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** The Power Screen is a Power Shield that only reduces damage from shots that hit you in front (the Brains enemies have these). It isn't found anywhere in the game, but it can be summoned by using the console and it's fully functional.
to:
** The Power Screen is a Power Shield that only reduces damage from shots that hit you in front (the Brains enemies and the Daedalus enemies from ''Ground Zero'' have these). It isn't found anywhere in the game, but it can be summoned by using the console and it's fully functional.functional, and some third-party levels feature it.
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** TheCameo: The [[CommanderKeen DopeFish]] appear on a level.
** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is [[http://www.eeggs.com/items/3476.html here]]. bjjc stands for Beandon James & John Carmack.]]
** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is [[http://www.eeggs.com/items/3476.html here]]. bjjc stands for Beandon James & John Carmack.]]
to:
** TheCameo: The [[CommanderKeen DopeFish]] appear appears on a level.
the level "Cooling Facility", by following certain steps.
** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is [[http://www.eeggs.com/items/3476.html here]]. bjjc stands forBeandon Brandon James & John Carmack.]]
** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is [[http://www.eeggs.com/items/3476.html here]]. bjjc stands for
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Changed line(s) 98 (click to see context) from:
* ShootTheMedicFirst: You have to do this if you don't want to fight the defeated Stroggs again. (Or, in ''Ground Zero''[='s=] case, facing THOUSANDS of enemies at the time, in the Medic Commander's case)
to:
* ShootTheMedicFirst: You In levels with Medics you have to do this if you don't want to fight the defeated Stroggs again. (Or, again (or, in ''Ground Zero''[='s=] case, facing THOUSANDS of enemies at the time, in the Medic Commander's case)case). Medics can't revive gibbed corpses though, so you can just make sure to shoot the bodies after you kill enemies.
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Power Screen isn\'t a \'clone\' per se, it\'s weaker than the Power Shield in that it only blocks shots that hit you from the front (the Brains enemies have Power Screen equipped).
Changed line(s) 48 (click to see context) from:
** There's a Power Shield clone, the Power Screen, It can be summonable by using the console, and it's fully functional.
to:
** There's The Power Screen is a Power Shield clone, that only reduces damage from shots that hit you in front (the Brains enemies have these). It isn't found anywhere in the Power Screen, It game, but it can be summonable summoned by using the console, console and it's fully functional.
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-->'''The Instruction Manual''': "What are you waiting for, [[{{Turok}} Dinosaurs in fog?]]"
to:
-->'''The Instruction Manual''': "What are you waiting for, [[{{Turok}} [[{{VideoGame/Turok}} Dinosaurs in fog?]]"
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Deleting circular links.
Changed line(s) 16,19 (click to see context) from:
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''Quake II'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''VideoGame/QuakeII'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylines as the original VideoGame/QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
Two mission packs, which followed the same storylines as the original VideoGame/QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
to:
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''Quake II'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''VideoGame/QuakeII'' ''Quake II'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylines as the originalVideoGame/QuakeII, game, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
Two mission packs, which followed the same storylines as the original
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Changed line(s) 10,11 (click to see context) from:
The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it, for better or worse. It was Id's first FPS with a real story, about Earth launching a counter-attack on the homeworld of the vicious Strogg, called "Operation Alien Overlord", who were kidnapping humans for meat and body parts.
to:
The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it, for better or worse. It was Id's first FPS with a real story, about Earth launching a counter-attack on the homeworld of the vicious Strogg, said operation called "Operation Alien Overlord", who were kidnapping humans for meat and body parts.
Changed line(s) 14,19 (click to see context) from:
The levels in the game and the expansions are divided into several chapters, called Units. Each unit has up to seven levels, interconnected among them, so players could go from one level to the other and viceversa, [[PointOfNoReturn until they hit the unit's exit]].
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''VideoGame/QuakeII'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''VideoGame/QuakeII'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylines than the original VideoGame/QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''VideoGame/QuakeII'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''VideoGame/QuakeII'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylines than the original VideoGame/QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
to:
The levels in the game and the expansions are divided into several chapters, called Units. Each unit Unit has up to seven levels, interconnected among them, so players could go from one level to the other and viceversa, [[PointOfNoReturn until they hit the that unit's exit]].
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect,''VideoGame/QuakeII'' ''Quake II'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''VideoGame/QuakeII'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylinesthan as the original VideoGame/QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect,
Two mission packs, which followed the same storylines
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*** Your first encounter with a Hyperblast Guard ("Outer Compound", first level of the Compound Unit) before getting access to the Hyperblast in "Outer Base", the second level of the Refinery unit.
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* CrateExpectations: The second chapter has the move of them.
to:
* CrateExpectations: The second chapter has the move Everywhere. Some of them.these boxes need to be shoot, (the black ones) while others are just there for secrets' sake.
Changed line(s) 44 (click to see context) from:
* DecapitatedArmy: According to the manual, by killing [[spoiler:the Makron]], the Strogg Warlords start to battle each other for the supremacy, leaving the Stroggos in a very bad situation.
to:
* DecapitatedArmy: According to the manual, by killing [[spoiler:the Makron]], the Strogg Warlords start to battle each other for the supremacy, leaving the Stroggos not only without a leader, but in a very bad situation.
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* DummiedOut:
** There's a Power Shield clone, the Power Screen, It can be summonable by using the console, and it's fully functional.
** Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles found their way into the game, by way of the ''Ground Zero'' expansion, where these goggles were retextured and called "IR Goggles".
** There's a Power Shield clone, the Power Screen, It can be summonable by using the console, and it's fully functional.
** Among the help files there are four pictures (five by counting the Power Screen, also present) of non-present items in the game, these items are called Cloaker, Invisibility, Goggles, Scope and Sights. Only the Goggles found their way into the game, by way of the ''Ground Zero'' expansion, where these goggles were retextured and called "IR Goggles".
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Changed line(s) 3 (click to see context) from:
-> ''"Never before has there been a greater challenge to life, liberty, and civilization. This is a crusade in which we will accept nothing less than victory. No matter how long it may take us to overcome the Strogg’s barbaric assault, the people of Earth in their righteous might will win through to absolute victory. Today we will make very certain that this form of barbaric treachery shall never endanger us again. With confidence in you, and with the unbending determination of our people, we will gain the inevitable triumph -- so help us God. So go forth and kick ass, soldiers!"''
to:
-> ''"Never before has there been a greater challenge to life, liberty, and civilization. This is a crusade in which we will accept nothing less than victory. No matter how long it may take us to overcome the Strogg’s barbaric assault, the people of Earth in their righteous might will win through to absolute victory. Today we will make very certain that this form of barbaric treachery shall never endanger us again. With confidence in you, and with the unbending determination of our people, we will gain the inevitable triumph -- so help us God. \\
\\
So go forth and kick ass, soldiers!"''
\\
So go forth and kick ass, soldiers!"''
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* TheComputerIsACheatingBastard: Except in ''Ground Zero'', which renders both items (and the Double Damage powerup) useless when playing against him.
to:
* TheComputerIsACheatingBastard: Except [[spoiler:The Black Widow and Widow Guardian]] in ''Ground Zero'', which renders both items (and the Quad Damage, Invulnerability and Double Damage powerup) useless when playing against him.
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Changed line(s) 57,61 (click to see context) from:
* {{Foreshadowing}}: At least in the original game, with the exception of the BFG (who only [[spoiler:the Makron]] can use) you'll normally find enemies using weapons which you later get. For example:
** Your first encounter with an Enforcer ("Outer Base", from the Base Unit) before getting access to the Chaingun in the fourth level, "Ammo Depot", from the Warehouse Unit.
** Your first encounter with a Gunner ("Comm Center", from the Base Unit) before getting access to the Grenade Launcher in "Detention Center", from the Jail Unit.
** Your first encounter with a Tank ("Warehouse", from the Warehouse Unit) before getting access to the Rocket Launcher in "Mine Entrance", from the Mine Unit.
** Your first encounter with a Gladiator ("Main Gate", from the Jail Unit) before getting access to the Railgun in "Receiving Center", from the Factory Unit.
** Your first encounter with an Enforcer ("Outer Base", from the Base Unit) before getting access to the Chaingun in the fourth level, "Ammo Depot", from the Warehouse Unit.
** Your first encounter with a Gunner ("Comm Center", from the Base Unit) before getting access to the Grenade Launcher in "Detention Center", from the Jail Unit.
** Your first encounter with a Tank ("Warehouse", from the Warehouse Unit) before getting access to the Rocket Launcher in "Mine Entrance", from the Mine Unit.
** Your first encounter with a Gladiator ("Main Gate", from the Jail Unit) before getting access to the Railgun in "Receiving Center", from the Factory Unit.
to:
* {{Foreshadowing}}: At least in {{Foreshadowing}}:
** In the original game,with the exception of the BFG (who only [[spoiler:the Makron]] can use) you'll normally find enemies using weapons which you later get. For example:
** *** Your first encounter with an Enforcer ("Outer Base", from the Base Unit) before getting access to the Chaingun in the fourth level, "Ammo Depot", from the Warehouse Unit.
** *** Your first encounter with a Gunner ("Comm Center", from the Base Unit) before getting access to the Grenade Launcher in "Detention Center", from the Jail Unit.
** *** Your first encounter with a Tank ("Warehouse", from the Warehouse Unit) before getting access to the Rocket Launcher in "Mine Entrance", from the Mine Unit.
** *** Your first encounter with a Gladiator ("Main Gate", from the Jail Unit) before getting access to the Railgun in "Receiving Center", from the Factory Unit.Unit.
** In ''The Reckoning'':
*** Your first encounter with a Ripper Guard ("Core Reactor", third level of the Compound Unit) before getting access to the Ion Ripper in "Intelligence Center", the last level of that unit.
** In the original game,
** In ''The Reckoning'':
*** Your first encounter with a Ripper Guard ("Core Reactor", third level of the Compound Unit) before getting access to the Ion Ripper in "Intelligence Center", the last level of that unit.
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* OnlyMostlyDead: Some Strogg sometimes keep shooting [[strike:at you]] in their general forward direction after you've knocked them down.
to:
* OnlyMostlyDead: Some Strogg sometimes keep shooting [[strike:at you]] in their general forward direction after you've knocked them down.down.
* OrgasmicCombat: The Iron Maiden does a lot of moaning and deep breathing.
* OrgasmicCombat: The Iron Maiden does a lot of moaning and deep breathing.
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** On the commentary for the Parasite in the manual, there's a reference to ''{{Cujo}}''.
--> ''"The Parasite makes Cujo look like Lassie on Prozac."''
--> ''"The Parasite makes Cujo look like Lassie on Prozac."''
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Added DiffLines:
* {{Foreshadowing}}: At least in the original game, with the exception of the BFG (who only [[spoiler:the Makron]] can use) you'll normally find enemies using weapons which you later get. For example:
** Your first encounter with an Enforcer ("Outer Base", from the Base Unit) before getting access to the Chaingun in the fourth level, "Ammo Depot", from the Warehouse Unit.
** Your first encounter with a Gunner ("Comm Center", from the Base Unit) before getting access to the Grenade Launcher in "Detention Center", from the Jail Unit.
** Your first encounter with a Tank ("Warehouse", from the Warehouse Unit) before getting access to the Rocket Launcher in "Mine Entrance", from the Mine Unit.
** Your first encounter with a Gladiator ("Main Gate", from the Jail Unit) before getting access to the Railgun in "Receiving Center", from the Factory Unit.
** Your first encounter with an Enforcer ("Outer Base", from the Base Unit) before getting access to the Chaingun in the fourth level, "Ammo Depot", from the Warehouse Unit.
** Your first encounter with a Gunner ("Comm Center", from the Base Unit) before getting access to the Grenade Launcher in "Detention Center", from the Jail Unit.
** Your first encounter with a Tank ("Warehouse", from the Warehouse Unit) before getting access to the Rocket Launcher in "Mine Entrance", from the Mine Unit.
** Your first encounter with a Gladiator ("Main Gate", from the Jail Unit) before getting access to the Railgun in "Receiving Center", from the Factory Unit.
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Added DiffLines:
* DecapitatedArmy: According to the manual, by killing [[spoiler:the Makron]], the Strogg Warlords start to battle each other for the supremacy, leaving the Stroggos in a very bad situation.
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--> (from the HTML manual) ''"The Strogg marked off areas to indicate a one way passage. Once you leave a unit complex you cannot return."''
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Changed line(s) 3,5 (click to see context) from:
-> ''"I've waited long enough. Time to kick some Strogg ass..."''
-> --'''Backstory in [[AllThereInTheManual the manual]].'''
-> --'''Backstory in [[AllThereInTheManual the manual]].'''
to:
-> ''"I've waited ''"Never before has there been a greater challenge to life, liberty, and civilization. This is a crusade in which we will accept nothing less than victory. No matter how long enough. Time it may take us to overcome the Strogg’s barbaric assault, the people of Earth in their righteous might will win through to absolute victory. Today we will make very certain that this form of barbaric treachery shall never endanger us again. With confidence in you, and with the unbending determination of our people, we will gain the inevitable triumph -- so help us God. So go forth and kick some Strogg ass..."''
ass, soldiers!"''
->--'''Backstory --'''RousingSpeech from TCM Marine Commandant James in [[AllThereInTheManual the manual]].'''
->
Changed line(s) 8,9 (click to see context) from:
The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it, for better or worse. It was Id's first FPS with a real story, about Earth launching a counter-attack on the homeworld of the vicious Strogg, who were kidnapping humans for meat and body parts.
to:
The game was a sequel InNameOnly, originally developed as an all-new original IP before having the ''Quake'' name attached to it, for better or worse. It was Id's first FPS with a real story, about Earth launching a counter-attack on the homeworld of the vicious Strogg, called "Operation Alien Overlord", who were kidnapping humans for meat and body parts.
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Changed line(s) 3,5 (click to see context) from:
--> ''"I've waited long enough. Time to kick some Strogg ass..."''
--> --'''Backstory in [[AllThereInTheManual the manual]].'''
--> --'''Backstory in [[AllThereInTheManual the manual]].'''
to:
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to:
--> --'''Backstory in [[AllThereInTheManual the manual]].'''
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* AllThereInTheManual: Details about the game's backstory, the Stroggos' background and a lot of info can be found on the HTML manuals which come with the game.
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http://static.tvtropes.org/pmwiki/pub/images/Quake_2_pc_trucade_4813.jpg
to:
--> ''"I've waited long enough. Time to kick some Strogg ass..."''
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Changed line(s) 9,10 (click to see context) from:
The levels in the game are divided into several chapters, called Units. Each unit had up to seven levels, interconnected among them, so players could go from one level to the other [[PointOfNoReturn until they hit the unit's exit]].
to:
The levels in the game and the expansions are divided into several chapters, called Units. Each unit had has up to seven levels, interconnected among them, so players could go from one level to the other and viceversa, [[PointOfNoReturn until they hit the unit's exit]].
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Followed by ''VideoGame/QuakeIIIArena''. Canon-wise followed by '''VideoGame/QuakeIV'''.
to:
Followed by ''VideoGame/QuakeIIIArena''.'''VideoGame/QuakeIIIArena'''. Canon-wise followed by '''VideoGame/QuakeIV'''.
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* ArtifactTitle: Averted for ''Ground Zero'', which refers to the [[spoiler:Anti-Matter Bomb being used in an entire area]].
to:
* ArtifactTitle: Averted for ''Ground Zero'', which refers ''Quake II'' (which still doesn't refet to the [[spoiler:Anti-Matter Bomb being used in an entire area]].anything named Quake) and ''The Reckoning''.
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* AWinnerIsYou: The N64 version. After beating the final level (which is simply a fight with two Tanks and two flying Guardians - no Makron to be found here), your character go up in a elevator... and you get a small paragraph of text thanking you for playing the game.
to:
* AWinnerIsYou: The N64 version. After beating the final level (which is simply a fight with two Tanks and two flying Guardians - no Makron to be found here), level, your character go up in a elevator... and you get a small paragraph of text thanking you for playing the game.
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* BatmanCanBreatheInSpace: The SecretLevel ''Comm Satellite'' requires the player to deactivate some stuff... into a SpaceShip with open entrances/exits. The detail? None of the original models/skins which shipped with the game included any space suit.
** Although it's subverted by the fact, that if you dare to approach those exits when they are open, you will be immediately sucked out into space and... [[ExplosiveDecompression *splat*]].
** Although it's subverted by the fact, that if you dare to approach those exits when they are open, you will be immediately sucked out into space and... [[ExplosiveDecompression *splat*]].
to:
* BatmanCanBreatheInSpace: The SecretLevel ''Comm Satellite'' requires the player to deactivate some stuff... into a SpaceShip with open entrances/exits. windows and entrances/exits.[[hottip:*:Be aware with those entries, though]] The detail? None of the original models/skins which shipped with the game included any space suit.
** Although it's subverted by the fact, that if you dare to approach those exits when they are open, you will be immediately sucked out into space and... [[ExplosiveDecompression *splat*]].suit.
** Although it's subverted by the fact, that if you dare to approach those exits when they are open, you will be immediately sucked out into space and... [[ExplosiveDecompression *splat*]].
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** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is here. bjjc stands for Beandon James & John Carmack]]
to:
** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is here. [[http://www.eeggs.com/items/3476.html here]]. bjjc stands for Beandon James & John Carmack]]Carmack.]]
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Added DiffLines:
** A.H.D.S.S.I.B.H. bjjc[[hottip:Spoiler explanation:Stands for "A Hall Displays Secret Snapshots In Boss' House". An explanation on how to get to this egg is here. bjjc stands for Beandon James & John Carmack]]
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* VideoGameCrueltyPotential: Many of the living prisoners the player finds alongside of the game have items. The only way to get these items is to kill them. And in some cases, such as the level "Torture Chambers" (jail4) you're required to do this in order to progress.
to:
* VideoGameCrueltyPotential: Many of the living prisoners the player finds alongside of the game have items. The only way to get these items is to kill them. And in some cases, such as the level "Torture levels "The Torture Chambers" (jail4) (from the Jail Unit) and "Research Lab" (from the Hangar Unit) you're required to do this in order to progress.
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** Another enemy is called [[TheMetamorphoses Icarus]]. ''Ground Zero'' has also a clone with a Power Shield called Daedalus.
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Followed by ''VideoGame/QuakeIIIArena''. Canon-wise followed by '''VideoGame/QuakeIV'''.
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* ShoutOut: The Railgun leaves a corkscrewing trail through the air exactly like those in the film ''{{Eraser}}''
to:
* ShoutOut: ShoutOut:
** The Railgun leaves a corkscrewing trail through the air exactly like those in the film''{{Eraser}}''''{{Eraser}}''
** One of the enemies is called Music/IronMaiden.
** The Railgun leaves a corkscrewing trail through the air exactly like those in the film
** One of the enemies is called Music/IronMaiden.
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* TheSmurfettePrinciple: The Iron Maiden is the only female enemy in the entire game. This remains true for both expansion packs as well.
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* EnemyCivilWar: Played straight. The only mooks which don't fall into this are the bosses and the flying ones, such as Technicians, Icaruses (Icari?) and Flyers.
** Sort of: the flying types can be made to fight each other, but won't fight ground-based enemies or vice versa. Bosses will kill mooks who shoot them, but mooks never turn on bosses.
** Sort of: the flying types can be made to fight each other, but won't fight ground-based enemies or vice versa. Bosses will kill mooks who shoot them, but mooks never turn on bosses.
to:
* EnemyCivilWar: Played straight. The only mooks which don't fall into this exceptions are the bosses and the flying ones, such as Technicians, Icaruses (Icari?) and Flyers.
** Sort of: the flying types can be made to fight each other, but won't fightthat ground-based enemies or vice versa. Bosses {{mooks}} will kill detect that you made them to fight if they're attacked by air-based mooks who shoot them, but and viceversa, and that mooks never turn on can't kill bosses.
** Sort of: the flying types can be made to fight each other, but won't fight
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Added DiffLines:
** Sort of: the flying types can be made to fight each other, but won't fight ground-based enemies or vice versa. Bosses will kill mooks who shoot them, but mooks never turn on bosses.
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The levels in the game are divided into several chapters, called Units. Each unit had up to seven levels, interconnected among them, so players could go from one level to the other [[PointOfNoReturn until they hit the unit's exit]].
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* EnemySummoner: ''Ground Zero'' has the Medic Commander, which can recall several {{Mook}}s into the battlefield.
** MookMaker: ''Ground Zero'' has [[spoiler:the Carrier, a mid-boss like Big Gun from the main ''Quake II'' game]] who can summon Flyers at will; and [[spoiler:both the Widow Guardian and the Black Widow, pre-boss and FinalBoss of the game,]] who can summon Stalkers at will.
** MookMaker: ''Ground Zero'' has [[spoiler:the Carrier, a mid-boss like Big Gun from the main ''Quake II'' game]] who can summon Flyers at will; and [[spoiler:both the Widow Guardian and the Black Widow, pre-boss and FinalBoss of the game,]] who can summon Stalkers at will.
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* EnemySummoner: ''Ground Zero'' has the Medic Commander, which who can recall several {{Mook}}s into the battlefield.
** MookMaker: ''Ground Zero'' has [[spoiler:the Carrier, a mid-boss like Big Gun from the main ''Quake II'' game]] who can summon Flyers at will; and[[spoiler:both the Widow Guardian and the [[spoiler:the Black Widow, pre-boss and FinalBoss of the game,]] who can summon Stalkers at will.
** MookMaker: ''Ground Zero'' has [[spoiler:the Carrier, a mid-boss like Big Gun from the main ''Quake II'' game]] who can summon Flyers at will; and
* HubLevel: Of sorts. The level "The Reactor" acts as one, as it has ties to every other level in it's unit. "Security Complex" is the same, except that it lacks a link to the first level of the unit.
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* TechDemoGame: Alongside VideoGame/{{Unreal}}, this game was one of the first to spur widespread adoption of 3D graphics accelerators, thanks to its colored lighting effects.
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* TechDemoGame: Alongside VideoGame/{{Unreal}}, ''VideoGame/{{Unreal}}'', this game was one of the first to spur widespread adoption of 3D graphics accelerators, thanks to its it's colored lighting effects.effects.
* TimedMission: The "Big Gun" mission.
* TimedMission: The "Big Gun" mission.
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* TheComputerIsACheatingBastard: Except in ''Ground Zero'', which renders both items (and the Double Damage powerup) useless when playing against him.
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* TooAwesomeToUse: The Quad Damage and Invulnerability items, except for the final boss.
** Except in ''Ground Zero'', which renders both items (and the Double Damage powerup) useless when playing against him.
* UseItem: The game has an inventory system, and the powerups could be saved for later use.
** [[AvertedTrope Averted]] in the N64 port; items are instantly used when picked up.
** Except in ''Ground Zero'', which renders both items (and the Double Damage powerup) useless when playing against him.
* UseItem: The game has an inventory system, and the powerups could be saved for later use.
** [[AvertedTrope Averted]] in the N64 port; items are instantly used when picked up.
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* TooAwesomeToUse: The Quad Damage and Invulnerability items, except for the final boss.
** ExceptMakron in ''Ground Zero'', which renders both items (and the Double Damage powerup) useless when playing against him.
original game and ''The Reckoning''.
* UseItem:The game In the PC version, there's has an inventory system, and the powerups could be saved for later use.
** [[AvertedTrope Averted]] in * VideoGameCrueltyPotential: Many of the N64 port; living prisoners the player finds alongside of the game have items. The only way to get these items are instantly used when picked up.is to kill them. And in some cases, such as the level "Torture Chambers" (jail4) you're required to do this in order to progress.
** Except
* UseItem:
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* ForceFieldDoor: Several instances. Even on the {{expansion pack}}s.
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The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''QuakeII'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''QuakeII'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylines than the original QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
Two mission packs, which followed the same storylines than the original QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
to:
The technical improvements here were impressive at the time, with colored lighting, higher resolution, smoother graphics and bigger levels that, alongside ''VideoGame/{{Unreal}}'', spurred the widespread adoption of early [[GraphicsProcessingUnit hardware 3D accelerators]]. However, in retrospect, ''QuakeII'' ''VideoGame/QuakeII'' is considered one of IdSoftware's weakest singleplayer games, being the first game created after John Romero's departure and lacking much of the creativity that made ''{{Doom}}'' and ''{{Quake}}'' household names, in stark contrast to Romero's own ''{{Daikatana}}'', a game that failed for the exact opposite reason. Nowadays, ''QuakeII'' ''VideoGame/QuakeII'' is much more fondly remembered for its technical advancements and engaging multiplayer mode than its singleplayer mode.
Two mission packs, which followed the same storylines than the originalQuakeII, VideoGame/QuakeII, were released as well: '''Quake II: Ground Zero''' by Rogue Entertainment and '''Quake II: The Reckoning''' by Xatrix Entertainment.
Two mission packs, which followed the same storylines than the original