— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


arcarr
@arcarr asked:

Looking in as an outsider: why are people still mapping for Quake and not Quake II? I would have assumed the Quake II engine allowed for more artistic expression, but that doesn’t seem to be the case?

To my knowledge, the Quake II engine is fairly similar to the Quake engine, with the largest differences (e.g. coloured lighting) having long since been ported back to Quake in some form or another. Tech-wise, I don't think Quake II can provide much that Quake can't these days.

My best attempt at an diplomatic guess is that Quake was just more popular in the long run. There's a possibility that it just hit a critical mass of level designers first, and the gravitational well formed by their output served to attract fresh faces, until it became a self-sustaining feedback loop. When I see other people make cool stuff in an engine, I start itching to do the same. Are there great custom Quake II maps out there? I have no doubt. But they ain't anywhere where I can see them.

I have other theories I could voice, but they're a great deal less impartial and hinge mostly on me not having a very high opinion of Quake II.


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in reply to @trashbang's post:

There is one thing Quake 2's map format has over Quake's IIRC: arbitrary actor <-> map collisions.

Quake's format (.bsp?) is hardcoded so that there are only three kinds of bounding boxes actors can have when colliding with map geometry: player-sized, shambler-sized, and point (projectiles). Quake 2's map format (.bsp2?) doesn't have this limit, hence why the player can crouch in Quake 2. I think there are some other enhancements Quake 2 offers, but I couldn't tell you what they are offhand.

Despite that limitation, it doesn't seem to have slowed the Quake community down. A lot of Quake engines support Quake 2's format along with Quake 3's, too, so this argument is moot, but almost no custom campaigns make use of the more advanced formats.