Follow TV Tropes

Following

History YMMV / QuakeI

Go To

OR

Is there an issue? Send a MessageReason:
These are in present tense, citing the official source code via Github. Also linked in the Discussion for Quake I.


** If you die to your grenade or rocket respectively, the game teases you with the following obituary messages:
--->''<Player> tried to [[TooDumbToLive put the pin back in]].''
--->''<Player> became bored with life.''

to:

** If you die to your grenade or rocket respectively, the game teases you with the following obituary messages:
messages. These two are in present tense per the official source code [[https://github.com/id-Software/Quake/blob/master/qw-qc/client.qc (via Github)]]:
--->''<Player> tried tries to [[TooDumbToLive put the pin back in]].''
--->''<Player> became becomes bored with life.''
Is there an issue? Send a MessageReason:
None


** ''[[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]]'', although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music that improve upon the Lovecraftian atmosphere of the original, as well as new enemies, weapons and powerups. it also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.

to:

** ''[[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]]'', although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music that improve upon the Lovecraftian atmosphere of the original, as well as new enemies, weapons and powerups. it It also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.
Is there an issue? Send a MessageReason:
None


** ''[[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]]'', although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music that improve upon the Lovecraftian atmosphere of the original, new enemies, weapons and powerups, and it also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.

to:

** ''[[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]]'', although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music that improve upon the Lovecraftian atmosphere of the original, as well as new enemies, weapons and powerups, and powerups. it also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.
Is there an issue? Send a MessageReason:
None


** [[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]], although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music that improve upon the Lovecraftian atmosphere of the original, new enemies, weapons and powerups, and it also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.

to:

** [[https://www.''[[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]], Dwell]]'', although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music that improve upon the Lovecraftian atmosphere of the original, new enemies, weapons and powerups, and it also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.
Is there an issue? Send a MessageReason:
None


** [[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]], although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music, new enemies, weapons and powerups, and it includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.

to:

** [[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]], although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music, music that improve upon the Lovecraftian atmosphere of the original, new enemies, weapons and powerups, and it also includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** [[https://www.slipseer.com/index.php?resources/dwell.21/ Dwell]], although still a work in progress (as of February 2023, two of four planned episodes have been released so far), is one of the best campaigns out there, featuring sprawling, extensively detailed maps featuring custom textures and music, new enemies, weapons and powerups, and it includes the popular Copper mod, which adds improvements upon the vanilla Quake gameplay.
Is there an issue? Send a MessageReason:
None


** For 1996, the game was often considered a "feast for the eyes", especially with hardware acceleration enabled. Despite the limited texture resolution, it can be argued that the gritty textures help get around this limitation by helping create the illusion of extra details and distract the eyes from the washing-out effect due to hardware constraints of the time. It helps that the game supported much higher resolutions than ''[[VideoGame/{{Doom}} Classic Doom]]'' to further boost visual appeal.

to:

** For 1996, the game was often considered a "feast for the eyes", especially with hardware acceleration enabled. Despite the limited texture resolution, it can be argued that the gritty textures help get around this limitation by helping create the illusion of extra details and distract the eyes from the washing-out effect due to hardware constraints of the time. It helps that the game supported much higher resolutions than ''[[VideoGame/{{Doom}} Classic Doom]]'' ''VideoGame/{{Doom}}'' to further boost visual appeal.

Added: 1547

Changed: 1543

Is there an issue? Send a MessageReason:
None


* VindicatedByHistory: The single-player campaign has undergone something of a rediscovery nearly two decades after its initial release. When the game was first released some couldn't help but be disappointed in how close it stuck to the formula of ''VideoGame/{{Doom}}'', and it was overshadowed by the runaway success of the multiplayer. ''Quake''[='=]s single-player was virtually forgotten after ''VideoGame/QuakeIIIArena'' dumped single-player entirely and transformed the series into a landmark multiplayer shooter. However, starting in 2012 or so, there's been a new appreciation for the single-player campaign, namely the refinements it made to the ''Doom'' formula, and its unique GothicHorror atmosphere with a Lovecraftian touch that no other game in the world (even inside the ''Quake'' series itself) so much as attempted to replicate. The closest thing may be ''VideoGame/QuakeChampions'', with its arenas taking place in several [[LovecraftLite lovecraftian]] dimensions, but even that's a downplayed example, as the game's mainly multiplayer-oriented.

to:

* VindicatedByHistory: VindicatedByHistory:
**
The single-player campaign has undergone something of a rediscovery nearly two decades after its initial release. When the game was first released some couldn't help but be disappointed in how close it stuck to the formula of ''VideoGame/{{Doom}}'', and it was overshadowed by the runaway success of the multiplayer. ''Quake''[='=]s single-player was virtually forgotten after ''VideoGame/QuakeIIIArena'' dumped single-player entirely and transformed the series into a landmark multiplayer shooter. However, starting in 2012 or so, there's been a new appreciation for the single-player campaign, namely the refinements it made to the ''Doom'' formula, and its unique GothicHorror atmosphere with a Lovecraftian touch that no other game in the world (even inside the ''Quake'' series itself) so much as attempted to replicate. The closest thing may be ''VideoGame/QuakeChampions'', with its arenas taking place in several [[LovecraftLite lovecraftian]] dimensions, but even that's a downplayed example, as the game's mainly multiplayer-oriented.



* SugarWiki/VisualEffectsOfAwesome: For 1996, the game was often considered a "feast for the eyes", especially with hardware acceleration enabled. Despite the limited texture resolution, it can be argued that the gritty textures help get around this limitation by helping create the illusion of extra details and distract the eyes from the washing-out effect due to hardware constraints of the time. It helps that the game supported much higher resolutions than ''[[VideoGame/{{Doom}} Classic Doom]]'' to further boost visual appeal.

to:

* SugarWiki/VisualEffectsOfAwesome: SugarWiki/VisualEffectsOfAwesome:
**
For 1996, the game was often considered a "feast for the eyes", especially with hardware acceleration enabled. Despite the limited texture resolution, it can be argued that the gritty textures help get around this limitation by helping create the illusion of extra details and distract the eyes from the washing-out effect due to hardware constraints of the time. It helps that the game supported much higher resolutions than ''[[VideoGame/{{Doom}} Classic Doom]]'' to further boost visual appeal.
Is there an issue? Send a MessageReason:


* {{Speedrun}}: Speedruns shot up in popularity through ''Quake'', the first one of them being ''Quake done quick''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The remastered 2021 version of the game is called "[=KexQuake=]", naturally due to running under Creator/NightdiveStudios's own Kex Engine rather than Ids own [=IdTech=].
Is there an issue? Send a MessageReason:
None


** The 2021 Kex Engine remaster for UsefulNotes/PlayStation4 and [[UsefulNotes/PlayStation5 5]], UsefulNotes/XboxOne and [[UsefulNotes/XboxSeries Series]], UsefulNotes/NintendoSwitch and PC[[labelnote:*]]where it is presented as ''Quake Enhanced'' and offered for free for those who already had the original iteration[[/labelnote]] not only offers a near-faithful experience but is also comparable to playing the game on a source port. It offers various graphics settings that allow players to make the game look as retro or modern as possible, supports widescreen and HD resolutions up to 4K, runs at 60 FPS (with the PC version being able to run up to ''500'' FPS or higher), remappable controls for console players with optional gyro controls on the [=PlayStation=] 4 and Switch versions, includes Trent Reznor's soundtrack[[labelnote:*]]which was something that was missing in the [=DOSBox=] re-release on Steam[[/labelnote]], all of the game's official Missions Packs plus Dimension of the Past and the new Dimension of the Machine, and cross-platform online multiplayer. Similarly to the 2019 re-releases of ''VideoGame/{{Doom}}'' and [[VideoGame/DoomII its sequel]], the Kex Engine remaster of ''Quake'' also features downloadable curated mods while PC players can load vanilla-compatible mods. The downside however is that the online multiplayer and downloading curated mods on consoles require a Bethesda.net account.

to:

** The 2021 Kex Engine remaster for UsefulNotes/PlayStation4 and [[UsefulNotes/PlayStation5 5]], UsefulNotes/XboxOne and [[UsefulNotes/XboxSeries Series]], [[UsefulNotes/XboxSeriesXAndS Series X|S]], UsefulNotes/NintendoSwitch and PC[[labelnote:*]]where it is presented as ''Quake Enhanced'' and offered for free for those who already had the original iteration[[/labelnote]] not only offers a near-faithful experience but is also comparable to playing the game on a source port. It offers various graphics settings that allow players to make the game look as retro or modern as possible, supports widescreen and HD resolutions up to 4K, runs at 60 FPS (with the PC version being able to run up to ''500'' FPS or higher), remappable controls for console players with optional gyro controls on the [=PlayStation=] 4 and Switch versions, includes Trent Reznor's soundtrack[[labelnote:*]]which was something that was missing in the [=DOSBox=] re-release on Steam[[/labelnote]], all of the game's official Missions Packs plus Dimension of the Past and the new Dimension of the Machine, and cross-platform online multiplayer. Similarly to the 2019 re-releases of ''VideoGame/{{Doom}}'' and [[VideoGame/DoomII its sequel]], the Kex Engine remaster of ''Quake'' also features downloadable curated mods while PC players can load vanilla-compatible mods. The downside however is that the online multiplayer and downloading curated mods on consoles require a Bethesda.net account.
Is there an issue? Send a MessageReason:
None


** The 2021 Kex Engine remaster not only offers a near-faithful experience but is also comparable to playing the game on a source port. It offers various graphics settings that allow players to make the game look as retro or modern as possible, supports widescreen and HD resolutions up to 4K, runs at 60 FPS (with the PC version being able to run up to ''500'' FPS or higher), remappable controls for console players with optional gyro controls on the [=PlayStation=] 4 and Switch versions, includes Trent Reznor's soundtrack[[labelnote:*]]which was something that was missing in the [=DOSBox=] re-release on Steam[[/labelnote]], all of the game's official Missions Packs plus Dimension of the Past and the new Dimension of the Machine, and cross-platform online multiplayer. Similarly to the 2019 re-releases of ''VideoGame/{{Doom}}'' and [[VideoGame/DoomII its sequel]], the Kex Engine remaster of ''Quake'' also features downloadable curated mods while PC players can load vanilla-compatible mods. The downside however is that the online multiplayer and downloading curated mods on consoles require a Bethesda.net account.

to:

** The 2021 Kex Engine remaster for UsefulNotes/PlayStation4 and [[UsefulNotes/PlayStation5 5]], UsefulNotes/XboxOne and [[UsefulNotes/XboxSeries Series]], UsefulNotes/NintendoSwitch and PC[[labelnote:*]]where it is presented as ''Quake Enhanced'' and offered for free for those who already had the original iteration[[/labelnote]] not only offers a near-faithful experience but is also comparable to playing the game on a source port. It offers various graphics settings that allow players to make the game look as retro or modern as possible, supports widescreen and HD resolutions up to 4K, runs at 60 FPS (with the PC version being able to run up to ''500'' FPS or higher), remappable controls for console players with optional gyro controls on the [=PlayStation=] 4 and Switch versions, includes Trent Reznor's soundtrack[[labelnote:*]]which was something that was missing in the [=DOSBox=] re-release on Steam[[/labelnote]], all of the game's official Missions Packs plus Dimension of the Past and the new Dimension of the Machine, and cross-platform online multiplayer. Similarly to the 2019 re-releases of ''VideoGame/{{Doom}}'' and [[VideoGame/DoomII its sequel]], the Kex Engine remaster of ''Quake'' also features downloadable curated mods while PC players can load vanilla-compatible mods. The downside however is that the online multiplayer and downloading curated mods on consoles require a Bethesda.net account.
Is there an issue? Send a MessageReason:
Author's saving throw is a trivia trope that needs Word of God or Saint Paul to qualify.


* AuthorsSavingThrow: Following [[DisappointingLastLevel the widespread disappointment with the base game's final boss]], both expansions made sure to provide far more satisfying climactic foes: The titular Armagon in ''Scourge of Armagon'', a monstrous cyborg armed to the teeth with a laser cannon and rocket launcher, and the Dragon in ''Dissolution of Eternity'', a terrifyingly [[DamageSpongeBoss durable]] flying beast with devastating BreathWeapon attacks.
** ''Dimension of the Machine'' brings back Chthon for a rematch. The arena is far larger, enemies regularly teleport in, and you have to attack Chthon directly using the thunderbolt, meaning you have to get in close and risk getting blown up by his fireballs and minions.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RetroactiveRecognition: Matthias Worch, the creator of the curated addon ''Beyond Belief'', later worked for Creator/LegendEntertainment, with whom he developed, among other games, ''VideoGame/{{Unreal|I}} Mission Pack: Return to Na Pali'', ''VideoGame/TheWheelOfTime'' and ''VideoGame/UnrealIITheAwakening''.
Is there an issue? Send a MessageReason:
None


** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon from the weapon wheel, all entities freeze in place, while you slowly slide forward. That means that if you have the weapon wheel open and activate get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving weapon selection, the key is free for grabs.

to:

** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon from the weapon wheel, all entities freeze in place, while you slowly slide forward. That means that if you have the weapon wheel open and activate get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving closing the weapon selection, wheel, the key is free for grabs.
Is there an issue? Send a MessageReason:
None


** In a deathmatch, luring one player or more to water and firing the Thunderbolt [[TakingYouWithMe gibbing yourself and the opponent(s) into a shower of gore.]] The 2021 remaster rewards you with the achievement "Discharge" if you succeed in doing so without dying.

to:

** In a deathmatch, luring one player or more to water and firing the Thunderbolt [[TakingYouWithMe gibbing yourself and the opponent(s) into a shower of gore.]] The 2021 remaster rewards you with the achievement "Discharge" if you succeed in doing so without dying.



** Scrags. They're there to make your life miserable, but not in the deadly sense. They're kind of tough, taking four shotgun shells to kill, can fly, which means they'll follow you ''everywhere'', including underwater, and their ridiculously weak projectiles fire two in a burst that will be interrupted only if you outright kill the damn thing - flinching won't stop it. They're not quite as bad once you get the rocket launcher, as it one-shots them, but their ability to fly means they can pop into the room at close range and get you hurt with your SplashDamage.

to:

** Scrags. They're there to make your life miserable, but not in the deadly sense. They're sense: they're kind of tough, taking four shotgun shells to kill, kill; they can fly, which means they'll follow you ''everywhere'', including underwater, underwater; and their ridiculously weak projectiles fire are fired in bursts of two in a burst that will be interrupted only if you outright kill the damn thing - flinching won't stop it. They're not quite as bad once you get the rocket launcher, as it one-shots them, but their ability to fly means they can pop into the room at close range and get you hurt with your SplashDamage.



** Enforcers in the modern expansions. While they lack the Grunt's hitscan shotgun, their Laser Cannons fire twice, fly fast and most annoying of all, have slight knockback. Said knockback can disrupt your jumps, often over lava. Naturally they put them on a lot of the platforming sections. Also thanks to the increase enemy count of the modern expansions they come in large numbers that can overwhelm you quickly and make you waste ammo due to their durability.

to:

** Enforcers in the modern expansions. While they lack the Grunt's hitscan shotgun, their Laser Cannons fire twice, fly fast travel decently quickly and most annoying of all, have slight knockback. Said knockback can disrupt your jumps, often over lava. Naturally they put making them on a typical fixture of a lot of the platforming sections. Also thanks to the increase increased enemy count of the modern expansions they come in large numbers that can overwhelm you quickly and make you waste ammo due to their durability.



** In the earliest version of the game, it was possible to kill Shub-Niggurath using only your weapons, since she's technically not invincible, but simply has a ludicrous 40,000 health points. Unfortunately, the ending cutscene was only programmed to play when you telefragged her, meaning this alternate method would crash the game; subsequent versions tweaked her programming to make her truly immune to all weapon damage.
** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon, all entities freeze in place, while you slowly slide forward. That means that if you are selecting a weapon and then get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving weapon selection, the key is free for grabs.

to:

** In the earliest version of the game, it was possible to kill Shub-Niggurath using only your weapons, since she's technically not invincible, but simply has a ludicrous 40,000 health points. Unfortunately, the ending cutscene was only programmed to play when you telefragged her, meaning this her. This alternate method would crash the game; game, so subsequent versions tweaked her programming to make her truly immune to all weapon damage.
** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon, weapon from the weapon wheel, all entities freeze in place, while you slowly slide forward. That means that if you are selecting a have the weapon wheel open and then activate get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving weapon selection, the key is free for grabs.



** In a very odd way, the Anti-Grav Belt item from ''Dissolution of Eternity'' which allows you to float. Apparently, Creator/EpicGames [[VideoGame/UnrealTournament was taking notes]] with a map[[note]][[LethalLavaLand CTF-LavaGiant]][[/note]], whose description mentions combatants being issued "special anti-gravity belts" before the match begins.
* JustHereForGodzilla: The Multiplayer turned out to be by far the main draw of this game (to the point of being the entire purpose of [=QuakeWorld=]). Fan reaction to it is what ultimately led ''VideoGame/QuakeIIIArena'' to be built around Multiplayer and multiplayer alone.

to:

** In a very odd way, the Anti-Grav Belt item from ''Dissolution of Eternity'' Eternity'', which allows you to float. Apparently, Creator/EpicGames [[VideoGame/UnrealTournament was taking notes]] with a map[[note]][[LethalLavaLand CTF-LavaGiant]][[/note]], whose description mentions combatants being issued "special anti-gravity belts" before the match begins.
* JustHereForGodzilla: The Multiplayer turned out to be by far the main draw of this game (to the point of being the entire purpose of [=QuakeWorld=]). Fan reaction to it is what ultimately led ''VideoGame/QuakeIIIArena'' to be built around Multiplayer and multiplayer alone.



** "[=E4M6:=] The Pain Maze", truly lives up to its name. While not that maze-like, the sheer number of Spawns makes it a nightmare to get through, including one section where you are helplessly pushed into a pit full of the things, and [[ButThouMust which you have to traverse because it's where the Gold Key is]]. The GrenadeLauncher has never been so useful. Furthermore, there's an achievement in the 2021 remaster where you need to finish the level without taking a single bit of damage. You better make good use of those [[NighInvulnerability Pentagrams of Protection]] and [[InvisibilityWithDrawbacks Rings of Shadows]].
** "[=HIP1M3:=] The Lost Mine", from ''Scourge of Armagon''. Full of Enforcers and Grunts that will shred your health to bits, and then there's the cave section. Sinking areas into lava pits, falling rock debris that [[DeadlyEuphemism force you to restart]], and earthquakes everywhere messing with your aim. And the ending forces you to go ''through'' a rock shredding device. Watching your step is a ''requirement'' if you want to get out of this level.

to:

** "[=E4M6:=] The Pain Maze", truly lives up to its name. While not that maze-like, the sheer number of Spawns makes it a nightmare to get through, including one section where you are helplessly pushed into a pit full of the things, and [[ButThouMust which you have to traverse because it's where the Gold Key is]]. The GrenadeLauncher has never been so useful. Furthermore, there's an achievement in the 2021 remaster where you need to finish the level without taking a single bit of damage.damage, appropriately titled "The Painless Maze". You better make good use of those [[NighInvulnerability Pentagrams of Protection]] and [[InvisibilityWithDrawbacks Rings of Shadows]].
** "[=HIP1M3:=] The Lost Mine", from ''Scourge of Armagon''. Full of Enforcers and Grunts that will shred your health to bits, and then there's the cave section. Sinking areas into lava pits, falling rock debris that [[DeadlyEuphemism force you to restart]], and earthquakes everywhere messing with your aim. And the ending forces you to go ''through'' a rock shredding rock-shredding device. Watching your step is a ''requirement'' if you want to get out of this level.



** The Lightning Gun's limited ammo can make players feel like saving it for being cornered by the most deadly enemies, or when they find a QuadDamage. Less pronounced in the expansions, as cells are more common and there are more options of high-end firepower (multi-rockets, plasma ammo, lava nails, the Laser Cannon, etc.).

to:

** The Lightning Gun's limited ammo can make players feel like saving it for being cornered by the most deadly enemies, or when they find a QuadDamage. Less pronounced in the expansions, as cells are more common and there are more options of for high-end firepower (multi-rockets, plasma ammo, lava nails, the (the Laser Cannon, lava nails, multi-rockets, plasma cells, etc.).



* UnintentionallySympathetic: The Rottweiler enemies look & sound mostly like ordinary dogs, including some very pathetic whines they make when shot. Although their blood-soaked faces and paws certainly confirm that they're killers, and they may be intended to be mind-controlled like the Grunts, many a dog-lover might still feel sad when shooting them.

to:

* UnintentionallySympathetic: The Rottweiler enemies look & sound mostly like ordinary dogs, including some very pathetic whines they make when shot.shot or killed. Although their blood-soaked faces and paws certainly confirm that they're killers, and they may be intended to be mind-controlled like the Grunts, many a dog-lover might still feel sad when shooting them.



** The ''Dimension of the Machine'' episode released as part of the 2021 remaster pushed the Quake engine to its limits, using improved rendering and lighting to create some [[ArtEvolution large and colourful settings]] that surpassed the RealIsBrown levels of the original. Special mention goes to "Nazard Terminal", featuring [[FloatingContinent floating islands]] under a night sky, and "Grave Machine" which starts at a cliffside cathedral.

to:

** The ''Dimension of the Machine'' episode released as part of the 2021 remaster pushed the Quake engine to its limits, using improved rendering and lighting to create some [[ArtEvolution large and colourful settings]] that surpassed the RealIsBrown levels of the original. Special mention goes to "Nazard Terminal", featuring [[FloatingContinent floating islands]] under a night sky, an ethereal cosmic backdrop, and "Grave Machine" which starts at a cliffside cathedral.
Is there an issue? Send a MessageReason:
None


* SeinfeldIsUnfunny: This game codified a lot of tropes associated with the modern FPS, such as [[RocketJump weapon jumping/climbing]], CaptureTheFlag, 1v1 arena, dedicated servers, lag compensation, [[RealIsBrown green/brown palette]], etc. However, it rarely gets mentioned in any Best Game Ever lists along with its progeny due to the single-player campaign falling flat, especially in comparison to FPS games before. ''VideoGame/QuakeIIIArena'' "steals" most of these honours instead due to its greater focus on multiplayer keeping it relevant. Not helping is ''VideoGame/QuakeII'' has a better single-player mode and a more interesting world that further pushes the original Quake out of the limelight.

to:

* SeinfeldIsUnfunny: This game codified a lot of tropes associated with the modern FPS, such as [[RocketJump weapon jumping/climbing]], CaptureTheFlag, 1v1 arena, dedicated servers, lag compensation, [[RealIsBrown green/brown palette]], etc. However, it rarely gets mentioned in any Best Game Ever lists along with its progeny due to the single-player campaign falling flat, especially in comparison to FPS games before. ''VideoGame/QuakeIIIArena'' "steals" most of these honours instead due to its greater focus on multiplayer keeping it relevant. Not helping is ''VideoGame/QuakeII'' has ''VideoGame/QuakeII'', [[ContestedSequel as contentious as it is,]] is still seen as having a better single-player mode and a more interesting world that further pushes the original Quake out of the limelight.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Enforcers in the modern expansions. While they lack the Grunt's hitscan shotgun, their Laser Cannons fire twice, fly fast and most annoying of all, have slight knockback. Said knockback can disrupt your jumps, often over lava. Naturally they put them on a lot of the platforming sections. Also thanks to the increase enemy count of the modern expansions they come in large numbers that can overwhelm you quickly and make you waste ammo due to their durability.
Is there an issue? Send a MessageReason:
it plays well enough, carries over *most* of the content of the original and has legitimate (if marginal) advantages like coloured lighting and water distorsion. not the definitive way to play the game, but hardly a disaster


* PortingDisaster: The [[UsefulNotes/Nintendo64 N64]] port. Many of the best levels were removed or simplified, and the multiplayer mode is limited to two players only.
Is there an issue? Send a MessageReason:
None


** Though only the second level and not terribly hard on even the toughest difficulties, [=E1M2=], "Castle of the Damned", is beloved by fans of both its single-player campaign (for whom it's an atmospheric introduction to the Medieval setting, with a memorable and graphically-impressive climactic battle against the first Fiend(s) in the game) and multiplayer (for whom it's one of the most widely-chosen Deathmatch maps, with excellent, balanced design).

to:

** Though only the second level and not terribly too hard on even the toughest difficulties, [=E1M2=], "Castle of the Damned", is beloved by fans of both its single-player campaign (for whom it's an atmospheric introduction to the Medieval setting, with a memorable and graphically-impressive climactic battle against the first Fiend(s) in the game) and multiplayer (for whom it's one of the most widely-chosen Deathmatch maps, with excellent, balanced design).



** ''VideoGame/ArcaneDimensions'', a collaborative mod that began development in 2015 and continued updating for years afterwards, is a spellbinding piece of work that vastly expands the scope of the game, adding in dozens of new enemies in addition to crafting enormous, incredibly detailed levels that are filled with dozens of secrets and can take upwards of 30 minutes to complete. Not for nothing, 2021's official ''Dimension of the Machine'' expansion clearly takes quite a bit of inspiration from the mod.
* BizarroEpisode: While the Netherworld (episode 3) is mostly FireAndBrimstoneHell-themed, [=E3M5=] "The Wind Tunnels" is all about TubeTravel and has a fair amount of water in it. In fact, it's the only level in the episode other than the first with no lava in it.

to:

** ''VideoGame/ArcaneDimensions'', a collaborative mod that began development in 2015 and continued updating for years afterwards, is a spellbinding piece of work that vastly expands the scope of the game, adding in dozens of new enemies in addition to crafting enormous, incredibly detailed levels that are filled with dozens of secrets and can take upwards of 30 minutes to complete. Not for nothing, 2021's official ''Dimension of the Machine'' expansion clearly takes quite a bit of inspiration from the mod.
* BizarroEpisode: While the Netherworld (episode 3) is mostly FireAndBrimstoneHell-themed, [=E3M5=] "The Wind Tunnels" is all about TubeTravel and has a fair amount of water in it. In fact, it's It's the only level in the episode other than the first with no lava in it.



** Spawns. They're fast, they bounce all over the place making them incredibly hard to hit, going ''full Kamikaze'' on you for visible chunks of damage, and being blue blobs who don't move when they immediately see you, preferring to wait for a second, it's easy to miss them in the dark until they're all over you. On top of that, they [[ActionBomb explode like a rocket]] upon death (which doubles as SuicideAttack), meaning it's easy to maim yourself (or [[LudicrousGibs worse]]) if you're careless while killing them when they're in your face. Creator/JohnRomero lampshaded this by mentioning that the Creator/IdSoftware team found the monster so difficult, that they refrained from placing it frequently. Thankfully, it's only encountered in Episode 4, with the exception of...

to:

** Spawns. They're fast, they bounce all over the place making them incredibly hard to hit, going ''full Kamikaze'' on you for visible chunks of damage, and being blue blobs who don't move when they immediately see you, preferring to wait for a second, it's easy to miss them in the dark until they're all over you. On top of that, they [[ActionBomb explode like a rocket]] upon death (which doubles as SuicideAttack), meaning it's easy to maim yourself (or [[LudicrousGibs worse]]) if you're careless while killing them when they're in your face. Creator/JohnRomero lampshaded this by mentioning that the Creator/IdSoftware team found the monster so difficult, that they refrained from placing it frequently. Thankfully, it's only encountered in Episode 4, with the exception of...except for...



** If you die to your own grenade or rocket respectively, the game teases you with the following obituary messages:
--->''<Player> tries to [[TooDumbToLive put the pin back in]].''
--->''<Player> becomes bored with life.''

to:

** If you die to your own grenade or rocket respectively, the game teases you with the following obituary messages:
--->''<Player> tries tried to [[TooDumbToLive put the pin back in]].''
--->''<Player> becomes became bored with life.''



** The Rocket Launcher is by far the most powerful ([[RocketJump and useful]]) item in the game. Most speed runs make the most use of this weapon and the level's own quirks. Of course, [[HoistByHisOwnPetard abusing the technique has its consequences, and it's easy to end up killing yourself at close-range]].

to:

** The Rocket Launcher is by far the most powerful ([[RocketJump and useful]]) item in the game. Most speed runs make the most use of this weapon and the level's own quirks. Of course, [[HoistByHisOwnPetard abusing the technique has its consequences, and it's easy to end up killing yourself at close-range]].



** Scrags. They're there to make your life miserable, but not in the deadly sense. They're kind of tough, taking four shotgun shells to kill, can fly, which means they'll follow you ''everywhere'', including underwater, and their ridiculously weak projectiles fire two in a burst that will be interrupted only if you outright kill the damn thing - flinching won't stop it. They're not quite as bad once you get the rocket launcher, as it one-shots them, but their ability to fly means they can pop into the room at close range and get you hurt with your own SplashDamage.
** Knights. These guys have as much health as a Scrag - not much, but enough to irritate -, they're fast, and their sword swipes can be started from a fair distance off. To make it worse, the mechanics of the game counts the swipe as a multi-hit attack, which equals [[InterfaceScrew a jittery screen full of red tint]]. But their biggest danger is evident when you're fighting them alongside other, more dangerous monsters. Why? Simple: their low threat level, attack method and high speed will often result in them running right in your face when you're going trigger-happy with the rocket launcher, and then it's too late to do anything except suck up your own splash damage.

to:

** Scrags. They're there to make your life miserable, but not in the deadly sense. They're kind of tough, taking four shotgun shells to kill, can fly, which means they'll follow you ''everywhere'', including underwater, and their ridiculously weak projectiles fire two in a burst that will be interrupted only if you outright kill the damn thing - flinching won't stop it. They're not quite as bad once you get the rocket launcher, as it one-shots them, but their ability to fly means they can pop into the room at close range and get you hurt with your own SplashDamage.
** Knights. These guys have as much health as a Scrag - not much, but enough to irritate -, they're fast, and their sword swipes can be started from a fair distance off. To make it worse, the mechanics of the game counts the swipe as a multi-hit attack, which equals [[InterfaceScrew a jittery screen full of red tint]]. But their biggest danger is evident when you're fighting them alongside other, more dangerous monsters. Why? Simple: their low threat level, attack method and high speed will often result in them running right in your face when you're going trigger-happy with the rocket launcher, and then it's too late to do anything except suck up your own splash damage.



** [=HIP3M1=] of ''Scourge of Armagon'', Tur Torment, has a group of fiends spawn when you reach a slime pit [[spoiler:that has red armour inside it]]. However, it seems that some of them freeze or jump in place instead of all running after you.

to:

** [=HIP3M1=] of ''Scourge of Armagon'', Tur Torment, has a group of fiends Fiends spawn when you reach a slime pit [[spoiler:that has red armour inside it]]. However, it seems that some of them freeze or jump in place instead of all running after you.



** The Thunderbolt fires two invisible beams next to its lightning bolt in order to make its attacks easier to hit the intended target. These invisible beams are supposed to go in the same direction and length as the lightning bolt, but some botched vectorial calculations cause these invisible beams to behave in a very strange way. Depending on the direction you're looking at, the Thunderbolt's invisible beams can attack enemies at a ludicrous distance, through walls, and attack monsters you are not even trying to hit.
** In the earliest version of the game, it was actually possible to kill Shub-Niggurath using only your weapons, since she's technically not invincible, but simply has a ludicrous 40,000 health points. Unfortunately, the ending cutscene was only programmed to play when you telefragged her, meaning this alternate method would crash the game; subsequent versions tweaked her programming to make her truly immune to all weapon damage.

to:

** The Thunderbolt fires two invisible beams next to its lightning bolt in order to make its attacks easier to hit the intended target. These invisible beams are supposed to go in the same direction and length as the lightning bolt, but some botched vectorial calculations cause these invisible beams to behave in a very strange way. Depending on the direction you're looking at, the Thunderbolt's invisible beams can attack enemies at a ludicrous distance, through walls, and attack monsters you are not even trying to hit.
** In the earliest version of the game, it was actually possible to kill Shub-Niggurath using only your weapons, since she's technically not invincible, but simply has a ludicrous 40,000 health points. Unfortunately, the ending cutscene was only programmed to play when you telefragged her, meaning this alternate method would crash the game; subsequent versions tweaked her programming to make her truly immune to all weapon damage.



** *sip* Yep, Quake was a good game. [[labelnote:Explanation]]A part of the "30-year-old boomer" meme, which compares fans of older video games such as ''Quake'' to members of the baby boomer generation. While meant to insult them for not moving on, it has been [[AppropriatedAppellation appropriated]] by these so-called boomers, who also fire back by calling fans of modern video games "zoomers".[[/labelnote]]

to:

** *sip* Yep, Quake was a good game. [[labelnote:Explanation]]A part of the "30-year-old boomer" meme, which compares fans of older video games such as ''Quake'' to members of the baby boomer generation. While meant to insult them for not moving on, it has been [[AppropriatedAppellation appropriated]] by these so-called boomers, who also fire fired back by calling fans of modern video games "zoomers".[[/labelnote]]



* VindicatedByHistory: The single-player campaign has undergone something of a rediscovery nearly two decades after its initial release. When the game was first released some couldn't help but be disappointed in how close it stuck to the formula of ''VideoGame/{{Doom}}'', and it was overshadowed by the runaway success of the multiplayer. ''Quake''[='=]s single-player was virtually forgotten after ''VideoGame/QuakeIIIArena'' dumped single-player entirely and transformed the series into a landmark multiplayer shooter. However, starting in 2012 or so, there's been a new appreciation for the single-player campaign, namely the refinements it made to the ''Doom'' formula, and its unique GothicHorror atmosphere with a Lovecraftian touch that no other game in the world (even inside the ''Quake'' series itself) so much as attempted to replicate. The closest thing may be ''VideoGame/QuakeChampions'', with its arenas taking place in several [[LovecraftLite lovecraftian]] dimensions, but even that's a downplayed example, as the game's mainly a multiplayer-oriented game.

to:

* VindicatedByHistory: The single-player campaign has undergone something of a rediscovery nearly two decades after its initial release. When the game was first released some couldn't help but be disappointed in how close it stuck to the formula of ''VideoGame/{{Doom}}'', and it was overshadowed by the runaway success of the multiplayer. ''Quake''[='=]s single-player was virtually forgotten after ''VideoGame/QuakeIIIArena'' dumped single-player entirely and transformed the series into a landmark multiplayer shooter. However, starting in 2012 or so, there's been a new appreciation for the single-player campaign, namely the refinements it made to the ''Doom'' formula, and its unique GothicHorror atmosphere with a Lovecraftian touch that no other game in the world (even inside the ''Quake'' series itself) so much as attempted to replicate. The closest thing may be ''VideoGame/QuakeChampions'', with its arenas taking place in several [[LovecraftLite lovecraftian]] dimensions, but even that's a downplayed example, as the game's mainly a multiplayer-oriented game.multiplayer-oriented.
Is there an issue? Send a MessageReason:
None


** The final boss is a defenceless FlunkyBoss who you kill with a single {{Telefrag}}. The horde of Shamblers and Vores that guard the teleporter are at least [[ThatOneLevel memorably challenging]], but nothing that hasn't already been encountered in the game. Certain mods try and expand the fight, such as ''Quake 1.5'' adding Shub-Niggurath's insides as a puzzle level.
** The Nintendo 64 port takes this even further, removing the majority of mooks that made the level hard in the first place. There's only two Shamblers, one of whom only spawns after you get close to the teleporter so you're likely to not even fight him, and a single Vore on Shub-Niggurath's platform.

to:

** The final boss is a defenceless FlunkyBoss who you kill with a single {{Telefrag}}. The horde of Shamblers and Vores that guard guarding the teleporter are is at least [[ThatOneLevel memorably challenging]], but nothing that hasn't already been encountered in the game. Certain mods try and expand the fight, such as ''Quake 1.5'' adding Shub-Niggurath's insides as a puzzle level.
** The Nintendo 64 port takes this even further, removing the majority of mooks that made the level hard in the first place. There's There are only two Shamblers, one of whom only spawns after you get close to the teleporter so you're likely to not even fight him, and a single Vore on Shub-Niggurath's platform.



** ''Dimension of the Machine'' brings back Cthon for a rematch. The arena is far larger, enemies teleport in, and you have to attack Cthon directly using the thunderbolt, meaning you have to get in close and risk getting blown up by his fireballs and minions.

to:

** ''Dimension of the Machine'' brings back Cthon Chthon for a rematch. The arena is far larger, enemies regularly teleport in, and you have to attack Cthon Chthon directly using the thunderbolt, meaning you have to get in close and risk getting blown up by his fireballs and minions.



** Though only the second level and not terribly hard on even the toughest difficulties, [=E1M2=], "Castle of the Damned", is beloved by fans of both single-player mode (for whom it's an atmospheric introduction to the Medieval setting, with a memorable and graphically-impressive climactic battle against the first Fiend(s) in the game) and multiplayer mode (for whom it's one of the most widely-chosen Deathmatch maps, with excellent, balanced design).

to:

** Though only the second level and not terribly hard on even the toughest difficulties, [=E1M2=], "Castle of the Damned", is beloved by fans of both its single-player mode campaign (for whom it's an atmospheric introduction to the Medieval setting, with a memorable and graphically-impressive climactic battle against the first Fiend(s) in the game) and multiplayer mode (for whom it's one of the most widely-chosen Deathmatch maps, with excellent, balanced design).



** ''VideoGame/ArcaneDimensions'', a collaborative mod which began development in 2015 and continued updating for years afterward, is a spellbinding piece of work that vastly expands the scope of the game, adding in dozens of new enemies in addition to crafting enormous, incredibly detailed levels that are filled with dozens of secrets and can take upwards of 30 minutes to complete. Not for nothing, 2021's official ''Dimensions of the Machine'' expansion clearly takes quite a bit of inspiration from the mod.

to:

** ''VideoGame/ArcaneDimensions'', a collaborative mod which that began development in 2015 and continued updating for years afterward, afterwards, is a spellbinding piece of work that vastly expands the scope of the game, adding in dozens of new enemies in addition to crafting enormous, incredibly detailed levels that are filled with dozens of secrets and can take upwards of 30 minutes to complete. Not for nothing, 2021's official ''Dimensions ''Dimension of the Machine'' expansion clearly takes quite a bit of inspiration from the mod.



** Spawns. They're fast, they bounce all over the place making them incredibly hard to hit, going ''full Kamikaze'' on you for visible chunks of damage, and being blue blobs who don't move when they immediately see you, preferring to wait for a second, it's easy to miss them in the dark until they're all over you. On top of that, they [[ActionBomb explode like a rocket]] upon death (which doubles as SuicideAttack), meaning it's easy to maim yourself (or [[LudicrousGibs worse]]) if you're careless while killing them when they're in your face. Creator/JohnRomero lampshaded this by mentioning that the Creator/IdSoftware team found the monster so difficult, they refrained from placing it frequently. Thankfully, it's only encountered in Episode 4, with the exception of...
*** Hell Spawns in ''Dissolution of Eternity'' are even worse. It's easy to assume they're only texture edited versions of regular Spawns (being green with orange "eyes", rather than the full blue of a normal Spawn), until then you realize they can ''[[SelfDuplication duplicate themselves]]''. Fortunately, their offspring (which lack the "eyes") cannot duplicate.
** Fiends. They're less mobile than Spawns, but in exchange, they're much more resilient, taking three rockets to kill, their leap attack hits very hard, and they're very keen on cornering you in a place where they can cut your ass to shreds with their claws. To make it worse, they almost don't flinch. Fiends can also deal far more damage than intended with their leap, potentially one shotting a player with red armor and full health, due to a physics glitch. If their leap causes them to land above you, the game may register multiple full damage hits in rapid succession.

to:

** Spawns. They're fast, they bounce all over the place making them incredibly hard to hit, going ''full Kamikaze'' on you for visible chunks of damage, and being blue blobs who don't move when they immediately see you, preferring to wait for a second, it's easy to miss them in the dark until they're all over you. On top of that, they [[ActionBomb explode like a rocket]] upon death (which doubles as SuicideAttack), meaning it's easy to maim yourself (or [[LudicrousGibs worse]]) if you're careless while killing them when they're in your face. Creator/JohnRomero lampshaded this by mentioning that the Creator/IdSoftware team found the monster so difficult, that they refrained from placing it frequently. Thankfully, it's only encountered in Episode 4, with the exception of...
*** Hell Spawns in ''Dissolution of Eternity'' Eternity'', which are even worse. It's easy to assume they're only texture edited texture-edited versions of regular Spawns (being green with orange "eyes", rather than the full blue of a normal Spawn), Spawn) until then you realize they can ''[[SelfDuplication duplicate themselves]]''. Fortunately, their offspring (which lack the "eyes") cannot duplicate.
duplicate further.
** Fiends. They're less mobile than Spawns, but in exchange, they're much more resilient, taking three rockets to kill, their leap attack hits very hard, and they're very keen on cornering you in a place where they can cut your ass to shreds with their claws. To make it worse, they almost don't flinch. Fiends can also deal far more damage than intended with their leap, potentially one shotting one-shotting a player with red armor armour and full health, due to a physics glitch. If their leap causes them to land above you, the game may register multiple full damage hits in rapid succession.



** [[SetAMookToKillAMook Any time an enemy gets caught in the crossfire of a different type of enemy, they'll start fighting each other until one of them dies]]. Except unlike ''Doom'', there's no aggro permanence, so a monster caught between two sources of damage will constantly switch targets as soon as it takes damage from one of the sources, like a very hostile form of ADD. It's not just hilarious, either, it's useful too: You can kill even a Shambler with the regular peashooter shotgun by sandwiching it between the sightlines of both you and an Ogre.

to:

** [[SetAMookToKillAMook Any time an enemy gets caught in the crossfire of a different type of enemy, they'll start fighting each other until one of them dies]]. Except unlike Unlike ''Doom'', there's no aggro permanence, so a monster caught between two sources of damage will constantly switch targets as soon as it takes damage from one of the sources, like a very hostile form of ADD. It's not just hilarious, either, it's useful too: You can kill even a Shambler with the regular peashooter shotgun by sandwiching it between the sightlines of both you and an Ogre.



** Knights. These guys have as much health as a Scrag - not much, but enough to irritate -, they're fast, and their sword swipes can be started from a fair distance off. To make it worse, the mechanics of the game counts the swipe as a multi-hit attack, which equals [[InterfaceScrew a jittery screen full of red tint]]. But their biggest danger is evident when you're fighting them alongside other, more dangerous monsters. Why? Simple: their low threat level, attack method and high speed will often result in them running right in your face when you're going trigger happy with the rocket launcher, and then it's too late to do anything except suck up your own splash damage.

to:

** Knights. These guys have as much health as a Scrag - not much, but enough to irritate -, they're fast, and their sword swipes can be started from a fair distance off. To make it worse, the mechanics of the game counts the swipe as a multi-hit attack, which equals [[InterfaceScrew a jittery screen full of red tint]]. But their biggest danger is evident when you're fighting them alongside other, more dangerous monsters. Why? Simple: their low threat level, attack method and high speed will often result in them running right in your face when you're going trigger happy trigger-happy with the rocket launcher, and then it's too late to do anything except suck up your own splash damage.



** [=HIP3M1=] of ''Scourge of Armagon'', Tur Torment, has a group of fiends spawn when you reach a slime pit [[spoiler:that has red armor inside it]]. However, it seems that some of them freeze or jump in place instead of all running after you.

to:

** [=HIP3M1=] of ''Scourge of Armagon'', Tur Torment, has a group of fiends spawn when you reach a slime pit [[spoiler:that has red armor armour inside it]]. However, it seems that some of them freeze or jump in place instead of all running after you.



** In a very odd way, the Anti-Grav Belt item from ''Dissolution of Eternity'', which allows you to float. Apparently, Creator/EpicGames [[VideoGame/UnrealTournament was taking notes]] with a map[[note]][[LethalLavaLand CTF-LavaGiant]][[/note]], whose description mentions combatants being issued "special anti-gravity belts" before the match begins.

to:

** In a very odd way, the Anti-Grav Belt item from ''Dissolution of Eternity'', Eternity'' which allows you to float. Apparently, Creator/EpicGames [[VideoGame/UnrealTournament was taking notes]] with a map[[note]][[LethalLavaLand CTF-LavaGiant]][[/note]], whose description mentions combatants being issued "special anti-gravity belts" before the match begins.



* SeinfeldIsUnfunny: This game codified a lot of tropes associated with the modern FPS, such as [[RocketJump weapon jumping/climbing]], CaptureTheFlag, 1v1 arena, dedicated servers, lag compensation, [[RealIsBrown green/brown palette]], etc. However, it rarely gets mentioned in any Best Game Ever lists along with its progeny due to the single-player campaign falling flat, especially in comparison to FPS games before. ''VideoGame/QuakeIIIArena'' "steals" most of these honours instead due to its greater focus on multiplayer keeping it relevant. Not helping is ''VideoGame/QuakeII'' having a better single-player mode and a more interesting world that further pushes the original Quake out of the limelight.

to:

* SeinfeldIsUnfunny: This game codified a lot of tropes associated with the modern FPS, such as [[RocketJump weapon jumping/climbing]], CaptureTheFlag, 1v1 arena, dedicated servers, lag compensation, [[RealIsBrown green/brown palette]], etc. However, it rarely gets mentioned in any Best Game Ever lists along with its progeny due to the single-player campaign falling flat, especially in comparison to FPS games before. ''VideoGame/QuakeIIIArena'' "steals" most of these honours instead due to its greater focus on multiplayer keeping it relevant. Not helping is ''VideoGame/QuakeII'' having has a better single-player mode and a more interesting world that further pushes the original Quake out of the limelight.



* SpiritualAdaptation: ''Dimensions of the Machine'' is the closest thing we got as an official adaptation of the game's [[GameMod fan mod]] ''VideoGame/ArcaneDimensions''.

to:

* SpiritualAdaptation: ''Dimensions ''Dimension of the Machine'' is the closest thing we got as an official adaptation of the game's [[GameMod fan mod]] ''VideoGame/ArcaneDimensions''.



** [[FinalBoss The Dragon]] from ''Dissolution of Eternity'' is somewhat easier than Armagon in terms of having more cover and having [[MacrossMissileMassacre the Multi Rocket Launcher]], but it's otherwise still a difficult fight because the Dragon will not forgive a single mistake. The arena has several powerups, but they are not very convenient, and the Anti-Grav Belt, in particular, is a PowerupLetdown as it will compromise your ability to dodge the OneHitKill fireballs... and you may fall in the lava. Made worse by [[FakeDifficulty the intermittent earthquakes that rob you of your footing, make it impossible to move in a straight line, and last much longer than they need to]]. A good number of players just corner-peek the Dragon to death from the entrance of the map.

to:

** [[FinalBoss The Dragon]] from ''Dissolution of Eternity'' is somewhat easier than Armagon in terms of having more cover and having [[MacrossMissileMassacre the Multi Rocket Launcher]], but it's otherwise still a difficult fight because the Dragon will not forgive a single mistake. The arena has several powerups, but they are not very convenient, and the Anti-Grav Belt, in particular, is a PowerupLetdown as it will compromise your ability to dodge the OneHitKill fireballs... and you may fall in into the lava. Made worse by [[FakeDifficulty the intermittent earthquakes that rob you of your footing, make it impossible to move in a straight line, line and last much longer than they need to]]. A good number of players just corner-peek the Dragon to death from the entrance of the map.



** To a lesser extent, the Super Nailgun may become too awesome due to how quickly it can empty your nail ammo, nail boxes being uncommon and meagre compared to shotguns shells, and the sheer usefulness of the SNG against [[BossInMooksClothing ambushing Shamblers]].

to:

** To a lesser extent, the Super Nailgun may become too awesome due to how quickly it can empty your nail ammo, nail boxes being uncommon and meagre compared to shotguns shotgun shells, and the sheer usefulness of the SNG against [[BossInMooksClothing ambushing Shamblers]].
Is there an issue? Send a MessageReason:
None


** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon, all entities freeze in place, while you slowly slide forward. That means that if you are selecting a weapon and get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving weapon selection, the key is free for grabs.

to:

** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon, all entities freeze in place, while you slowly slide forward. That means that if you are selecting a weapon and then get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving weapon selection, the key is free for grabs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The 2021 remaster makes the level skip trick in [=E3M2: The Vaults of Zin=] effortlessly easy. When you are selecting a weapon, all entities freeze in place, while you slowly slide forward. That means that if you are selecting a weapon and get into the trigger that would trap the Silver Key in another room, the elevator that carries the key moves down, but the Silver Key remains in place. After leaving weapon selection, the key is free for grabs.

Changed: 104

Removed: 387

Is there an issue? Send a MessageReason:
None


** ''[[https://www.moddb.com/mods/arcane-dimensions Arcane Dimensions]]'', a collaborative mod which began development in 2015 and continued updating for years afterward, is a spellbinding piece of work that vastly expands the scope of the game, adding in dozens of new enemies in addition to crafting enormous, incredibly detailed levels that are filled with dozens of secrets and can take upwards of 30 minutes to complete. Not for nothing, 2021's official ''Dimensions of the Machine'' expansion clearly takes quite a bit of inspiration from the mod.
** The 2010s saw a trend of mods whose entire purpose was being BetterThanCanon, deemphasizing the creation of new levels in favor of making alterations to the gameplay to make for a more satisfying experience. Notable such mods include [[http://lunaran.com/copper/ Copper]], [[https://www.quaddicted.com/reviews/quoth.html Quoth]], and [[https://www.moddb.com/mods/quake-15 Quake 1.5]].

to:

** ''[[https://www.moddb.com/mods/arcane-dimensions Arcane Dimensions]]'', ''VideoGame/ArcaneDimensions'', a collaborative mod which began development in 2015 and continued updating for years afterward, is a spellbinding piece of work that vastly expands the scope of the game, adding in dozens of new enemies in addition to crafting enormous, incredibly detailed levels that are filled with dozens of secrets and can take upwards of 30 minutes to complete. Not for nothing, 2021's official ''Dimensions of the Machine'' expansion clearly takes quite a bit of inspiration from the mod.
** The 2010s saw a trend of mods whose entire purpose was being BetterThanCanon, deemphasizing the creation of new levels in favor of making alterations to the gameplay to make for a more satisfying experience. Notable such mods include [[http://lunaran.com/copper/ Copper]], [[https://www.quaddicted.com/reviews/quoth.html Quoth]], and [[https://www.moddb.com/mods/quake-15 Quake 1.5]].
mod.



* SpiritualAdaptation: ''Dimensions of the Machine'' is the closest thing we got as an official adaptation of the game's [[GameMod fan mod]] ''[[https://www.moddb.com/mods/arcane-dimensions Arcane Dimensions]]''.

to:

* SpiritualAdaptation: ''Dimensions of the Machine'' is the closest thing we got as an official adaptation of the game's [[GameMod fan mod]] ''[[https://www.moddb.com/mods/arcane-dimensions Arcane Dimensions]]''.''VideoGame/ArcaneDimensions''.
Tabs MOD

Added: 785

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FanNickname:
** Before ''Quake III Arena'' established that his name is Ranger, fans typically referred to the protagonist as "Quakeguy", after the similar (and later [[AscendedFanon canonized]]) nickname for ''Doom'''s protagonist, "Doomguy".
** The weapon officially named the "Double-Barreled Shotgun" is almost universally known to fans as the "Super Shotgun", the name of the equivalent weapon in both ''Doom II'' and ''Quake II''. This even bled into some of the text in the two mission packs, which included phrases such as "Gremlin stole your Super Shotgun".
** The Thunderbolt is often referred to as simply the "Lightning Gun", which is both [[ExactlyWhatItSaysOnTheTin apt]] and the name it's given in ''Quake III''. It's also called "the shaft" by many deathmatch veterans.
Is there an issue? Send a MessageReason:
None


** "[=E4M6:=] The Pain Maze", truly lives up to its name. While not that maze-like, the sheer number of Spawns makes it a nightmare to get through, including one section where you are helplessly pushed into a pit full of the things, and [[ButThouMust which you have to traverse because it's where the Gold Key is]]. The GrenadeLauncher has never been so useful. Furthermore, there's an achievement in the 2021 remaster where you need to finish the level without taking a single bit of damage. You better make good use of those [[NighInvulnerability Pentagrams of Protection]] and [[{{Invisibility}} Rings of Shadows]].

to:

** "[=E4M6:=] The Pain Maze", truly lives up to its name. While not that maze-like, the sheer number of Spawns makes it a nightmare to get through, including one section where you are helplessly pushed into a pit full of the things, and [[ButThouMust which you have to traverse because it's where the Gold Key is]]. The GrenadeLauncher has never been so useful. Furthermore, there's an achievement in the 2021 remaster where you need to finish the level without taking a single bit of damage. You better make good use of those [[NighInvulnerability Pentagrams of Protection]] and [[{{Invisibility}} [[InvisibilityWithDrawbacks Rings of Shadows]].
Is there an issue? Send a MessageReason:
YMMV can't be played with. See YMMV.Home Page


* PowerUpLetdown: The Horn of Conjuring item introduced in ''Scourge of Armagon'' manages to be both this and a GameBreaker at the same time - it summons a friendly monster to fight on your side, which sounds cool, but the enemy type that it summons is randomly chosen and is quite likely to be a lowly Rottweiller, Grunt, or other weak monsters that will inevitably be killed almost immediately. This is [[SubvertedTrope subverted]], however, whenever it may instead summon a Death Knight or a Shambler, who are both far more useful and pretty [[SugarWiki/MomentOfAwesome awesome]] to have as an ally.

to:

* PowerUpLetdown: The Horn of Conjuring item introduced in ''Scourge of Armagon'' manages to be both this and a GameBreaker at the same time - it summons a friendly monster to fight on your side, which sounds cool, but the enemy type that it summons is randomly chosen and is quite likely to be a lowly Rottweiller, Grunt, or other weak monsters that will inevitably be killed almost immediately. This is [[SubvertedTrope subverted]], however, whenever it may instead summon a Death Knight or a Shambler, who are both far more useful and pretty [[SugarWiki/MomentOfAwesome awesome]] to have as an ally.
Is there an issue? Send a MessageReason:
Military Base and Gremlin's Domain are also secret maps.


* EnsembleDarkhorse: Unusually for a MissionPackSequel Deathmatch level, "The Edge of Oblivion"[[note]][=hipdm1=], the SecretLevel[[/note]] from ''Scourge of Armagon'' has plenty of remakes in later games and even in games non-related to the ''Quake'' franchise.

to:

* EnsembleDarkhorse: Unusually for a MissionPackSequel Deathmatch level, "The Edge of Oblivion"[[note]][=hipdm1=], the third SecretLevel[[/note]] from ''Scourge of Armagon'' has plenty of remakes in later games and even in games non-related to the ''Quake'' franchise.
Is there an issue? Send a MessageReason:
None


** You can prevent the pawning of the Mummy Queen in ''Dissolution of Eternity'' by standing in her spawning place while the casket is opening. As monsters cannot telefrag players (it's the other way around), she will be telefragged, [[DamageSpongeBoss saving you a lot of ammo]].

to:

** You can prevent the pawning spawning of the Mummy Queen in ''Dissolution of Eternity'' by standing in her spawning place while the casket is opening. As monsters cannot telefrag players (it's the other way around), she will be telefragged, [[DamageSpongeBoss saving you a lot of ammo]].
Is there an issue? Send a MessageReason:
None


** Fiends. They're less mobile than Spawns, but in exchange, they're much more resilient, taking three rockets to kill, their leap attack hits very hard, and they're very keen on cornering you in a place where they can cut your ass to shreds with their claws. To make it worse, they almost don't flinch.

to:

** Fiends. They're less mobile than Spawns, but in exchange, they're much more resilient, taking three rockets to kill, their leap attack hits very hard, and they're very keen on cornering you in a place where they can cut your ass to shreds with their claws. To make it worse, they almost don't flinch. Fiends can also deal far more damage than intended with their leap, potentially one shotting a player with red armor and full health, due to a physics glitch. If their leap causes them to land above you, the game may register multiple full damage hits in rapid succession.

Top