QuakeFor a overview of the Quake game franchise go to Quake series. See earthquake for alertnate use of 'quake' term.\n---- \n Quake is a first-person shooter (FPS) game that was published by id Software on 31 May 1996. It introduced several major advances in the 3D game genre: it uses 3-dimensional models for players and monsters instead of 2-dimensional sprites; and the world in which play takes place is created as a true 3-dimensional space, rather than a 2-dimensional map with height information which is then rendered to 3D. It also incorporated the use of lightmaps and real-time light sources, as opposed to the sector-based static lighting used in games of the past. Many believe that it kick-started the independent 3D graphics card revolution, "GLQuake" being the first application to truly demonstrate the capabilities of the 3DFX "Voodoo" chipset at the time. The impact of the Quake engine is still being felt to this day.
The majority of programming work on the Quake engine was done by John Carmack. Michael Abrash, a program performance optimization specialist, was brought in to help make the software rendering engine feasible with regards to speed. The background music for the game was done by Trent Reznor, of Nine Inch Nails.
Quake and its two sequels Quake II and Quake III Arena have sold over 4 million copies combined.
Jumping in Quake\nIn Quake there are several ways to make one's character move by jumping. Some of them are exploits of bugs in the physics engine, rather than designed features of the game. Note that some of these "features" have been included in later FPS games, especially those that use the Quake engine, such as Half-Life.Rocket jump\nTo perform a rocket jump (abbreviated RJ), the player uses a rocket launcher, aims downward towards their feet, jumps and immediately fires a rocket. The rocket's explosion propels the player to unbelievable heights and distances. The true effect of a rocket jump is only noticed if the player is not standing on the ground (that is, that they jumped before firing the rocket). If the player was standing on the ground when the explosion goes off, the result is that the player doesn't go nearly as far, and takes considerable damage from the blast. The rocket jump can be done in every Quake game. Players rocket jump in order to reach items faster, rescue themselves from lava, evade opponents, or find unusual camping spots. Some players even use the grenade launcher (and/or BFG in Quake II)) to create additional explosive force to intensify the rocket jump. Using grenades to assist in flight is called grenade jumping. Insanely high rocket jumps can be performed by players equipped with both Quad Damage and the Pentagram of Protection invulnerability artefact.Strafe jump\nStrafe jumping allows the player to move faster and jump further. It involves jumping while moving forward (or backward) and strafing left or right. Strafe jumping can be done in Quake and Quake II. It is a bug involving air acceleration. To increase your speed with strafe jumping, you must first be moving forward or backward. You then simultaneously jump, strafe in one direction, and slightly turn the mouse toward that same direction (to rotate your avatar in-game). Alternating between left and right strafe on each jump results in nearly straight-line motion at very high speed, and has become an occasionally used technique in Quake matches. One place strafe jumping can be useful is in the Quake map dm2, where you can strafe jump to the red armor across the lava. Normally, the player would hit a nearby switch to extend a bridge over the lava, as the lava is exactly one player-width too wide to jump over normally. However, with the speed boost granted by a strafe jump, the experienced player can leap what was supposed to be an impossible distance. But the strafe jump is of limited use in deathmatch play, as it is less safe than simple running and jumping and much less effective than rocket jumping.Circle jump\nCircle jumping makes use of the fact that players can control their movement while in the air. Essentially, a circle jump is just a "U-turn" while in the air. This jump is mostly used in QuakeWorld, but it can also be done in the normal Quake, though it is much more difficult.Double jump\nA double jump is a bug that lets the player jump twice in a row in midair. To double jump, the player has to jump directly at an edge and then jump again. Double jumping can only be done in Quake II in the later versions, and in QuakeWorld mods that support "jawnmode". In the map Q2DM1, you can do it at the megahealth pickup. You can reach the upper spot at the backpack by double jumping and then jumping normally to the megahealth. Double jumping was intentionally included in later games, including Unreal Tournament.Bunnyhopping\nBunnyhopping is a method of continually jumping in order to increase your movement speed. It works by exploiting a physics bug in the Quake engine. Normally, players are limited to a certain maximum speed while walking on the ground. However, this imposed limit is not in effect while the player is in the air. In addition, turning while in motion imposes acceleration on the player entity. These two facts allow you to maintain and increase air speed in succeeding jumps while turning smoothly. When you resume walking on the ground again, you decelerate to the maximum running speed. The bug is that the act of jumping is not considered "touching the ground". To be more precise, it is possible to initiate the next jump while still in the air, and thus the off-the-ground state of the player is never toggled off. If the player continuously jumps, the engine will not register that player as touching the ground, and the player's motion will be governed by air acceleration (with no limit on its top speed). To start bunnyhopping, do a strafe jump and then continuously jump while moving forward. You will begin to accelerate beyond normal running speed. The secret to maintaining a bunny hop is to press your jump button (typically the space bar) while already in the air. The game will make you jump as soon as you land, thus maintaining your air speed and registering no frames under the off-the-ground state. Bunnyhopping is possible in QuakeWorld, Quake II, and Quake III Arena. In QuakeWorld you can make use of air control in order to get around corners very quickly -- it's similar to the circle jump. Rather than running around a corner on the ground slowly, the player jumps and uses the movement keys to rotate themself in a quarter-circle around the corner in midair. In Quake II there is practically no air-control, so you only can move forward. It's also useful in QuakeWorld when doing the speed jump (see below) in order to keep up your movement speed.Speed jump\nThe Speed jump is another jump that allows the player to move faster and like the rocket jump, takes advantage of explosion forces. To speed jump, the player gets a rocket launcher, moves close to a wall, fires the missile at the wall, quickly spins around so they face away from the wall and jumps forward with an assist from the rocket's blast. Many players then top this off with strafe jumping and bunnyhopping in order to maintain the speed gained from this stunt. Players use this extreme speed boost to surprise opponents, or complete single-player levels in record time. This jump was founded by the QuakeWorld community and can also be done in Quake II. However, since you can't control your movement in the air in Quake II, you cannot turn corners.Plasma jump\nThis jump came from Quake III Arena. It is also possible in QuakeWorld under "jawnmode" using the Super Nailgun. Shoot the SNG under you while standing flush to a wall and jumping to "climb" the wall.Quad Damage\nIn the game Quake the quad gives you four times the firepower. This allows you to gib your foes with the greatest of ease. In Quake 3 the quad was reduced to being 3 times the firepower, thus becoming a misnomer.Speed runs\nA group of expert Quake players recorded demos of Quake levels completed in record time and edited them into one continuous 19 min 49 sec Quake speed run demo called Quake done Quick (QdQ). The record was later improved in Quake Done Quicker (QdQr) to 16:35 and ultimately in unbelievable Quake done Quick with a Vengeance (QdQwav) to 12:23 on Nightmare skill. Similar speed runs were done for Quake mission packs, Quake II, Ultimate Doom (16:05), DOOM II (21:16) and Half-Life (51:09)Games using the Quake engine
Games using a modified Quake engineReplacement Quake I EnginesReplacing the game engine became possible after the 1999 release of the Quake and QuakeWorld source code under the GPL.
QuakeWorld Mods
External links\n* quakeworld.nu\n* eQuake\n* fuhquake.net\n* id Software: Quake\n* PlanetQuake\n* The Quake Wiki\n* Quake done Quick\n* Quake 1 source code (zip) Category:Quake\nCategory:Nintendo 64 games\nCategory:First-person shooters |
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Quake is a 