JUST
are you just going to make 50 billion quake threads with irrelevant comments?
>>>/tv/
Extremely low quality thread. OP is a fag.
i remember "just" being a hot meme like ten years ago, welcome to the out of touch club OP
>>12270318i remember SNES games being a hot meme like 30 years ago, welcome to the out of touch club fag
>>12270318> welcome to the out of touch club OPSo, welcome to /vr/ then?
>>12270323Holy seethe
>>12268104And inferior to the N64 version in every conceivable way
>>12270463>inferior to the N64 version in every conceivable wayYou mean aside from having level geometry that actually looks similar to the original plus dynamic lighting from weapons and explosions?
>>12270463Lol.
>>12270487That's nothingPost the start of Gloom Keep on N64 vs Saturn
>>12270494Now I understand
>>12270487can't see shit on the right
>>12270487maybe the saturn one should have looked shitty too so it would have been playable at least.
>>12270534How are these even the same level
>dude Duke 3D on Saturn is le kino!!>look at it>Duke sways around like a fucking drunkThanks, but no thanks.
>>12270534n64 version looking like my mansions in Sims 1
>>12270534>>12270587It's a flaw with the BSP tree. Because of the water area underneath, the secrets, the path to the side, etc. the RAM required to process all those nodes was just too damn high. If you had an 8MB Pentium in 1996 you could get unceremoniously dumped to the dos prompt. Carmack was a bit of a lazy sod when it came to RAM allocation. So what does a tired, overworked lackey for Activision do? Redesign the level to separate the 4 separate zones into bitesized chunks instead of making them all converge at the level start? Fuck no, you start deleting brushes until it stops overflowing the heap.
>>12270487Now show how the game looks when it moves
>>12270487Glad to see my flamebait still floating around all these years later
>>12270367thanks for explaining the joke for the slow anons
>>12270603you need your glasses checked, OP is discussing quake
>>12268104I've been playing this on hardware on Normal difficulty recently with the 3D controller. Just beat E4M5 the other day, and I'm currently on Watery Grave (the Saturn E4 secret level), I'm really glad I got the peg jump on E4M5 the first time because I didn't want to play that whole level again.IMO most of the levels in E1 and E4 are solid ports that retain their look and feel though there are some geometry changes and everything feels smaller and more claustrophobic similar to PS1 Doom. E2 was hard to get through because some of Romero's levels were already "Ogre shoots grenades at you from a scaffold above the room" fests, and the moving platform sections don't really fit the Saturn Quake gameplay well which is slower, more tense, and more resource conservation oriented than the PC version. E3 was good except for The Wind Tunnels, which is a bummer because that's a standout level in the PC release. At least it has it though, they didn't bother to port that level on N64.E1M1, E1M2, E2M1, E4M1, E4M2 all retain their iconic look and atmosphere from PC that is largely lost in the N64 port. I was worried the game would become unplayable once I hit the Petersen levels, with their use of the spawn enemy and limited ammo pickups outside of secrets, but it's still entirely playable. Spawns are still annoying as fuck, but they have a lower explosion radius here so as long as you keep moving and shooting it's fine.People complain about the framerate, but it's completely playable in every level, they did a good job of blocking your view with added geometry when they needed to in all the spots where you would expect it to be really bad. The actual glaring flaw with the game is autoaim being almost useless and how they implemented Nail Traps. Nail traps are no longer a skill check in Saturn Quake, something like 70% of them are now unavoidable, so you are forced to save a medkit somewhere on the other side of them as you will always take damage.