very
| cool to see. Curious if you have any other use-cases in mind
| for such a technology?
| derefr wrote:
| > Curious if you have any other use-cases in mind for such
| a technology?
|
| Yes. In fact, the collage thing _is_ the secondary pie-in-
| the-sky non-MVP use-case.
|
| The primary use-case: a Mario Maker-like UX for playing
| cloud-hosted ROMhacks, where each ROMhack's game engine has
| been carefully cut down so that the experience is of just
| playing _a level_ in isolation, with some state (e.g. life
| counter) managed by the runtime and passed in /out of the
| running core; where, just like in Mario Maker, the UX takes
| over between executions of the "per-level simulation", and
| so it's the UX, not the game, that determines whether you
| retry on death; and that determines what happens next when
| you "complete" a given level. So it can do various things
| like run you through playlists of experiences, shuffle a
| filtered set of all experiences, etc.
|
| That "cutting down" of ROMs into game engines would be
| automatic/generalized, and would involve the classic
| techniques of "program-slicing", applied to the domain-
| specific tooling of emulation: input-movie control-path
| tracing + memory-watch rules for where the "boundaries" of
| the sub-engine in the game are, followed by unreachable-
| code and data elimination; then base memory-state capture
| to kick off the game at a given point + overlay-state
| synthesis to control what it looks like when it kicks off.
| Jumping control "out of bounds" ends the emulation, with
| memory rules to then determine whether that constituted a
| "win" or a "game over."
|
| Also, the base "game engine" ROMs would have all IP
| "assets" (art, music, etc) removed / factored out; these
| would instead ship as [modder-provided] "game asset" packs,
| of which there could be multiple used in a single game
| project, and which would synthesized _into_ ROM memory-bank
| files at publication time.
|
| End-user supplies base-game ROM images locally; client
| synthesizes "game engines" from these ROM images. Or clean-
| room reversed "game engines" can be distributed, given that
| they're an alternative compilation from the reversed
| source, that doesn't contain any of the original game's
| assets -- those all being wholesale replaced by the mod! --
| and so (I believe) don't violate copyright. In which case,
| the end user having the original ROM image available, only
| unlocks the ability to (potentially) "change the asset
| theme" of the game from its custom one, back to the
| original game's IP assets.
|
| The core user-story, would be sitting there with a
| controller in hand, continuously consuming free-to-play
| "experiences", presented to them through playlists /
| recommendations / shuffle. (Game jams would be playlists!)
|
| But there'd also be a store -- for buying experiences that
| artists want to charge for, yes+; but also for buying asset
| packs, or for licensing the use of "engines" that others
| have put their hard work into developing, since the same UI
| that lets you play the games, is also the UI for publishing
| the games. (I'm not sure if I want to get involved with it
| being a UI for _developing_ games, though. Maybe for the
| multi-module stuff; but I 'm more expecting tooling like GB
| Studio and Lunar Magic to step in on the development side,
| allowing export to a package format that you'd use to
| publish on this thing.)
|
| + (Paid experiences could have "demo versions" that show up
| in the free-to-play shuffle; where at all times while
| playing the demo, there'd be a little unobtrusive UI
| element that could take you to the store page for the paid
| version of the experience.)
|
| You could add whatever "game engines" you want to this
| platform -- as these aren't _just_ limited to being ROMs,
| but rather can also contain a "native layer" (I'm
| currently thinking a PPAPI executable, even though it
| failed in its original browser use-case.) Engines can be
| designed "on top of" other engines; all the extracted-from-
| game-ROM game engines would actually be running on top of a
| set of native emulation-core engines that ship with the
| runtime. But "RPGMaker-compatible runner" is an engine.
| Love2D is an engine. RenPy is an engine. StepMania is an
| engine. The early Win32 GameMaker engines are engines. The
| Macromedia Flash projector is an engine. Etc. You can
| publish experiences with these, too; and there would be
| porting tools to take finished projects from these runtimes
| and shift them onto the platform.
|
| And, perhaps less obviously, big third parties (e.g. Adobe,
| Unity) could publish pay-to-license engines on the
| platform, where you could design your more domain-
| constrained engine to run on top of their engine, and the
| whole licensing/royalties aspect would be handled
| automatically.
|
| ---
|
| One of the key things I actually want from this project, is
| to "commodify" these other engines, in the way that
| MAME/RetroArch/etc "commodify" emulators into cores. I want
| to "containerize" all the old Flash games, old visual
| novels, RPG Maker 95 projects, etc. such that you could
| just pick-up-and-play them the same way you can pick-up-
| and-play a ROM on a modern multi-core emulator. And with
| all the same modern niceties, e.g. cloud-based save-states,
| super-resolution, etc.
|
| The other, perhaps less obvious trick here, is that you can
| slice up the actual original games themselves -- the ones
| whose game engines are the basis of the mods -- and allow
| the bits and pieces of these original titles to be listed
| as these same kind of bite-sized "experiences" on the
| platform -- but where _these_ "experiences" are only
| accessible to owners of the original game (i.e. to people
| who have the ROM image locally, or _maybe_ who have bought
| the game from its IP owner(!) through the platform; or who
| can prove they have paid some other licensing fee to the IP
| owner, e.g. by SSO-binding an account of that IP owner 's
| platform that proves they have access to a subscription
| tier that comes with leased licenses for those titles.)
| Sometimes I just want to re-play a particular small section
| or mini-game from one of my favorite old games. This
| platform would treat that section/mini-game as its own
| _addressable resource_ that I can navigate to and play.
| awayto wrote:
| > walk through a door in an RPG Maker game end up playing a
| Quake level! And then, upon killing a certain enemy, be
| suddenly in a bossfight in a SMW ROMhack!
|
| I just learned about this [1] yesterday but seems to be the
| first data point I've seen regarding something like you
| describe. Very cool to see, and it definitely blew my mind
| that things like this are now being developed.
|
| [1] https://archipelago.gg/
| mysterydip wrote:
| I agree. At one point pixel art or lowpoly 3D was the best you
| could do. Now it's an aesthetic choice. I'm actually using
| raycasting (ala wolfenstein 3D/rise of the triad) for a hobby
| project because I think there's still interesting things you
| can do in it that haven't been explored.
| jareklupinski wrote:
| > feels like the video games have begun to reach a point of
| maturity akin to older forms of art
|
| in the art world, that usually means a revolution or 'new wave'
| is nearby
|
| i thought 'cruelty squad' and its ilk were the harbingers of
| the 'new game'... but yea it seems harder to build that kind of
| devoted community if you don't release your own editor
| entropicdrifter wrote:
| Wasn't Cruelty Squad built with the Quake level editor? It
| runs on Godot, but apparently uses a plugin called Qodot
| which lets it use Quake levels directly.
| jareklupinski wrote:
| ah that's awesome! I saw the Godot part and didn't think it
| would have borrowed from Quake, maybe there's hope...
| dleslie wrote:
| The medium continues to grow within the purview of the
| original communities.
|
| Quake hasn't enjoyed _as much_ change as Doom, with source-
| faithful engines like Quakespasm being standard and the likes
| of Darkplaces being niche. However, the Doom community both
| embraces faithful ports like prBoom, Crispy, and Chocolate
| Doom; and carries at its centre the wonderful GZDoom engine.
|
| GZDoom zigs where every other game engine zags. Rather than
| moving away from BSP into static meshes, and other standard
| "modern" shifts, GZDoom embraces the fundamentals that make
| it mod-friendly. It maintains BSP at its core, and while it
| supports voxels and meshes it remains 2D-focused. What it
| adds is all the trappings that make it attractive to rapid
| iteration: good scripting, a toolkit of predefined events,
| and tools with excellent asset importation and management.
|
| If I imagine where Quake would go, if it were to follow
| GZDoom's model, I imagine it would lean into Quakeworld's
| client/server architecture, the QVM, realtime vis, static
| lighting, and so forth. Particularly the static lighting;
| which is something I find modern engines tend to treat as a
| performance feature and not an aesthetic feature.
|
| Both Quake and Doom, but moreso Doom, have unrealistic
| lighting; with overly sharp and unnatural transitions. When
| playing modern games everything is softer, the shadows are
| more natural, the scenes are realistic; but they lose that
| harsh aesthetic that gave rise to the horror of Doom and
| Quake. The shadows aren't just dim, they're black, and who
| knows what they hold.
|
| Anyhow, I digress.
| badsectoracula wrote:
| > It maintains BSP at its core, and while it supports
| voxels and meshes it remains 2D-focused. What it adds is
| all the trappings that make it attractive to rapid
| iteration: good scripting, a toolkit of predefined events,
| and tools with excellent asset importation and management.
|
| Well, it also expands the world format too, so one can do
| full 3D maps. In fact one of the games with great vertical
| level design i've played recently is Hands of Necromancy
| which is made with GZDoom.
| everyone wrote:
| I've been enjoying more mods than new games recently. When devs
| make something for pure love instead of money the results tend
| to be good. Eg.
|
| - Stalker GAMMA
|
| - RLCraft
|
| - Ashes 2063 series (A dooom total conversion mod)
|
| - Quake Arcane Dimensions
|
| - Kerbal space program realism overhaul
|
| - Krastorio
|
| - Morrowind refined
|
| - Portal reloaded
| JohnBooty wrote:
| a well-developed aesthetic that is used as an informed choice
|
| Wow! I love the way you phrased this, and your post in general.
| It put into words something I had struggled to express.
|
| For too long, pixel art and other "dead" technologies like Q1
| mapmaking were largely treated solely as kitchsy "retro" or
| "nostalgic" aesthetics and not worthy of study, refinement, and
| enjoyment in their own rights.
| badsectoracula wrote:
| Personally i'm of the opinion that if you can point at a game
| and say "that looks like a XYZ game" where XYZ is some
| period-specific identification then that itself makes XYZ a
| visual style.
|
| E.g. "that looks like a PS1 game" or "that looks like a 90s
| game" or "that looks like a DOS game". And that includes
| "that looks like a PS3/X360 game" too, even if it is probably
| too soon for many to accept that :-P
| shalmanese wrote:
| If you haven't seen it yet, I highly recommend checking out the
| story of MyHouse.wad:
| https://www.youtube.com/watch?v=5wAo54DHDY0
|
| If you want to go in spoiler free, I'd recommend downloading
| the WAD and playing it through blind. But if you don't have the
| time for that, there's a ton of great youtube videos that
| covered the topic.
| tibbon wrote:
| I thought these were images of Boston City Hall at first.
| brap wrote:
| If you enjoy brutalism and video games I _highly_ recommend
| Control. Beautiful, beautiful game.
| sbarre wrote:
| I can second this. I literally just completed my first
| playthrough of the game over the weekend (backlog pain is
| real).
|
| The architecture and design in the game is the best brutalist
| work I've seen in a game.
| brap wrote:
| If you enjoyed Control (and don't forget the DLCs!) you will
| probably also enjoy Alan Wake 2 which is part of the same
| universe and interconnected with it.
|
| (I never played the first Alan Wake but it's not a hard
| requirement, there are recaps on YouTube)
| neilv wrote:
| I hated Brutalism before playing Control. Just look at how
| intimidating the Boston City Hall fortress is, as it looms over
| you, while you try to even find the entrance.
|
| But Control's architectural and furnishings atmosphere was very
| appealing, and it warmed me towards the Boston and Cambridge
| buildings that I'd previously disliked.
|
| Screenshots: https://www.gamedeveloper.com/art/the-real-
| buildings-that-in...
| CodeCompost wrote:
| Sorry, we're currently unavailable. Please check back later.
| system2 wrote:
| I am still playing Q2 on a daily basis. You can download Q2 and
| see all live servers without downloading an address file.
| http://q2s.tastyspleen.net/
|
| There is still an active development for quake2 executable and
| anticheat detection.
|
| There are roughly 20-30 people playing almost on a daily basis.
| We have tournaments too. (This year's tournament will play its
| finals).
|
| You can also check q2servers.com. Most players have been playing
| for over 20+ years. The average age is between 35-55. Twitch and
| discord channels are also very active. Finally we are playing
| with voice chat (which is kind of useless considering the speed
| of the game).
| gukov wrote:
| I'm in that demographic. Started playing Q2 online in 97/98
| before switching to Q3A in 99. Lately I've been playing Q2
| Enhanced. What I miss the most is the OSP tourney mod.
| jakearmitage wrote:
| what engine do you use? yamagi?
| system2 wrote:
| Q2Pro is the standard in the servers. You'd get kicked or see
| warnings without it:
|
| https://github.com/skullernet/q2pro
| beebmam wrote:
| The brutalist design in the Talos Principle 2 is superb, highly
| recommend if you're a fan of this style!
| everyone wrote:
| Talos 2 was one of the 1st games to impress me with its
| graphics in a while. I've never seen a game with such a big yet
| also detailed and fancy looking world. Also the anti-aliasing
| is the best I've ever seen.
|
| I reckon they used a lot of procedural (maybe AI?) tools to
| make all the meshes and texture them and so on.
| everyone wrote:
| Also I wanna shout out this game if u like brutalist
| architecture. It's a forgotten masterpiece imo.
| https://store.steampowered.com/app/265690/NaissanceE/
| sbarre wrote:
| Thanks for the recommendation, this looks great. And it's
| FREE.
| amiga-workbench wrote:
| Talos Principle is a slept on masterpiece, its shocking it
| isn't more widely known about. I've been engrossed in the
| second game all week and the photo mode is a very welcome
| addition.
| GamerAlias wrote:
| Been enjoying this a lot since it's release. Getting towards
| the end of the game ~80% of the way through and appreciating a
| bit of a difficulty spike as I had found that the game was a
| bit on the easier side for most of it.
|
| Graphically great and I had partially picked it up as a UE5
| game that I was already interested in.
| masswerk wrote:
| Archived: https://archive.ph/VKkYa
| altairTF wrote:
| Level design was my first contact with the development side of
| games, i remember spending a lot o time to make the most
| miserable and unplayable maps on valve hammer editor, to at one
| point have a map used in a zombie mode of a server on cs 1.6.
| Amazing to see these communities stil exists
| rabf wrote:
| VR ports for many of the quake and doom series can be had here:
| https://github.com/DrBeef
| synecdoche wrote:
| What I often remembered most from first person shooters is the
| architecture, and music, even though I didn't focus on it at the
| time.
|
| I frequently also dream architecture or vistas. I love those
| dreams. Sometimes I wonder if I chose the wrong profession.
|
| I also love some architecture that noone that I mention it to
| seem to understand. Those buildings just speak to me in a
| wordless manner.
| progman32 wrote:
| Forerunner (Halo) structures and half life 2's Citadel probably
| harbor the strongest place feelings I've experienced. You
| almost don't need to tell an explicit story in those places,
| the walls do enough
| pmarreck wrote:
| As an old fan of both Quake and Brutalism, this is perfect.
|
| The site seems to be getting hugged to death currently, though
| antod wrote:
| Looking at those, I could just feel myself plugging my 3DFX2 card
| into my Matrox Millenium II.
| dicknuckle wrote:
| I've still got a Voodoo3 in a Pentium 3 machine. around here
| somewhere.
| chris_wot wrote:
| What qualifies something as "brutalist"?
| ahoka wrote:
| "Brutalist buildings are characterised by minimalist
| constructions that showcase the bare building materials and
| structural elements over decorative design."
| pigeons wrote:
| I get simulator sickness :(
| replete wrote:
| Making quake mods when I was 12 got me interested in programming.
| I think my last one was 'Tellytubbies: Must Die'. It was fun
| making maps, models, textures and editing sounds of teletubbies
| in pain.
| grrowl wrote:
| Mapping and modding Quake 2 and 3 pushed me from Basic and
| HTML/CSS into much less forgiving C/C++ programming around the
| same age -- wouldn't be the engineer I am without it. It's
| invaluable to modify something you know and understand and
| extremely rewarding, which is the first thing I teach to
| friends who want to learn.
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