History VideoGame / QuakeI

17th Sep '17 11:29:55 AM Meyers07TheTroper
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Added DiffLines:

* OncePerEpisode: Usually the first map of each episode is techbase, while the rest takes place in gothic castle or dungeon.
10th Aug '17 11:53:17 AM Siggu
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* AnAxeToGrind: The player's EmergencyWeapon.

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* AnAxeToGrind: The player's EmergencyWeapon. It also has some MundaneUtility to open secret doors without wasting ammo.



* ArtificialStupidity: Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]]. On nightmare difficulty, enemies won't attempt to reposition themselves when they refire, making it the main reason why Nightmare can be easier than Hard.

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* ArtificialStupidity: Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]]. On nightmare difficulty, enemies won't attempt to reposition themselves when they refire, refire if you don't move, making it the main reason why Nightmare can be easier than Hard.



* AwesomeButImpractical: The Thunderbolt. It's the game's most powerful weapon by far, but it's hard to aim properly, ammo is very scarce, and in spite of its mass-kill of underwater beings, doing this shorts out the weapon, killing even the player if he's not invulnerable. Even if he survives, all the ammo is gone.

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* AwesomeButImpractical: The Thunderbolt. It's the game's most powerful weapon by far, but it's hard to aim properly, its range is much lower than the visible thunderbolt, ammo is very scarce, and in spite of its mass-kill of underwater beings, doing this shorts out the weapon, killing even the player if he's not invulnerable. Even if he survives, all the ammo is gone.



* BeepingComputers: in the high tech "base" levels are constant technological beeping noises

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* BeepingComputers: in In the high tech "base" levels are constant technological beeping noises



* ColorCodedForYourConvenience: Green armor is the weakest kind, followed by yellow (medium) and red ([[LawOfChromaticSuperiority strongest)]].

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* ColorCodedForYourConvenience: Green armor is the weakest kind, followed by yellow (medium) and red ([[LawOfChromaticSuperiority strongest)]]. On the other hand, as all Armors absorb damage the same way, the Red armor has the shortest lifespan, while Green armor lasts the longest.



** E3M2, "The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.

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** E3M2, [=E3M2=], "The Vaults of Zin", starts with a Silver Runekey visible, at walking distance. Problem is, as you close down, the Runekey drops and gets locked in another floor. There is a LoopholeAbuse that comes with the fact you can [[RocketJump Grenade Jump]] or [[HelpfulMook get propelled with the nearby zombies' weak attacks]] to move fast enough to grab the runekey before it gets locked, bypassing more than half the level.



---> "''Are you sure you want to leave now? You left something important behind.''"

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---> "''Are you sure you want to leave now? You left something important behind.''"''" (if the player attempts to leave without picking a key item)



* OurOgresAreHungrier

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* OurOgresAreHungrierOurOgresAreHungrier: The Ogres in ''Quake'' are one of the most common enemies in non-modern levels (only being missing in the later stages of Episode 4), and they inexplicably have chainsaws and grenade launchers instead of hands.
21st Jul '17 8:30:56 PM Az0riusG4m3r
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* HomingProjectile: The Vores throw [[MadeOfExplodium exploding spikey balls]] that track you, but they can be avoided by [[MisguidedMissile getting them to smash into obstacles and walls]].
** Particularly hilarious if you can position the Vore so it keeps throwing the spikey balls into a nearby wall or column. It won't realise the splash damage is hurting it and end up [[HoistbyhisOwnPetard slowly killing itself]].

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* HomingProjectile: HomingProjectile:
**
The Vores throw [[MadeOfExplodium exploding spikey balls]] that track you, but they can be avoided by [[MisguidedMissile getting them to smash into obstacles and walls]].
** *** Particularly hilarious if you can position the Vore so it keeps throwing the spikey balls into a nearby wall or column. It won't realise the splash damage is hurting it and end up [[HoistbyhisOwnPetard slowly killing itself]].itself]].
** The [[RecursiveAmmo multi-rocket version of the rocket launcher]] fires four small rockets per shot that then home in on nearby targets. Each small rocket does less damage than a normal one, but they do way more damage per shot if they all hit.


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* RecursiveAmmo: The multi-rockets in ''Dissolution Of Eternity'' split into multiple small explosives, although they split into five when fire by the grenade launcher but only four when fired by the rocket launcher.
12th Jul '17 3:20:11 AM joxo
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* PointOfNoReturn: Levels are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, [[FridgeLogic somehow]] blocking the path.

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* PointOfNoReturn: Levels are usually designed so that you can backtrack anytime, but there are a few exceptions, such as one part of a level in which the lights behind the player turn off, [[FridgeLogic somehow]] somehow blocking the path.
6th May '17 10:13:43 AM jackgrimm99
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Added DiffLines:

* OurOgresAreHungrier
* OurZombiesAreDifferent
27th Mar '17 3:19:35 PM AM_NK
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* {{Shareware}}: One of the latest examples of this era.

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* {{Shareware}}: One of the latest examples of this era. The demo version came with the first episode and restricted everything else.
16th Feb '17 3:48:54 PM DelShiftB
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* ArmorPiercingAttack: Lava nails in ''Dissolution of Eternity''. Against players, armor absorption is halved, but it does the same amount of damage. Monsters take extra damage instead.
* ArtificialStupidity: Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]], and it's the main reason Nightmare is easier than Hard.

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* ArmorPiercingAttack: Lava nails in ''Dissolution of Eternity''. Against players, the ammo disregards armor absorption is halved, but it does the same amount of damage.and has less daamge reduction against a power shield. Monsters take extra damage instead.
* ArtificialStupidity: Most enemies never take into account distance and height differences with you when it comes at aiming. They will always miss if you are on a higher ground, up to and including [[BossInMooksClothing Shamblers]], and it's Shamblers]]. On nightmare difficulty, enemies won't attempt to reposition themselves when they refire, making it the main reason why Nightmare is can be easier than Hard.



* BlobMonster: The Spawns are a particular annoying version.

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* BlobMonster: The Spawns are a particular annoying version. They initially remain still and move slowly, then start with sudden and constant jumping.



* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', the Power Shield powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). If you're hit from behind, it's just a minor damage reduction.

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* LuckilyMyShieldWillProtectMe: In ''Dissolution of Eternity'', the Power Shield powerup significantly reduces damage if you are facing its source (damage from lava is treated from the origin point in the map). If you're hit Attacks from behind, it's just a minor damage reduction.the back arc do full damage.
6th Dec '16 3:16:57 PM Xtifr
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'''Quake''' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''VideoGame/{{Doom}}''.

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'''Quake''' ''Quake'' is the first game in the eponymous VideoGame/{{Quake}} series, and was released in 1996. It began development as a free roaming RPG, but it switched to a FirstPersonShooter, like Id's previous series, ''VideoGame/{{Doom}}''.
31st Aug '16 6:08:22 AM MasterInferno
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Two mission packs for the game, '''Quake: Scourge of Armagon''' by Hipnotic Entertainment and '''Quake: Dissolution of Eternity''' by Rogue Entertainment, were released.

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Two mission packs for the game, '''Quake: Scourge of Armagon''' by Hipnotic Entertainment and '''Quake: Dissolution of Eternity''' by Rogue Entertainment, were released.
released. In 2016, Bethesda-owned studio Creator/MachineGames (creators of ''VideoGame/WolfensteinTheNewOrder'' and ''VideoGame/WolfensteinTheOldBlood'') released a free new episode for the game, titled '''Episode 5: Dimensions of the Past''', to celebrate the game's 20th anniversary.
31st Aug '16 5:45:53 AM REV6Pilot
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!!This game named the following tropes:

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!!This game [[TropeNamer named the following tropes:tropes]]:
This list shows the last 10 events of 106. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.QuakeI