Mother Scrag

Part true. Mappers - such as every other developers - work with what the technology allows them to work with. If the mappers wanted to reduce the infighting between opponents in ‘Quake’, they would either have to very specifically arrange the combat scenarios involving various types of opponents - which does require some know-how - or maybe throw only solitary or only uniform-kind enemies against the protagonist, which is rather ridiculous, on the long run.

In my opinion, the enemies in ‘Quake’, should be divided in classes and the infighting, ought to be allowed only between the classes. Some classes, perhaps, would never involve in infighting, such as the grandest creatures - like “Vores” and “Shamblers”. The latter, are manifested to destroy the protagonist, which makes their purpose stand beyond other gripes. The point, though, is not about the philosophy behind the entity - whether the “old ones” do or do not infight - as it is more about the function.

@‘theFall’, the “Fire Shambler” is featured in “ad_heresp1”, as far as I remember. The map, is listed as a recommended addon for the ‘Arcane Dimensions’, as listed on the https://www.moddb.com/mods/arcane-dimensions/addons website of the project. It seems now that the ‘modDB’ is a main hub-portal for the ‘Arcane Dimensions’, as well as a place where you can contact the ‘simonOC’, if you needed to.

Speaking of technology and developers in the universe of digital gaming, I have a reflection on it. The “golden era” of gaming - which would roughly be the last decade of the XXth century - was mainly revolving around fascination with technological progress. Nowadays, we tend to recognize that the pattern of progress and constant catching up with the progress - chasing the wind, if you will - itself becomes dull or missing the vital emphasis. The digital gaming, in the future, is perhaps going to shift into a more artful, holistic experience kind of an offering; gravitating towards more post-modern values, if to have the technological progress fascination as a modernistic approach.

@triple_agent

Many thanks for the info. Will take a look at modDB as you describe.

Just a thought on the progress of gaming, as you mention, and the fascination
with tech progress which is a valid point.
My first experience of FPS (the only games I really play)
was Doom. I progressed, as I suspect many of us did,
to Doom 2 - Duke Nukem - Quake - Quake 2 - Unreal -
Half Life and so on…(give or take the actual order)

The only modern FPS’s I dip into now and again are COD games.
I find myself returning to Quake and Half Life to satisfy my
gaming needs as modern games don’t. I seem to just find
myself thinking “wow the graphics are amazing” - but I wonder
if there’s any new maps on Quadaddicted??

As for VR - not sure if I’d projectile vomit or not but I do
game on a 52" screen.

[quote=theFALL]@Cocerello

Strange arrows that seem to be more a part of the map
building side of things I think - have a look here:

[/quote]
Don’t know. It is the first i’ve ever seen those arrows and i have played hundreds of Quake custom maps.

It has to be an engine or mod specific option or at most a map specific feature, and from a recent one, but I doubt they are related to pathing due to the pathing for enemies in Quake being a lot more ortogonal, save if the arrows show a simplified version of it.

You got me curious. Which map and engine is that from?

[quote=triple_agent] If the mappers wanted to reduce the infighting between opponents in ‘Quake’, they would either have to very specifically arrange the combat scenarios involving various types of opponents - which does require some know-how - or maybe throw only solitary or only uniform-kind enemies against the protagonist, which is rather ridiculous, on the long run.
[/quote]

Not really. It is a lot simpler and more fundamental to make an encounter in Quake where infighting barely happens than what you think it is. Most maps’ encounters (including many of mine) are at a point were implementing that does not require anything special or just need very minimal changes in enemy spawn points. You should try, mapping is a lot easier than back then.

You can check. As i wrote before Quoth does that already and it doesn’t change things much from a mapper’s side. it is not that we need to change much to achieve a similar end.

[quote=triple_agent]
would roughly be the last decade of the XXth century - was mainly revolving around fascination with technological progress. [/quote]

That would be more about videogames around 2005-2015. Back then there wasn’t more fascination about that save, maybe, in the last years of the decade, and games that focused on that did not sell well and did not even get good reviews on magazines. Rise of the Robots come to mind, or many of the titles of the first years of 3d platforming till Mario 64 showed a viable way and studios copied it.

@Cocerello Hi

I’ll take you thru the steps I take in order to produce the arrows:

  1. Quakespasm engine 0.93.2
  2. Load in Sock’s map test_chaos1
  3. Select 666 and then use command developer 1 (I think this may trigger the arrows??)
  4. In this case I load in ad_lavatomb
  5. You can see the arrows more clearly here - https://easyupload.io/p7we5b

Speaking of the models and the “Mother Scrag” or the “Superscrag” among them, it is noteworthy how the “Superscrag”, does explode after being defeated - at least in the maps that feature the entity, which I saw. With the “Superscrag”, this is a nice effect, but I would rather opt for the grander models - such as the “Shambler” or certain newer entities, coming from ‘Quoth’ and ‘Arcane Dimensions’ - to also annihilate after the defeat, possibly dealing certain occasional damage along the way of event. That is due to the size of the model, which may cause glitching or blanking out if to walk on it - or rather, through it. Basically, all “old ones” should annihilate somehow once being defeated. Effects and implications, may differ.

The Mother Scrag indeed explodes on demise together with
emitting lightning bolts - both of which cause damage to the
player if too close.
Some elements of the Mother Scrag death would certainly
be fitting to a Shambler death as they are electrically charged.

Another interesting demise could be an adapted Orge.
Perhaps one that, knowing its death is imminent, could detonate
its remaining grenades.