La subida resistible de Arturo Ui
Quake is a Video game of subjective shooting developed by Id Software and published by Activision the May 31st 1996. It is the first play of this type has to have the totality of its environment - objects and characters - in three dimensions, thus replacing the plating of sprites used at the time for the plays of the kind. It is also the first play to use the principle of levels. Quake had such an influence that it gave its name to the plays of subjective shooting of the time using same technology under the denomination quake-like .
Gameplay
The player incarnates a Space-Navy, as in Doom, which must destroy an extraterrestrial terrorist organization, name of Quake .
The player moves level in level, via gates, while destroying a multitude of increasingly large and dangerous hostile monsters.
The whole of the world is Gothic and dark, mixing science fictions, crypts wet, catacombs and high technology.
The influence of H.P. Lovecraft is perceptible there and ultimate the malicious is called besides Shub-Niggurath. Sandy Petersen which contributed to the creation of the play was besides previously the author of the Call of Cthulhu, Roleplay inspired by the news of H.P. Lovecraft.
The deliberately dark, viscous and wet aspect is also due to the limit of 256 colors; let us tons blue, red, greenish and chestnut (dominant color) were thus selected. The background music, created by the Trent Reznor of Nine Inch Nails, stored on the CD of the play in the form of audio beaches, completed to plunge the player in an uninterrupted carnage.
The Affichage head high of the play includes/understands indicator of life and ammunition, and a photograph of the player who tumefies himself with each wound.
The play has three levels of difficulty Easy , Normal or Hard .
Enemies
- Dark navy: enemies of the first levels of Quake, armed with a large Rifle of attack, they patrol in group and are often accompanied by a Doberman.
- Ogres: monster provided with a slicer and a lance grenade, it can take the player with reverse very well.
- Spectra: phantoms able to fly and to move in water, it often appears or it is not awaited.
- Carnivorous: enemy resembling a bull, it leaps on the player and tramples it.
- Zombies: sticky corpses, they advances with steps jerked and of often move in group.
- Knight-samurais: knights carrying an iron mask, they are equipped with a sharp sword.
- striking down Yeti: Animal with a white fur which can launch electric shocks.
- Chthon: Intermediate boss, volcanic monster which launches lava.
Multijouor
The original version of Quake already proposed to play several, via the network (IPX and TCP/IP), thanks to its architecture customer flexible waiter which immediately imposed the play like the new reference multijouor.In front of its immediate success on Internet and unceasingly increasing community of the players cuts it, id Software publishes QuakeWorld in 1996, a version optimized for the Internet and low connections flow. QuakeWorld included/understood in particular a system of prediction side customer for the displacement of the players, offering even in the event of lag a good approval of play. QuakeWorld consolidated the position of the play like reference of the confrontation to several and a championship of the world still takes place every year (2005). QuakeWorld is always regarded as one of the fastest plays which are.
Quake remained a reference until the publication of Half-Life . It perpetuates the tradition of the term very employed of Frag (which indicates a death), taken again of its predecessor Doom . The lance-grenade with fragmentation makes it possible at the time of a multijouor part to kill instantaneously the adversary which receives it. The best players of the time were the experts " fraggeurs". It will be noted that since this version of Quake , the lance-grenade recovered its statute forever dominating, which disappointed part of the former players at the time of the exit of the second opus: the called upon reason was to create a play more " homogène" , where all the weapons would have their utility as a multijoueurs mode.
Continuations
In addition to both Add one S official developed by Hypnotic Entertainment and Rogue Entertainment, Id Software published “continuations” of Quake:- Quake II , published in 1997 and developed by Id Software.
- Quake III Arena , presented in 1999 and always developed by Id Software.
- Quake 4 , available since the end of 2005 and developed by Raven Software. Its engine is based on that of Doom 3.
- Enemy Territory: Quake Wars , left on September 28th, 2007 and developed by Splash Ramming. It is about a play specifically multi-players, in the line of Wolfenstein: Enemy Territory.
Technique
“ Quake will be in Doom what Doom was in Wolfenstein 3D ” such was the Slogan creators Id Software.
Revolutionist for his time, Quake brought a multitude of innovations. Thus it was the first play of shooting in subjective sight entirely in three dimensions. Not only the world was seen in conical prospect but the models of the players, the objects or the monsters were, them also, in 3D (what was not the case of its predecessors Wolfenstein 3D and Doom). To an extremely precise and precalculated luminous system a dynamic lighting in real-time was added. Thus a Roquette could clarify a part during its explosion, a Néon to flicker or the intensity of a torch to vary. The flexibility of the graphic engine made it possible to employ the play in any Résolution and to modify with stolen crowd of graphic parameters - visual angle (FOV), total luminosity, precision of textures - and this using a console with the Unix integrated into the play. It offered a means of developing scripts , sequences of orders déclenchables thanks to any key.
The play proposed for example Résolution S going of 320x200 with 1280x1024 (last resolutions being dedicated to the owners of accelerating Cartes what was not current at the time).
Modifications
The play makes it possible to create new appearances for the players in networks, the skin S but allows also the creation of new textures and new levels using a multitude of tools, partly provided by Id Software.
The mechanisms of the play can beings themselves modified using the language QuakeC, a computer programming language semi-interpreted similar to the Langage C approval of concepts objects making it possible to easily handle the elements of the universe of play. Many a MOD S of the play was carried out with this language: Rocket Arena, Capture the Flag, Slide, TEAM Fortress…
The engine of Quake was designed to be flexible and easily modifiable. Id Software conceded user licenses of them and that several commercial plays of other editors employed it, one can in particular quote Hexen II and Take No Prisoners .
The source code of Quake was published under the public License general GNU in 1999, still redynamisant the community of the players. Ten years after its exit, of new MOD S, levels, monsters and tools continue to appear.
External bonds
- Official site
- not-official FAQ of English Quake: Unofficial Quake FAQ
- Quake with textures Hires
- Quake with models Hires
Simple: Quake