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So you're asking people that generally don't play competitively about the relative merits of games that you only judge on their competitive merit? Interesting choice there.
There's nothing wrong with using your own criteria, but yours certainly take you to some funny places.
No, I think TFC is an abomination because it's slow, dull and the engine is terrible.
Plus the fact that I've actually given reasons why Q3 is a superior game.
No amount of modding will ever make HLDM or HLCTF a good game. It always was and always will be terrible.
You sir are one in a million.
I was referring more to your assertion that the Q3 modding scene surpassed that of HL. From your narrow focus of mods that don't really change anything major, sure.
Hang on...all I've seen is that you prefer the mods and you feel Q3 is far more competetive. You have not given "several" reasons. So which is it? Was Quake 3 really the better game? Or did it simply have an abundance of mods you prefered? And an added dose of competetive spirit...
You know...that may be a false positive. If people have to go out and create a shit load of variations on the game it could simply mean that the original wasn't overly good to begin with. Hell, you yourself admited that no one even touched Quake 3 a few years after release. I know I played UT for several years.
HLDM is the daddy of deathmatch games, it requires the most skill to play.. there's a reason why a lot of the top pro gamers started out on HLDM - it's the one game you can't pick up and be good at right away, it's got a fantastically high learning curve - bunnyhopping/gaussjumping etc.
Brilliant.
As a multiplayer experience it's never been bettered.
Hardly. The vast majority of people who've ever played the original TF or Q3F hold the exact same sentiment..
OK:
#1 Quake 3 has near-perfect weapon balance. No game either before or since has been able to create such a well tuned, perfectly balanced set of weaponry.
UT has terrible weapon balance, and the starting weapon is far too powerful. It turns the game into something of a spamfest.
#2 Quake 3 is a much faster, and therefore more skilful game.
#3 The movement is more skilful - rather than doubletapping at appropriate moments to get around quickly, Q3 movement is complicated and full of subtle nuances. It takes years to master, and really separates the wheat from the chaff.
#4 Unlike UT, Quake 3 does not have redundant weapons. Redundant weapons means less emphasis on controlling particular weapons in TDM, and therefore UT is a less tactical game.
#5 Q3 has better netcode and a better engine. It runs more smoothly and just feels right - you can rely on utterly precise reactions from the game, it will do what you expect, every time.
#6 Q3 is much more tweakable.
#7 The armour system is much more tactical - you can stack armours, putting more emphasis on map control. Armour also does not provide you invulnerability from health damage, unlike in UT. This also reduces the depth of the game.
#8 Q3 doesn't have stupid, useless pickups like jump boots.
Q3 strips away all the crap and just leaves you with the bare bones. UT is full of pointless, redundant or ridiculous gimmicks that detract from the gameplay. It requires considerably more skill to play than UT, and it has a higher, longer learning curve.
Loads of people touched Quake 3 a few years after release - and it's still more popular than all the UT games put together.
The major Q3 mods don't alter the basic gameplay in any major way, they make a raft of minor tweaks. It's still the same Q3 under all of them. OSP adds competitive functionality (brightskins, health-dependent hitsounds, better netcode, admin functions, modified maps etc.).CPMA does much the same, except it modifies the movement and weapon balance. It's a much, much faster game - rather like the original Quake.Threewave is a CTF mod - it brings fully-featured CTF to Q3, with loads of great maps aswell. The underlying gameplay is identical.
Rocket Arena 3 is just Quake III with no pickups, all weapons, small arenas and one life - fight to the death.
Those are the main ones, really. UT died long before Q3 was still burning.
Disputed by the shear amount of people that still play the original TFC as well as TF2.
Wow, a much better opinion than just telling people their wrong. I don't agree with most of those, particularly the weaponry comment...there's absolutly NOTHING new about Q3...the weapons in UT at least seemed like someone had an original thought.
But I can see why someone may prefer one over the other. Further UT absolutly SMOKES Quake 3 in level design.
Uhh...source.
Do you have to question why there hasn't been another arena-based Quake since? Why has there been umpteen sequels to the original UT. Because it's insanely popular and people called for more...still.
That's all great. Shall I gather the UT mods that were exactly the same.
By the way...you still haven't commented on the undeniable game options people were provided straight out of the box with UT...without relying on the mod community.
Again, are you talking about the mod scene or the original game?? You just said two pages ago that no one played Quake 3 a few years after release. If that's the case, I assure you you are wrong.
...I'll kill you, son.TFC is an abomination
I never liked the "feel" of Quake 3. The movement, the way the weapons handled. In my mind the only thing Quake 3 had over UT was frenetic pace, but that doesn't make it the better deathmatch game.
I had a lot more fun with UT. Having bought both of them around the same time and playing them both extensively, eventually I stopped playing Q3 altogether and focused on UT.
...I'll kill you, son.
I'll KILL you.
You just insulted f*cking ten years of my life right there. We're enemies now. I'm serious.
Interestingly enough, I felt UT2k4 was rather gimmicky compared to UT. I mean, I ended up playing all the other modes rather than straight deathmatch, and while the vehicles and assaulting enemy bases was fun, for some reason I didn't enjoy the deathmatch as much as the original. Can't really say why that is.For me it was the other way around. I did play UT2004 for a year too, to me it's the closest any game has ever come to equalling Q3 - except for Q4, but that's just like a second-rate copy of Q3 so it doesn't really count.
I'm coming. I'm feigning death in your area, watching you, waiting for the right moment when you let your guard down. Then I'll strike at you like a viper!I'll be waiting...with a gun and a pack of sandwiches. And nothing.
Yes I have - I said that UT is quite possibly a better game than Q3 out of the box. Read, please.
I'll be waiting...with a gun and a pack of sandwiches. And nothing.
Bemoan Unreal Tournament and HLDM all you want for not being competetive, but I think counter strike is the clear winner here, and it came out around the same time as ut/q3 did
Interestingly enough, I felt UT2k4 was rather gimmicky compared to UT. I mean, I ended up playing all the other modes rather than straight deathmatch, and while the vehicles and assaulting enemy bases was fun, for some reason I didn't enjoy the deathmatch as much as the original. Can't really say why that is.
I'm coming. I'm feigning death in your area, watching you, waiting for the right moment when you let your guard down. Then I'll strike at you like a viper!
Oh, so then we're done. Cool. That's what I thought the thread was about in the first place.
But, yeah...Quake 3 had better mods.
I think UT2003 and 2004 had a decidely Quake 3 feel about them. Intentional, probably. Quite a few Q3rs played these games.
Not as minimalist as Q3 by any means, but UT2004 had well balanced weapons, fast movement and most of the skill-free crap from UT was culled. The starting weapon is as weak as it should be, you can't stack up 6 rockets like you could in UT (that was just moronic), the shock combo radius is much more reasonable, the minigun isn't a rapid-fire BFG anymore, no Ripper, some pretty damn good map design...
And I must admit to being addicted to AS-Convoy. Could just play that over and over and over again...
CS is the king of deathmatch?
Sure you don't want one last chance to revise that statement?
I prefer a game with strong weapons that give you a fighting chance no matter what enemy's weapon you face (with varying degrees of difficulty) instead of a game that forces you to run around like a headless chicken frantically searching for a gun that does more than signal the enemy that he can get a free frag.
UT FTW.
Heh I fergot this was just deathmatch we were talking
CS is still the winner though if you're talking multiplayer in general
CS is still the winner though if you're talking multiplayer in general
The stronger the starting weapon, the more brainless the game is. It has an absolutely monumental effect on gameplay - it alone can make the difference between a tactical match of map control, teamwork and staying alive and a mindless spamfest.
Contrary to popular belief, TDM is a very intelligent, challenging and tactical game. Arguably more so than any other. But not when the starting weapon is too powerful.
If anything, Q3s starting weapon is too powerful - it can deal some pretty significant damage with ease.
I'd still take Battlefield over Q3A any time of the year. Even despite it's a "mindless spamfest" with powerful starting weapons.
Well like I said, to me Quake games and mods go hand in hand. It's meaningless to judge a Quake game based on its boxed state because they are modding platforms in themselves - I think id understood the community when they created Q3. Team Arena, the expansion pack, was received poorly because people didn't want to pay for something they could get for free.
I thought TA was great though, didn't last long sadly. But yeah, for six months to a year following Q3s release, UT was better.
quake 2 is the best ever.
I've never played competitive TDM (more into CTF or tactical MP like ET), so if you could explain what it's all about that would be great.Contrary to popular belief, TDM is a very intelligent, challenging and tactical game.
I can track a target pretty well, so a lot of my kills are, surprisingly, machine gun kills from medium range. And if the server's all about sniping, then I own with the railgun. Q3's weapons are far too accurate.If anything, Q3s starting weapon is too powerful - it can deal some pretty significant damage with ease.
People complain about weak RL in Q2 but I think that's exactly what a good DM game should have: a RL that's good for nothing but rocket jumping (impact hammer). There's still the issue of the worthless chaingun and overpowered hyperblaster though(in close combat).quake 2 is the best ever.
You do realize that there are probably a crap-load more people that don't mod and have no interest in playing modded games than there are mod fans...to those people Id has a history of releasing games that simply don't feel as complete as it's competitors. Epic gave gamers MORE than they needed right from the get go.
Once again though, UT was still and is still huge in the modding community. You continue to sell them short. It's still extremely popular. You are aware that there are still tons of servers (over 2000 according to wiki) still up and running and it's a direct result of the modding and mutators for UT...same as Q3.
And let's look deeper at that since we still are talking about mods. Even in the face of numerous reiterations in the franchise, the original UT continues to be played by a lot of people.
I still stand by the statement that UT was so varied and refined from the get-go that modding didn't have to play such a huge roll in the beggining. That's critical to the main question in this thread. That's more of a testament to Epic. But, in the end, it was and still is huge for UT as well.
I've never played competitive TDM (more into CTF or tactical MP like ET), so if you could explain what it's all about that would be great.
I can track a target pretty well, so a lot of my kills are, surprisingly, machine gun kills from medium range. And if the server's all about sniping, then I own with the railgun. Q3's weapons are far too accurate.
EDIT:
People complain about weak RL in Q2 but I think that's exactly what a good DM game should have: a RL that's good for nothing but rocket jumping (impact hammer). There's still the issue of the worthless chaingun and overpowered hyperblaster though(in close combat).
Just like rocket jumping, eh?Also people would use grenades to blow themselves up to somewhere.
Why didn't Bungie patch these?6.) Other miscellaneous things like sweep sniping online (over XBC which you could use to play the xbox copy online) which utilized lag for you rather than against. Also, you could gang up on power ups by having your team sit over one. There was also a glitch where you could have infinite rocket ammo, but this was the only tactic looked down upon competitively.
Just like rocket jumping, eh?
Why didn't Bungie patch these?