Difference between revisions of "Quake"

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==Influence of Doom on Quake==
 
==Influence of Doom on Quake==
Quake I was built around its engine with no strong story point. The concept for the game itself was divided between roughly three camps: those (notably John Carmack) who wanted a fast-paced futuristic theme, with no supernatural elements for a change; those (notably Adrian Carmack) who wanted a Lovecraftian occult theme; and those (notably John Romero) who wanted a gothic fantasy game centered on melee combat. In the end, Quake went far in none of these directions and instead blended elements of all, resulting in a mix very similar to Doom's own theme: beginning in high-tech maps and moving on to gothic fantasy levels to battle Lovecraftian monsters. The scenario is practically a direct calque of Doom's: once again, the military-industrial complex devised teleportation devices (called "slipgates") which, once again, actually pass through a dimension full of hostile monsters who, once again, seize this opportunity to invade and must be thwarted, once again, by the sole surviving soldier stationed at the facility. The Quake HUD's layout is likewise closely modeled on the Doom HUD (which itself isn't much different from the Wolfenstein 3D HUD).  
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The first Quake was built around its engine with no strong story point. The concept for the game itself was divided between roughly three camps: those (notably [[John Carmack]]) who wanted a fast-paced futuristic theme, with no supernatural elements for a change; those (notably [[Adrian Carmack]]) who wanted a Lovecraftian occult theme; and those (notably [[John Romero]]) who wanted a gothic fantasy game centered on melee combat. In the end, Quake went far in none of these directions and instead blended elements of all, resulting in a mix very similar to Doom's own theme: beginning in high-tech maps and moving on to gothic fantasy levels to battle Lovecraftian monsters. The scenario is practically a direct calque of Doom's: once again, the military-industrial complex devised teleportation devices (called "slipgates") which, once again, actually pass through a dimension full of hostile monsters who, once again, seize this opportunity to invade and must be thwarted, once again, by the sole surviving soldier stationed at the facility. The Quake HUD's layout is likewise closely modeled on the Doom HUD (which itself is not much different from the [[Wolfenstein 3D]] HUD).
  
Many weapons in Quake are similar to Doom's: the shotgun, supershotgun and rocket launcher are directly taken from it, while the nailguns fill the role of the chaingun.
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Many weapons in Quake are similar to Doom's: the shotgun, super shotgun and rocket launcher are directly taken from it, while the nailguns fill the role of the [[chaingun]].
  
 
As demonstrated in some Quake alpha screenshots, during the development, some Doom maps were redone for Quake for internal use. [http://toastytech.com/dooma/miscdoom.html]
 
As demonstrated in some Quake alpha screenshots, during the development, some Doom maps were redone for Quake for internal use. [http://toastytech.com/dooma/miscdoom.html]
  
 
==Influence of Quake on Doom==
 
==Influence of Quake on Doom==
Quake had a strong impact on the Doom community. The textures from Quake are used in many popular mods (for example, the [[Torment and Torture (series)|Torment and Torture series]]) and Quake-like elements (such as a console or a particle system) have been adopted by many [[source ports]]. After the Quake code was open sourced, some ports (most notably [[Vavoom]]) borrowed from it.  
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Quake had a strong impact on the Doom community. The textures from Quake are used in many popular mods (for example, the [[Torment and Torture (series)|Torment and Torture series]]) and Quake-like elements (such as a [[console]] or a particle system) have been adopted by many [[source ports]]. After the Quake code was open sourced, some ports (most notably [[Vavoom]]) borrowed from it.
  
 
==See also==
 
==See also==
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==External links==
 
==External links==
 
* [http://www.idsoftware.com/games/quake/quake/ Official site]
 
* [http://www.idsoftware.com/games/quake/quake/ Official site]
* [http://www.mobygames.com/game/quake Quake at Mobygames]
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* [http://www.mobygames.com/game/quake Quake at MobyGames]
 
* [[wikipedia:Quake|Quake]] on Wikipedia.
 
* [[wikipedia:Quake|Quake]] on Wikipedia.
 
* [http://quakery.quakedev.com/qwiki/ The Quake Wiki]  
 
* [http://quakery.quakedev.com/qwiki/ The Quake Wiki]  

Revision as of 06:20, 28 December 2008

Quake map 1 episode 1

Quake was the next major game to be released by id Software after the success of Doom. The first release was on June 22, 1996. Like Doom, it was a first person shooter and was clearly influenced by Doom in its style of gameplay, design, and story. For example, Quake features a similar arsenal of weapons as well as teleporters.

Features original to Quake, like the console, later appeared in Doom source ports. Once the official Quake source code was released, some Doom source ports incorporated portions of the Quake source. Also, Doom 3's engine is a spiritual successor of the Quake engine (and was used in Quake 4). Another noticeable connection to Doom is that in the later versions the helmet of one of the playable characters is similar to the one on the box art of the first Quake.

Influence of Doom on Quake

The first Quake was built around its engine with no strong story point. The concept for the game itself was divided between roughly three camps: those (notably John Carmack) who wanted a fast-paced futuristic theme, with no supernatural elements for a change; those (notably Adrian Carmack) who wanted a Lovecraftian occult theme; and those (notably John Romero) who wanted a gothic fantasy game centered on melee combat. In the end, Quake went far in none of these directions and instead blended elements of all, resulting in a mix very similar to Doom's own theme: beginning in high-tech maps and moving on to gothic fantasy levels to battle Lovecraftian monsters. The scenario is practically a direct calque of Doom's: once again, the military-industrial complex devised teleportation devices (called "slipgates") which, once again, actually pass through a dimension full of hostile monsters who, once again, seize this opportunity to invade and must be thwarted, once again, by the sole surviving soldier stationed at the facility. The Quake HUD's layout is likewise closely modeled on the Doom HUD (which itself is not much different from the Wolfenstein 3D HUD).

Many weapons in Quake are similar to Doom's: the shotgun, super shotgun and rocket launcher are directly taken from it, while the nailguns fill the role of the chaingun.

As demonstrated in some Quake alpha screenshots, during the development, some Doom maps were redone for Quake for internal use. [1]

Influence of Quake on Doom

Quake had a strong impact on the Doom community. The textures from Quake are used in many popular mods (for example, the Torment and Torture series) and Quake-like elements (such as a console or a particle system) have been adopted by many source ports. After the Quake code was open sourced, some ports (most notably Vavoom) borrowed from it.

See also

External links