![]() ![]() Although, I guess there's probs a lot of testing to make sure that the maps don't break post-port and i have no idea how long that takes, not to mention that copper probs took a tad longer as well than normaln so qho knows why it takes two months other than trying not to overwhelm people I guess. I really could do with a speed-up on those packs though, it's kinda odd that it's only 1 add-on every two months instead of 2 or so (trying to keep it semi-reasonable here just in case). ![]() I've gotta be honest though, I don't personally see a problem with porting over the older packs since I usually play quake on my switch when I'm on the go, meaning no mods or mappacks until I get home unless i wanna play quake with touch controls on my phone (I don't). Bethesda says more fan-made and official mods and missions will be coming soon, too."Įither way, while we're obviously not getting a deluge of wholly new content, stuff like horde mode and the updates to Terra do technically qualify as new content even if they're smaller than one might've initially expected back when this was announced, though whether or not they're too small would be up to personal preference obviously and I'm not gonna say you arent entitled to disliking how old some of these packs are. "Quake will also have some more content in store too, as this remaster will support free fan-made and official mods, starting with Quake 64. To be honest, I think Bethesda just said "more add-ons coming soon" and that's what this guy meant by "new", so it's just unclear wording on his part this article makes it clear that fan packs were always gonna be a staple of the add-ons page: On top of that the doom 2 source that they link to in both articles goes to a mod that some random guy made to make doom a 3d brawler, meaning it has nothing to do with the official add-ons for the unity ports at all. Yeah, that's a crappy bot edit edit of an article from gamerant, lol, notice how it all uses poorly picked synonyms for words that the original used: If this would start happening, it really could hurt the future of the community. Thankfully we are not seeing the community adopting this new engine as the standard for making their maps. You can see the consequence of this nonsensical changes on the new episode, that in the beginning was not supported on source ports. Again, some source ports now support it also, but this was a change that was completely unnecessary. ![]() The new engine uses a way of packaging content (inside the pak files) that is slightly different that what is supported on the existing source ports and original engine. The engine uses a certain type of mesh format that is (or should i say was) not compatible the original engine and source ports. Again, i am sure the author was payed, but it is what it is.Īnother thing is that this new engine has the potential to create division in the modding community, for several factors. Actually, even before the release, they were using community created content on their engine. I am quite sure they have enough money to pay veteran authors to create more episodes, but they choose to leech what the community already created for years and marketing it as new content. What annoys me is that except for the new episode (which is great), Bethesda added nothing new to the community on post release. I am sure they contacted czg and other authors before making their modules available on Bethesda, since some of them gave interviews about it, like it's the case for czg. If you have a different opinion than the horde, you will get downvoted to eternity. About the downvotes, i couldn't expect another thing here on reddit.
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