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T H E . P R O - R O C K E T .M A N I F E S T O
or..
"give me back my rocket launcher.. PLEASE !"

in pre-defense of the PRO-ROCKET MOD-STANDARD
Authored by Cardiac, April 1998

I am an id fanatic. I broke the mold. I finished Wolfie and Spear of Destiny. I was on the FTP servers waiting for Doom to be uploaded. And Doom2. And Quake. But you don't want to hear about me, right ? Well I just want you to know where this article is coming from. The lengths I have gone to "for the love of Quake" is almost absurd.

I LOVE QUAKE.

Now Quake2 is one sexy bitch, but I don't love her...

The majority of players I have asked the question : "Does Quake2 do it for you ?" have responded less than enthusiastically. This article attempts to examine the reasons why.

But first lets go back..

Way way back to the birth of Quakeworld...

Image courtesy of Braindead's Quake Art

Artist: Petter Sundlöf
Homepage:
http://www.uk.umea.se/musik/br

WEAPON BALANCE,
THE UNIVERSE,
AND EVERYTHING...

WEAPON BALANCE, It's the mantra of the frustrated Quaker.

DEATHMATCH MODE 3, Mode 3 (AKA "weapons stay") seemed to become the de-facto standard upon the release of QuakeWorld. To my knowledge, Mode 3 was intended to deter the emerging camping epidemic.

"Camping" is the turdly practice of loitering
with heavy weapons...Campers call it "tactics".


Artist: Tek Homepage: CO2 design
Image courtesy of
Braindead's Quake Art

It seemed to work perfectly, players no longer had to wait for a juicy weapon to appear because it would always be there. Henceforth the game became A LOT faster and heavier, with everyone armed to the teeth within seconds of spawning.

However in retrospect, I believe that Mode 3 inadvertently created the weapon balance issue. The problem it was trying to solve was that of camping, but what happened was the instant devaluation of almost every weapon below gun 6 (the grenade launcher).

 

Under Mode 1, you may have had an experience like this : You're close to death, running towards the RL with a bogey right behind you. The weapon spawns right under your feet.

You spin round and create an instant flesh firework.

WOOF ! VICTORY ! VINDICATION !

That kind of thing just didn't happen after Mode 3.

It's either Gun 7 or the spacebar baby...

Artist: Johan Stribeck Homepage: http://hem.passagen.se/stritech
Image courtesy of
Braindead's Quake Art

After mode 3 it went : get the RL and the GL, and if the level is crowded then just keep your finger on the trigger.

While it couldn't really have been anticipated, the weapon balance phenomena grew and grew until it became a bonifide issue.

WHAT IS WEAPON BALANCE ANYWAY ?

I guess we could go to extremes and look at the proverbial "doomsday device". A weapon so powerful that it kills everyone in the level except the wielder instantly, with no escape possible. Very UNBALANCED. That would suck right ?

Lets go to the other extreme - total weapon balance. Both players have exactly the same weapon(s), ammo, health, and most importantly - environment. A perfect example is the superb Quake mod, Rocket Arena. At its most pure state, RA has two players, equally armed, in an open arena.

Why is environment so important ? Well lets use an extreme example again : If you are at the bottom of a well with no escape, and I'm at the top looking down.... who's gonna be frag bait ?

Weapon Balance has just got a lot more complicated ! Since we generally play on LEVELS not arenas, the "equally armed players" theory goes out the window. We've now arrived at the problem faced by development teams when designing their weapon systems.

You just can't plan everything beforehand. Weapon balance HAS to be tweaked and tested again and again if deathmatching experience is a high priority ! And like Quake's "mode 3", the needs of the users will probably force further changes after the game is released.

 

WHAT MAKES A CLASSIC ?
WHAT MAKES A SEQUEL ?

Can you imagine a coke can that's not red ? Or an Aliens movie without Ripley ? I'd call them "defining factors" of those products. And computer games have defining factors too. Mario games have to star Mario, and there is no Tombraider without Lara Croft.

Now what is the defining feature of id software's games ? First person shoot-em up action, right ? Well sure, I mean.. they invented that genre !

But lets get more specific :

THE ROCKET LAUNCHER

Artist: Chris Connelly Homepage: http://dx.gibbed.com/
Image courtesy of Braindead's Quake Art
What is the most significant element of the multiplayer Quake experience ?

Well for me, it is the Rocket Launcher. Like it or hate it, the rocket launcher embodies the very spirit of Classic Quake. What makes it so compelling for me is the exaggerated physics employed in Quake's engine. Getting hit with a rocket usually smacks you into orbit. (if you're not gibbed already :).

 

As the months passed after the release of Quake, avid gamers began to get past the initial buzz and thrill of the multiplayer 3D experience, and move on to begin to appreciate the subtleties of the game. Slowly but surely every nuance of the Quake environment was absorbed, and players began to feel "the zone". I'm talking about the point a player reaches when elements such as velocity, trajectory, and kickback force become second nature. At this point we feel "in tune" with the environment. We "know it", and the deathmatch experience just gets even better.

Quake's physics were pretty exaggerated. Shoot a guy in the feet with the RL, and if you were good enough you could slap them around like a rubber ball until they lost cohesion.

Now I think exaggeration is a GOOD THING. Used in film, television, stage and even literature, it is a often used device for provoking a reaction.


BOUNCE PHYSICS

Artist: Kyle Homepage: http://www.iccas.com/heidilyn/
Image courtesy of
Braindead's Quake Art

There are a number of other things that could be called defining factors of Quake. But on my list the Rocket Launcher and it's bounce effects rank #1, they shaped the nature of the deathmatch experience. But that's strictly from a deathmatch point of view.

 

OTHER QUAKE ICONS :

The Quake Dude

The "Quake Dude" was the closest thing
to a branded character Quake had,
and literally put a face
on the game.

the Shambler

Of all the Quake-Art I reviewed
for this article, the majority
featured either "the Quake dude"
or "the Shambler". People must
REALLY love this monster ;)

SO WHY DOESN'T QUAKE2 DEATHMATCH DO IT FOR ME ?

Big can of worms here. I've got to start off by saying that I think id did a phenomenal job on Quake2. Besides the stunning content and technology, the decisions and changes made to the gameplay and weapons gave Quake a much more well rounded experience for most players. I've also found quite a few people who tried Q1 and didn't really like it, and now swear by Quake2.

But not for me. I tried. I REALLY tried. I played nothing but Quake2 deathmatch for about three months after its release. Things were going fine until one day I decided to fire up QuakeWorld for old times sake.

The sheer excitement I felt really made the Q2 deathmatch experience pale in comparison, although I didn't realize it right away. I realized it after going back to a Q2 game, because that's when this thought popped into my head :

"I just DONT GET SCARED here."

Now that doesn't really explain anything. In fact its just the kind of vague comment that probably bugs the shit out of developers, so I'll try to examine and quantify my reactions.

Q1 to Q2 CONTINUITY
With regards to sequels, continuity and change have to be VERY carefully balanced in order to give an enjoyable and exciting experience. When making a sequel, certain key features and defining factors of the original are carried on and updated. HOW much change is the tricky part. You want it different enough to be interesting, and samey enough to preserve continuity.

CHANGES TO DEATHMATCHING FROM Q1 to Q2
I've managed to boil down my dissatisfaction with Q2 deathmatching to the same things that made Quake for me :

The rocket launcher, and the physics.

Like it or not, the players of Quake grew into and around these core features.

In Quake2 the rocket launcher was slowed down to almost HALF it's previous speed. In addition, the "bounce" of a rocket's impact was all but negated. Now it feels like a steaming empty beer can lofting through the air. In Q2, even under the best circumstances you'll be lucky to budge your opponent by a hundred units.

Now that the bounce is gone, the gameplay feels bland. I've heard a number of other players describing what I think is the same thing, using terms like "plastic", "fake", "boring", and "muted". With this article I hope to have gone a little deeper than that in providing some possible explanations.

As a side note, the weapons in Quake2 are really balanced. REALLY BALANCED. So balanced in fact, that now I'm pretty much happy with any weapon except the blaster. I know that if I use the weapons to their advantages, I can hold my own against another player. Sure the higher weapons do more damage, but there are so many balance tweaks that in the end, the curve isn't very steep. Is this a good thing ? Many people seem to think so. But for me it's devaluated the tactical element of deathmatching with regards to the level, with regards to the environment itself.

WRAP-UP

Quake2 is a stunning piece of work, advanced far beyond Quake1. The majority of newcomers I've seen respond far more favorably to Q2 than they did Q1. However I've found many "old school" quakers are sticking with their QuakeWorld clients, turning their back on Q2.

Here is an excerpt from a .plan update from id software designer Paul Jaquays, shortly after the release of Quake2 and in response to criticism from fans who complained that Quake2 "just wasn't Quake".


"If I may use an analogy: Imagine you're in love with your girl friend (OK, this is a guy thing ... sorry ladies), but you've got your eye on this new girl. She's beautiful, enticing and supposed to be a great date. But when you take her out, you recognize that while she's nearly everything she promised she would be, what you really wanted was your old girl friend with a makeover and new dress.

And trust me, Quake 2 isn't your old girl friend. It's a new thing."

Plan archive courtesy of QuakeFinger, view the original .plan in it's entirety here.

 

YESSSSSS ! THAT'S IT ! I DO want my old girlfriend.
But with a hot new bod and a 50 million dollar face
.

 

So where does this leave us ?

Who cares ? We're the one in ten! If the majority likes it (and they DO), then Q2's goal was achieved.

- id has produced yet another phenomenal game that almost everyone loves playing, except for a few die-hard purists who are sticking to QW.

- the reasons for the "one in ten" not enjoying Q2 deathmatching may be due to changes to some of the defining factors of Q1, resulting in Q2 feeling less like a sequel, and more like a new game.

Was Thresh involved in tweaking Q2 Deathmatching ? I'm not sure... I'd be curious to know how all the PGL Quakers feel about the new Q2 deathmatching nuances.

 

SOLUTIONS...

wait.. it's not over yet !

The proliferation of quake was propelled in no small part by it's extensibility. A righteous move pioneered by id software, it put the power of changing game elements into the hands of grass-roots enthusiasts and developers.

After my Q2 tour of duty (but before writing this article) I decided to have a go at tweaking Q2...

The result is a "Mod-Standard" (NOT a MOD) that I hope for my own selfish reasons will find a niche of acceptance.

If you resonate with any of the statements in this article, *please* don't give up on Q2 Deathmatching yet... Check out this page for your fix.

 

--Cardiac