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- Sep 15, 2015 Quake Costume Concept Art from Agents of SHIELD Season Three. Chloe Bennett Marvel's Agents of SHIELD tv news TV Premiere Dates. By Silas Lesnick. ON September 15, 2015. BEGIN SLIDESHOW.
- Empathy for the Beast -a concept. I love all of your Quake and Doom art!
Quake II |
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Also known as: Quake 2 This game has unused graphics. |
Quake II is a sequel to Quake in name only. Instead of running through castles and blowing up knights, you run through orange-tinted futuristic buildings and blow up the best Borg wannabes late 1997-era technology could render. On paper it sounds pretty different, but in reality it isn't.
- 1Weapons
- 2Items
- 3Enemies
- 4Entities
- 5Sounds
- 6Misc
Weapons
FlareG (Flaregun)
A model for a weapon named “FlareG” can be found in the game's files. When the model is opened up, it shows some sort of weapon with extremely incomplete textures. There doesn't seem to be any place where a flare gun would fit outside of possibly the Outlands level, where the player must signal an airstrike. Possibly because of the few uses it has, it was cut before it could get a proper texture job.
The official Threewave CTF mod that ships with the official Quake2 patches finishes the skin and retools the cancelled weapon's art to serve as a grappling hook.
Disintegrator
Models for something called the “Disintegrator” can be found in the weapon models folder. When opened in a model viewer, it is the BFG 10K. The only difference between it and the regular BFG is that there is no pulling back the grip animation after firing it. This would make it a rapid fire-BFG. It was probably scrapped because the BFG is damn powerful enough already and making an upgraded version of the gun everybody knows is ridiculously powerful thanks to Doom would make the game stupidly easy. The Disintegrator re-appears in the Quake II official mission pack 'Ground Zero' as a multiplayer-specific weapon, but does not seem to be related in models (as the Nuke ammo was not re-used).
Unused Blaster World Model
There is an unused world model for the Blaster. This suggests that you had to pick it up at one time instead of always spawning with it when you start. However, the texturing is very early, suggesting the idea of picking it up was cut early on. However, the model was finished later on, for the 3.20 patch that added weapon models for characters in multiplayer.
Items
Nuke Ammo
A model for ammo called “Nuke” can be found in the item models folder. There doesn't seem to be any sort of weapon it could fit for outside of maybe the scrapped Disintegrator.
Mines
An ammo model with very early textures named “mines” can be found. This was an early weapon concept found in the prototype, however, it has no use, and appears exactly as it does in the final release aside from having no entry in the item table or anywhere in the code suggesting that it was scrapped just after Q2Test was released. In Q2Test, Mines have an ammo & a weapon table entry, however the Weapon logic function for it is empty, leading to it locking up your weapon logic entirely.
Power Screen
An unused item named “Power Screen” can be placed in custom levels by level makers. It is a player usable version of the green screen the Brain enemy has. It was likely removed because the Power Shield does the same thing, but covers the player's whole body.
Enemies
While there are no unused enemies, there are unused enemy animations that point to them being a bit more dynamic at one time.
Berserker Duck
An animation of a Berserker ducking is in its model file, but unused. It is used in the Nintendo 64 port where it will duck if being fired at by the Hyperblaster or Rocket Launcher.
Berserker Slam
An animation of the Berserker jumping and hitting the ground with its left arm can be found in its model file. The animation suggests that it would be able to jump and hit the player at the same time at one point in development.
Enforcer Defend
An unused animation of the Enforcer moving his chaingun to his face in order to block something can be found. It was probably deemed pointless because he can already duck to avoid projectiles.
Technician
An animation showing the Technician's claws coming out exists. This is never played in the final version; all Technicians already have their claws out as soon as the map starts.
Entities
misc_actor
To do: Create a video demonstrating these guys, I have a sample map from a long time ago but yamagi appears to have dropped the misc_actor entity and I don't have a vanilla installation. |
An unused marine entity that performs scripted actions. By default, they have a glitchy red skin, and are given a random name from a short list. Shooting one triggers a chat message yelling at the player for their bad aim. In order to be used, they need to be linked to a path of nodes and then triggered, which causes them to very slowly follow the path without proper walking animations. When they reach a node, they can either continue onto another node immediately or perform a task like attacking a designated target with their machinegun, or make a jump with configurable height and length.
Sounds
player/male/bump1
A sound called bump1 can be found in the playermale folder. It sounds like the player brushing up against something while making a noise. There is no female equivalent, showing it was scrapped before they made the female sound set.
misc/bigtele
This is an alternative version of a used sound. Oddly, this is named with a .map extension.
world/dr_short
Shorter version of world/dr_long.wav, unused.
world/lashum1
A delayed laser humming noise.
world/mach2
This rattly machinery noise would probably be used for a small train.
items/protect3
The longer protection noise from Quake isn't used.
misc/spawn1
makron/voice2
Unused Makron chatter.
world/voice10
Unused radio chatter. 'All personnel copying this transmission, rendezvous at designated points Alpha, Bravo, Charlie.'
This was later used in 'The Reckoning', however.
berserk/xfire
This sound exists in the Berserk folder, who only has a melee attack and doesn't fire anything.
world/xianbeats
Might have been intended for the Christian Antkow Easter egg in Boss2, or another Easter egg altogether. A different song is used instead.
Misc
Blaster Ammo Icon
An ammo icon for the Baster can be found in the pics folder. It seems at one time, the Blaster was going to have its ammo visible, but why is unknown. Maybe it had to recharge its ammo or you needed to pickup ammo at one time.
Fixme
An icon that consists of a yellow ? over a red background can be found with the file name “i_fixme”. It is very likely to have been a placeholder for an item's inventory icon until the final graphic was finished. It's not unused though - you'll see it when you pick up John Carmack's head from a secret Easter egg area.
Power Screen
The Power Screen is an alternative power armor which only protects your front instead of all around you - this is exactly the same as the protection that the 'Brain' enemy has. It is fully programmed and functional, but never used in single player or any official multiplayer maps.
Cloak
The manual has an unused image for a 'cloak' item, resembling the Power Screen/Power Armor. This was likely scrapped very early on as Q2Test has no trace of it.
Scope
The digital manual included with the initial CD release includes an unused picture of an item called a 'Scope'. Most likely it would have been used to zoom in from far distances. No traces of this exist in Q2Test.
Sights
The digital manual included with the initial CD release includes an unused picture of an item called 'Sights'. No traces of this exist in Q2Test.
Explosion Sprites
Sprites for explosions can be found in the sprites folder. These are unused, as the final game uses models for explosions. Two of them are used in Q2test, though.
Explosion sprite 1
Explosion sprite 2
Explosion sprite 3
Flash sprite
Icon
Before Quake2.exe gained an icon of its own, it installed a Q2.ico file with it. Later retail releases (updated to at least the v3.14 point release) has since updated the icon.
v3.14 |
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The Quake series | |
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PC | Quake (Prototypes) • Quake II (Prototype) • Quake III Arena (Prototypes, Team Arena) • Quake Live |
Sega Saturn | Quake |
Nintendo 64 | Quake 64 |
Dreamcast | Quake III Arena |
PlayStation 2 | Quake III: Revolution |
Quake 2 Concept Articles
Welcome to the ProGamers Q2 Jump guide
This is a guide to help new comers to Quake2 Jump, and also hopefully provide some extra information for the already proven jumpers. Just click on any of the menus at the top of the page to find the relevant jump. Each jump also has a demo showing how the jump is done as sometimes words are too little to explain something, pictures are needed!
Easy jumps
This is the easy jump section, these jumps are considered quite easy by most standards and they are the jumps that are normally done by just reaction rather than anything else. There also very easy to get to grips with and execute. OK, onto the first jump:
Crate Jump
You can download a demo of crate jumping here
More of a cheat than anything, as this is not really meant to happen but it’s possible. Firstly you need to have 100 fps (frames per second) or higher. Apparently it’s possible with slightly less, maybe around 80 or 90 but you’re pushing it if you’re using that fps. Next, you can only do a crate jump if crate is located in the negative Z axis of the map. There are alot of maps that you can do this on, simply for shortcuts and cutting out the need to do a double jump of another box. All you do to execute this jump is simply stand next to it, and hold forward and press jump. You should just get on top of the crate.
Double Jump
The double jump is rather easy, though some types of them can be quite difficult. Since 3 of the 4 jumps are relatively easy, I have put this in the easy section. Anyway, there are 4 main types of double jumps, these are:
The first shot, if off the Forkjumping map. This is a standard double jump and are very common on all maps (sometimes the jump isn’t a couple of crates, it could be a section of land or land and a box etc). To do this jump you need to be at least 1 full step back from the first part of the double jump (in this case the small box). Then, facing it, run up to it and tap jump (fast) whilst holding forward throughout the jump.
Medium Jumps
This is the medium difficulty jump section, these jumps are considered tasking by most standards and are jumps that you find in most difficult jump maps, and sometimes easy maps. Okay, onto the jumps:
Circle and Strafe Jumping
Circle / strafe jumping is relatively easy, it all depends on how far you have to jump that is hard part. So, that is why it’s in the medium section, because you could have some easy ass jump or some hard one. Anyway, on with the tutorial on how to do them. First of all circle jumping:
Circle jumping is moderate in difficulty as it’s quite hard to get alot of distance, all you do is stand facing the jump you are about to do at an angle (but looking it its general direction) and run forward on your angle, and when you are near the end of the ledge and need to jump, press and hold forward and circle the mouse in the direction of the jump, keep turning it and hopefully you will land on the other side (needs practice to get this perfect). Next, strafe jumping:
Strafe Jumping is very easy, all you do when you are about to jump over a gap press and hold the strafe key as well as forward and you gain alot more distance. Next, circle and strafe jumping at the same time:
Circle and strafe jumping at the same time is quite hard to master, as you need to have got the grasp of both individual jumps before you can even think about trying this one. Start as you would for circle jumping and face the jump on an angle, then as you normally execute a circle jump, run toward the jump and just as you come to the edge of the ledge hold strafe and forward together and jump, then when in mid air turn the mouse in the direction of the ledge on the other side to where you are jumping.
Ramp Jumps
Alot of people class these as easy jumps, and they are. But sometimes the ramp is tiny and the distance is massive, hence making it a hard jump. So I shoved it in the middle and put it in the medium jumps section. Small ramps are very easy indeed, all you do is run up the ramp and do a circle or strafe jump at the end to get some distance. Other ramps, consist of getting a long run up (speed jumping) and then hitting the ramp and bouncing very high (either straight up or forward). Other ramps are just to get over obstacles that are blocking your way. Also, beware that if you are strafing and you jump whilst on a ramp you will ‘stick’ to the ramp and potentially slide up and off the edge of the ramp and not be able to stop yourself (common mistake). Some ramps, also have ramps that lead on after then, which is difficult to do as you have to hit the ramp at the correct speed and jump off at the correct place
Triple Jumping
Triple jumping is moderately difficult, it really depends on how the jumps for the triple are placed. However, this isn’t too hard really. All you need are (generally) 31 frames per second and a fast finger. The concept is the same as double jumping but you have to be alot more accurate to when you are pressing the jump button (to be honest, mashing jump kind of works). All you do is just do the same as you would when you are double jumping from a shoebox, and at the next lip of the jump you encounter press jump again, and so forth.
Hard Jumps
These are some of the hardest jumps you will find. These are hard to master, and sometimes take numerous attempts to do them. So, don’t be disappointed if you can’t do these jumps straight away, as alot of jumpers that are good at jumping still mess them up sometimes.
Ladder Jumping
Ladder jumps can be extremely annoying, as they are easy to buckle up. There are loads of methods to do this jump, but finding the way you want to do it is a thing you’ll have to work out for yourself. Also, please note that tackling a ladder jump at around 31fps (frames per second) makes it alot easier to execute the jump. Here are a couple of descriptions on how to do the ladder jump:
Method 1: The easy method. simple climb up the ladder, then once you are at the top of the ladder (but still stuck to the ladder), press and hold forward and jump to propel you.
Method 2: The times saving method. Climb up the ladder, and when you practically at the top of the ladder look straight down and press jump. The downfall of this is, apart from its hard to do, is that you will be looking down so it will be hard to get any propel forward unless you have a high sensitivity.
Thanks goto:
Jolt for hosting the original Q2Jump server and web site.
Progamers again for hosting our server and site when we needed a new home.
Quake 2 Concept Article
Bleh (aka. pooy, aka. SadButTrue) for spending countless hours coding jumpmod.
All the admins for helping control the server.
LilRedTheJumper and Tony for making the original jumpguide and taking all the screenies and demos.
jaY for creating this jumpguide.
See Full List On Quake.fandom.com
Tony for updating this guide to reflect site changes and module implementation.