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The future of QL?

Posted: Sat Sep 26, 2015 11:26 am
by Hipshot
I'm posting it here since I think it might concern us mappers a bit also, not only the players. It's actually and old post, but still.
http://esreality.com/post/2756038/quake ... nd-beyond/

Especially this line: <syncerror> Private servers can run custom maps, via Steam Workshop.

That might mean a new era for Quake 3 mapping, I'm not saying that QL will suddenly become a super huge game or anything (more it will probably lose players if there's no official servers in the future), but that you will be able to get your levels out to a larger audience, just like with CS and other Workshop games.

For me personally it means that I might actually for once in my life, throw out 1.32c and replace that with QL.

Re: The future of QL?

Posted: Sat Sep 26, 2015 12:38 pm
by AndehX
Wow, if this is true, I might come back to Quake mapping!

Re: The future of QL?

Posted: Sat Sep 26, 2015 12:55 pm
by KittenIgnition
There's Quake Live Testing on Steam, it works really well and there are solo many features that I never knew existed. I actually didn't test custom maps or the workshop at all (I don't know if the workshop is up-and-running yet), because I was too damn lazy to fix an issue with full screen/windowed.

It is quite nice that they're finally doing good things with QL, even though it is 5 years late.

Re: The future of QL?

Posted: Sun Sep 27, 2015 7:28 am
by Infernis
I know it's blasphemy, especially here, but Quake 3 has been on life support for ages. I don't think these changes will revive QL. It's good that it's still around, but that's about it.

Re: The future of QL?

Posted: Sun Sep 27, 2015 7:56 am
by AndyW
That sounds good! I hope we get some detailed infos soon.
Just buyed an 2 month pro-ticket last week :)

Re: The future of QL?

Posted: Sun Sep 27, 2015 11:25 am
by Hipshot
Infernis wrote:I know it's blasphemy, especially here, but Quake 3 has been on life support for ages. I don't think these changes will revive QL. It's good that it's still around, but that's about it.
I think people are aware =) And Id too, they probably see it as a good way to wind down the game, put the resources into new ventures.

Re: The future of QL?

Posted: Sun Sep 27, 2015 8:30 pm
by m4xpower
Hipshot wrote:[...]they probably see it as a good way to wind down the game[...]
more like winding down the company and the ips attached to it.
just like kitten said, this update is 5 years over due. the only actual good thing that might come from it: new maps - maybe even for q3.
in comparison to q3 it's still a major step back: no mod support and no open source.
yes, of course it will attract more players and more content(map) creators...maybe...probably...not...LOL!

always cracks me up, when i reminisce about the whole matter/issue/gestalt that is ql:
https://youtu.be/qJWBm6rJE6Q

Re: The future of QL?

Posted: Mon Sep 28, 2015 7:11 am
by Hipshot
I'm not sure I understand why people dislike QL compared to Q3, cause it sure seems so when I look around at forums on the net, just casually.

For me, the only thing worse with QL then Q3 is the non existent custom map support and if QL might get that support, well, then that's it for Q3.

Re: The future of QL?

Posted: Mon Sep 28, 2015 7:26 am
by Eraser
Hipshot wrote:I'm not sure I understand why people dislike QL compared to Q3, cause it sure seems so when I look around at forums on the net, just casually.

For me, the only thing worse with QL then Q3 is the non existent custom map support and if QL might get that support, well, then that's it for Q3.
Well, I don't dislike Quake Live at all, but the map rotation is a bit limited IMO and the spawn loadouts is complete bollocks. Was playing a game of TDM the other day (after a long hiatus) and I got sick of everyone spawning with a Rocket Launcher or RG. There's just no point in trying to control the RL spawn location if everyone spawns with one anyway.

That, and getting raped in the ass by RL wielding enemy that freshly spawned three feet behind you.

Re: The future of QL?

Posted: Mon Sep 28, 2015 2:39 pm
by AndyW
Eraser wrote: Well, I don't dislike Quake Live at all, but the map rotation is a bit limited IMO and the spawn loadouts is complete bollocks. Was playing a game of TDM the other day (after a long hiatus) and I got sick of everyone spawning with a Rocket Launcher or RG. There's just no point in trying to control the RL spawn location if everyone spawns with one anyway.

That, and getting raped in the ass by RL wielding enemy that freshly spawned three feet behind you.
Yap, 100% :up: Free for all is a complete Chaos if there are too many players on the Server. Its like jumping into a Blender sometimes :olo:
Weapon loadout should be switchable in options and/or vote!
-LG is overpowered IMHO
-BFG should be removed, its just crap for crap

But i like QL, got good performance with my old PC and alot of fun playing.
But it really really would be cool to add a Hook like in Q2lithium... <3 <3 <3

Re: The future of QL?

Posted: Mon Sep 28, 2015 2:59 pm
by AEon
Hehe... have not heard the Q2 Lithium mod mentioned in ages... used to run it on my servers... Quad + Strength + Vampire... wheee ;)

Don't know why... never got into QL... maybe its that the pk3 files are protected and I really really hate that... I am going Reflex... so no worries there for me. Though the game still needs much work...

Re: The future of QL?

Posted: Mon Sep 28, 2015 5:37 pm
by cityy
AEon wrote: Don't know why... never got into QL... maybe its that the pk3 files are protected and I really really hate that... I am going Reflex... so no worries there for me. Though the game still needs much work...
They actually got rid of the pk3 encryption a few months ago, just in case that's of interest for you.
The loadouts as well as the addition of the HMG were unfortunate ideas. There were major protests against those features by internal testers which unfortunately remained neglected (but not unheard).

Quake Live's gameplay is pretty good but it suffers from a lack of intuitive design. Noone will ever know how to strafe jump if they are not told about it by somebody else (or a video, text tutorial or . . .). That's the only issue this game really has on a fundamental level. Social features and a more capable engine + modding tools would be to come after this issue is adressed.

Re: The future of QL?

Posted: Mon Sep 28, 2015 6:43 pm
by AndyW
strafejumping has really getting mad over the years!!! I think i will never finish that QL strafe-tut! :cry:
But its not all about the strafe, you cant take a Hayabusa to the Supermarket.
Strafe needs alot of (open) space too IMHO.
And thats not good...

Re: The future of QL?

Posted: Mon Sep 28, 2015 7:44 pm
by m4xpower
Hipshot wrote:I'm not sure I understand why people dislike QL compared to Q3, cause it sure seems so when I look around at forums on the net, just casually.
Well, QL is just Q3 with countless opportunities squandered, either due to the lack of skill, competence or actual interest by the ip owners.
Q3 not only offeres a lot more possibilities regarding open source, modding, maps and whatnot; the game itself still a challenge to be mastered.
Load a common QL map into Q3 and actually play it and you'll get the gist of it...
Hipshot wrote: For me, the only thing worse with QL then Q3 is the non existent custom map support and if QL might get that support, well, then that's it for Q3.
Just as cityy stated, "encrypted" pk3s are a thing of the past. you can just load them into muffinmans client or into wolfcam.

My bet would be: any subscription model will be gone with the next update and the game will have a price tag between $9,99 and $15,99.

Re: The future of QL?

Posted: Mon Sep 28, 2015 8:21 pm
by AndyW
What will happen to the QL-Forum after porting to steam? VOID?? :question:
But on the other side we have all the infos and stuff here, so its just like losing a moneybag without money...
Or burning a Koran :q3:

Re: The future of QL?

Posted: Tue Sep 29, 2015 5:19 pm
by cityy
AndyW wrote:strafejumping has really getting mad over the years!!! I think i will never finish that QL strafe-tut! :cry:
But its not all about the strafe, you cant take a Hayabusa to the Supermarket.
Strafe needs alot of (open) space too IMHO.
And thats not good...
Well, the concept of circle jumping, which is the actually hard thing to master (see bridge to rail for instance) doesn't take a lot of space and combined with a single strafe it can enable jumps that everyone loves this game for.
The quality achieved by circle and strafe jumping is a good thing; just the techniques themselves are rather suboptimal. The game needs something players can figure out without help because if new players depend on friends or tutorials to teach them the game then this game will have a hard time growing big.

Personally, I learned to appreciate the mapping and the frag movies before I even figured out how the game really works. That's interesting thinking about it now because I really love QL for its gameplay (the traditional version) but if it wasn't for mapping and those sick ass frag movies I watched in the early days I would have probably dropped it quickly.

Re: The future of QL?

Posted: Tue Sep 29, 2015 6:35 pm
by KittenIgnition
Aye, I only really got into quake because of annihilation and tribulation, and have also stayed because of mapping, though city and I follow thoroughly different disciplines :D

Without the technical difficulty of strafe John mping, though, nothing would really be that impressive to watch. If it didn't take years of practice for shio to master the game to actually beat , it wouldn't be as impressive.

The amazing thing about quakeabout's movement is that it is simple enough to learn the fundamentals, and they are very easy to carry out, with much more payout than bhopping in counter-strike. This makes them a fundamental part of the gameplay, entirely changing what the game would be otherwise. The bug, all the accompanying bugs, all the math, all the practice; that's what makes this game awesome to me, and I have no problem with it slowly disappearing - I would rather it die pure, than change it enough to make it appeal to the masses. Anyone who enjoys call of duty, I don't want playing my game anyway.

Re: The future of QL?

Posted: Tue Sep 29, 2015 6:48 pm
by Eraser
cityy wrote: The quality achieved by circle and strafe jumping is a good thing; just the techniques themselves are rather suboptimal. The game needs something players can figure out without help because if new players depend on friends or tutorials to teach them the game then this game will have a hard time growing big.
What's the difference between QL and Q3 in this regard though? The technique hasn't changed yet most Q3 players are capable of storage jumping, circle strafe jumping, Rocket jumping and even plasmaclimbing. QL players should be able to learn, no?

Re: The future of QL?

Posted: Tue Sep 29, 2015 7:28 pm
by KittenIgnition
Eraser wrote:
cityy wrote: The quality achieved by circle and strafe jumping is a good thing; just the techniques themselves are rather suboptimal. The game needs something players can figure out without help because if new players depend on friends or tutorials to teach them the game then this game will have a hard time growing big.
What's the difference between QL and Q3 in this regard though? The technique hasn't changed yet most Q3 players are capable of storage jumping, circle strafe jumping, Rocket jumping and even plasmaclimbing. QL players should be able to learn, no?
For one thing, q3 has defrag, but more than that I think there's just been more time for the players to learn about all these different mechanics. There's nothing really stopping ql players from learning - ql is a bit slower, you can't RJ as high, you can plasma climb higher ; but all the mechanics are 99% similar in function. Ql is just more about playing the actual game IMO.

I've taught a few people how to properly strafe, but I also teach them how to set up q3 and defrag - hell, my friend wants to learn how to surf in cs, so I took him to q3/cpma and taught him there since the mechanic is the same. Q3 just has more learning tools than any other derivative or similar game.

Q

Posted: Thu Oct 01, 2015 9:44 am
by cityy
Eraser wrote:
cityy wrote: The quality achieved by circle and strafe jumping is a good thing; just the techniques themselves are rather suboptimal. The game needs something players can figure out without help because if new players depend on friends or tutorials to teach them the game then this game will have a hard time growing big.
What's the difference between QL and Q3 in this regard though? The technique hasn't changed yet most Q3 players are capable of storage jumping, circle strafe jumping, Rocket jumping and even plasmaclimbing. QL players should be able to learn, no?
QL players are able to learn, many did. Though quake 3 had more things going for it and was thus able to get more players. I'm sure the percentage of people leaving the game because of it's difficulty is the same in QL and Q3. However, Q3 was the best looking game with a contemporary engine when it came out. It was revolutionary, on top of many gaming magazins. It had modding, mapping, movie making and a motivated community where things were progressing (q3map2, q3mme, mods, maps, tournaments, movies, LANs). That's why it attracted a lot more people.
Thinking about it now, I only sticked to QL because I could make maps for Q3.

Re: The future of QL?

Posted: Thu Oct 01, 2015 11:18 am
by Eraser
That's a good point :up:

Re: The future of QL?

Posted: Wed Oct 28, 2015 8:02 am
by Hipshot
The beta of QL has workshop and LAN support.

Get it from steam by opting in from the beta tab in properties.

Re: The future of QL?

Posted: Wed Oct 28, 2015 3:51 pm
by phantazm11
It is actually live now:

http://www.vg247.com/2015/10/28/quake-l ... ay-option/

Re: The future of QL?

Posted: Wed Oct 28, 2015 8:54 pm
by KittenIgnition
And costs $10 :D

Re: The future of QL?

Posted: Wed Oct 28, 2015 9:06 pm
by Gustavo6046
And what if I stick to Quake 3? Where my maps will get bigger audience (preferably in a active community)?