"Oh look at that, it's a Shambler *without fur* " Now listen here, Mr. *Tavis Guy* , nothing you or anyone else says will convince me that shamblers are anything more than a bunch of vortigaunts in a shaggy, *furry* coat.
The achievement for killing a Shambler with the axe is called 'A Close Shave' in the enhanced port of the game of steam so either Id or Nightdive confirmed that the Shambler did have fur. Or doesn't anymore depending on how you look at it.
When I first played DoE I messed up and installed the NIN soundtrack but it felt intentional so I didn’t question it. The dragon map even uses soundtrack slot 2 (the main theme in the NIN ost) and the fight lasts around a minute.
SAME HERE, for some reason, launching the expansions using Quakespasm on the GOG port uses the NIN tracks if you don't have the OST for the hipnotic and rogue folders. I didn't even know the expansions had it's own music and just rolled with it and I thought the fact that the final mission used the Quake theme was considered by the devs themselves.
Just finished this expansion on the Remaster. I think I enjoyed Armagon more, if only because the last few levels of DOE were full of bland hallway mazes. Which is weird cuz they also had a really strong sense of style. Either way, onto Dimensions of the Past now!
He doesn't always cover every single expansion Sometimes I can't figure out what the rhyme or reason is behind what he decides to make a video on and it's glorious
I mean. Arcane Dimensions is awesome. Like really awesome. But that's also unfair to these expansions too. They're both worth it Now I want him to do a video on Arcane Dimensions though
Raven Software was also, for a brief time, on the same street as ID Software, and collaborations were frequent between that at around the same time as Rogue Entertainment, So I wouldn't say Rogue had any advantage of Raven in terms of collaborations with ID. In fact with how close they all were at the time, I'm surprised they never all 3 did something together. Edit: As it turns out they were not, still I find it odd considering Romero interacted with the Raven Software guys quite a bit because of Heretic and Hexen.
Id Software moved Cygnus Studios into an office next to theirs while they were making Raptor: Call of the Shadows so they could work on Strife when they were finished with it. when they dropped strife some staff stayed in TX to form rogue.
Hey, fun fact: Quake 64 seems to have been part of the entire package and not an add-on initially. I dug though the files of the id1.pak (I think, I'll have to check again) and nestled in the main menu config file within that is an unused menu entry for selecting "Quake 64". My best guess is that Bethesda wanted *something* to put in the add-ons menu as to not invalidate it being there, so they got Nightdive to repack it into it's own add-on.
@@edward850 But how about the old mission packs? They include new behaviours for the new weapons and monsters they have, maybe even some new map scripting functions. Point is, they already bundled all the changes from the mission packs into the base engine, what's to say they couldn't have done so for Q64?
@@plazmasyt I should clarify that I'm one of the developers. So the mission packs don't actually have any unique engine behaviours, they worked as is were meant to all be together from the outset. Meanwhile Quake64 was pretty much designed from the outset to test the addon manager, given we had to make the manager from scratch. We needed to give the base game awareness of it for its mapinfo list as that was unfinished and couldn't be hotloaded at the time.
I love this expansion, it was my favorite official Quake single player content until Dimension of the Machine. The lava nails sound design makes them so satisfying.
IMO, this expansion is an absolute blast from start to finish. The only maps that I can really say I'm not huge fans of are R1M4 "Cave of Death" due to the damned earthquakes and the Hell Spawn, and R2M8 "Source of Evil" due to the overall annoying layout of the boss arena, but every other map I couldn't think of one major gripe to complain about. Maybe little middling things here and there but nothing that took away from the overall experience. I especially loved the Guardian maps in the second episode (Tempus Fugit, Curse of Osiris, and Blood Sacrifice); I'm always a huge nut for going through ancient temples in games like this so the first time I saw them in Quake I was very pleasantly surprised!
Having completed DoE on Nightmare difficulty in the Nightdive Studio remaster it was the second toughest campaign for me so far where the number one toughest for me so far was Dimension of the Past! Though the Wraiths in DoE with their spiked projectiles did less damage than the vores the wraiths I found more annoying because they follow you around and explode after you kill them which can hurt and kill you if you're to close to them! If regular spawns are Quake's equivalent to Doom's lost souls then like you said that makes Quake DoE's hell spawn the equivalent to Doom 2's pain elemental! I can handle lost souls and pain elementals better than I can the spawns and hell spawns that's for sure! Nice video review!
It's worth noting that Lava Nails behave differently in Deathmatch vs Campaign. Instead of a permanent 2x damage multiplier, lava nails ignore armour and deal true damage. Applies to both standard and Super variants.
so at the end you said that the next id game you'd play have enemies worse than quake and more realistic, so which wolfenstein game are you playing next?
It's pretty great to see just how much of a handle these guys got on mapping so soon after the release of the game, the design of a lot of these maps is a lot more complex than what id came up with.
I didn’t hate either expansion, but they did have some silly aspects like the earthquakes or questionable traps, or dropping shamblers on your face. I would love to know if the dragon is the first instance of one of those in a 3D game that wasn’t stationary. Edit: also that Jank wind tunnel from level 5 is still messy in the remaster. I got stuck the same way. Was probably always a bit off.
This expansion was the most Hexen II like imo, if that makes sense. Obviousely that doesn't work out chronologically speaking, maybe raven and rogue were vibing to same cosmic rays?
Do Abyss of Pandemonium next. Not really official, but it almost had a physical release back in the day. As I understand it got cancelled for some reason.
@DukeBluedevil70 While I like Abyss of Pandemonium's creepier visuals and soundtrack, the level design and new weapons are incredibly amateurish and a massive step down from SOA or DOE.
Nice review! this and your Armagon video prompted me to get the remaster on Switch and playthrough! I've been meaning to do that for years as I only ever played the Shareware version of Quake back in the day. That tunnel in R1M5 was borked for me too, and I also got the failure to spawn the Shambler at the end of the map. I had to die and redo the level again as there isn't a noclip on switch that I'm aware of.
I just found your channel recently with you SoA video so I'm stoked to see you do DoE! Keen to see what you think of the machine game's expansions too.
Machine games was also behind the third expansion. They released that for the 20th anniversary, and now they have the fourth expansion for the 25th which is included in this remaster Both of them are awesome
Speaking of Mario party, I think the idea of Mario Party probably came from Super Mario RPG. The various mini games and such. It seems like a natural evolution of the game if you took the RPG elements out of it. I would have rather gotten a proper sequal to SMB RPG, but Mario Party was super fun as well.
First upload since I subscribed, and I see we're in for some fun. Also, STRIFE. That is a good game and I feel like it's the least-covered Doom-engine game. Seeing more about that would be neat someday. :3
I think some of these source ports have technical problems. When I was playing DoE in the Darkplaces engine I too had to noclip through a door because a silver key wouldn't spawn. I think the developers of these source ports need to patch out some of the spawning bugs, particularly in the darkplaces engine.
Something tells me that Rogue really, really wanted to make Hexen 2. But Raven wouldn't let them. And then John Romero made Hexen 2, only with a Japanese sword as your melee weapon.
5:50 that Quad secret you can just fall to the bottom of the chamber and you’ll teleport back outside the pool 14:55 From the level design, I’d guess an Ancient Roman bathhouse, with a temple a short corridor away 16:18 Shooting the red numbers in the “Hub” of the trial of air would activate an elevator behind the exit portal, so you didn’t need to rocket jump 🤷🏻♂️ Also, I feel like R2M2 and R2M3 should have been one map, and maybe was designed as such before being split into two, possibly because of hardware constraints or balancing for the late 90s 16:45 apparently that enemy is called a Hephaestus, after the smith of the Greek Gods 18:30 The level looped around dude, hence the outside area. Level looping is more fun than straight backtracking, ain’t it? You even fought another Overlord right before you leave, which was strange to me but I suppose supports the “time warping” story. And that secret shelf? Shoot the stain-glass window to activate an elevator to take you up there. Overall, liked the gameplay challenge of SoA more, but enjoyed the level design and esthetic of DoE. Really expanded what lied in store for Quake lore and made me excited for more of that feel. Then Quake II had to ruin the trend 🙄
R1M5 had the same bug for me on the remaster. Had to replay the level from the start (ie, base equipment) in order to beat it. Not sure what triggers it, but seemed to work the second time. I think that level soured the rest of DoE for me. After that, my enjoyment with it was somewhat mixed. Hope to see vids on the two Dimensions expansions soon!
Weird, because compared DarkPlaces (the source port I used for Q1 prior to remaster) most of the broken enemy spawns were fixed in the Kex Engine remaster including R1M5’s end Shambler. Mind you I did play on Xbox One.
Yeah the second time was fine for me, but I was honestly clueless. I had to resort to watching a video because I thought I missed a switch or something that opens the bookcase. That's when it clicked what had happened. Wish I knew what causes it, but it seems like dumb luck.
I'm not 100% sure, because it's been a while since I played base, classic Quake, but Nightmare apparently now caps your HP at 50, and if you get any HP above it via Mega health, it will slowly trickle down to 50... I mean, at least it has been that way for me since the update. I wonder if Quakespasm doesn't have that?
@@ThatTravGuy Well, I surely wasn't expecting an answer from the man himself, lol. Yeah, I was watching the video (and in retrospect, I got back to Nightmare Quake after watching your SoA review, great one as always) and asking myself why my health was capped @ 50 while yours wasn't. Considering you actually like challenges, I'd suggest you try it, some levels become a real test of patience, even Shub-Demonetized's fight is a damn gauntlet to the bitter end. I believe my last run had me @ 1 HP, no ammo, pretty epic.
11:26 yeah this happened to me playing the remaster on my first run of the level and I'm on switch so I literally couldn't no clip and had to kill myself and start over to fix the bug and it never happened again to me in my 2 or 3 other attempts on that section. Also on an unrelated note I never had a problem with the hell spawn cuz I think I killed it before it started duplicating but idk.
This might be the wrong video to post it since it's not featured in this expansion pack along with this coming from someone who is still somewhat new to the Doom and Quake games (I'll list my experience and a slight head canon tangent after this), but I feel like Mjolnir should have been Quake's version of the BFG proper to somewhat help it stand apart from Doom, like a mix between the OG version, the Thunderbolt, it's Plasma Cell ammo, and the BFG, that way it's not JUST "the BFG but again" (granted I don't know if anyone actually thinks that but I feel like it's an aspect that MAY be in the conversation). Like for the regular fire button, it still does the melee attack along with the surface discharge, but also have the affect be on an enemy when struck, maybe leaving them in a short stun state that does a tiny bit of status DPS (maybe do a lesser amount but affects any enemy that "touches" the one struck?). Have it's alt fire be more refined where, unlike the Thunderbolt ammo variant, it doesn't need to strike a surface to cause the homing effect and just functions like the modern BFG's energy orb. I also would suggest like a "from you" spread shot that somewhat functions like the surface strike but it's just coming from you as a short constant stream along with adding a "homing" version of the Thunderbolt's single bot strike that automatically locks onto and attacks enemies if they get close enough, but I'm not sure if that can work. Ideally i'd like all 4 of these abilities be tied to the "regular press" fire and "hold then release" fire. Side note, I'd say the Horn of Conjuring also should either have the enemies that you spawn either be stronger variants of the enemies you summon, or giving you a small army. - Most of my experience with ID games: The first game I've played was Doom 2016, then Eternal (still need to finish the story DLC), Doom 1, 2, 64, a BIT of 3 (haven't played the entirety of these latter 4 Doom games), and most of what I know of Quake stuff is from these vids and a bit of research on Champions, Arena, & Live. -- Side note on Champions, Arena, & Live: I was really hoping they'd add Crash into Champions or any other modern Doom game or at least reference her in some way once. I feel like Phobos the character gets more screen time than her as is despite barely showing up as a proper character at all. Granted this is also coming from a headcanon I have being that both of them are two of the multiplayer/co-op characters in the early games, specifically the brown/orange one being Phobos and the black/indigo one being Crash, would be cool to have the red one be a new 2nd gal character with all 4 of them being slightly based on some of the early drafts of Doom 1. While the character portraits & designs are swapped around, I'd like to think the 4 of them use the character designs seen in Doom Delta where it's a full pack based on the early Beta story for Doom in the Doom bible ( forum.zdoom.org/viewtopic.php?t=52262 ). While I'd say ultimately the character stats & abilities would probably be changed around for who has what if used in the canon proper, the character designs themselves being used I see would be as follows: Dimitri being Doomguy (p1 green); Thi being Crash (p2 black/indigo mostly because that what I tend to see how the fans depict her under the helmet (there's also the "Midnight" color in Doom Eternal but I don't know if that's a reference to her, one of the player colors, or just a generic made color)); John being Phobos (p3 brown/orange/bronze); and Loreli being the base for a new character for the 4th/red player & the sister bot (Crash's red recolor) in Quake Live analog (there's also the "Crimson" color in Doom Eternal but like Crash, don't know if it's a reference to said player color or just a random red coloring). Also it would be kind of cool to let Doomguy/Doomslayer have his own personal squad. Sort of have them be like a variation of the "4 horsemen of the apocalypse" kind of imagry/vibes in canon, I say variation due to the horsemen usually not caring about innocents unlike Doomguy.
there's a Quake mod called Mjolnir which significantly beefs up the hammer from Hipnotic, where it functions like the Rogue Plasma gun but on steroids. And you actually throw it and it comes back like a Boomerang. Or, you can hit the ground for a beefed up version of the Hipnotic attack.
It's a shame the original map files are practically lost, meaning they cannot be updated. In the remaster none of these maps have fog effects and updated lighting and neither did they update the new models making it look awkward. It feels as if they didn't touch DoE and just ported it into the remaster as is Unrelated but lol at 15:58 It is very funny that if your toe gets caught in a funky piece of geometry as you're pushed by another brush, then you just explode into gibs
I wish the new monsters and weapons from scourge of armagon carried over into dissolution of eternity I would like to have seen gremlins and centroids alongside the new dissolution of eternity monsters or kill monsters like the wrath with a laser cannon
thank god for custom Quake mods, where that kinda stuff actually does occur! Too bad they didn't 'bundle it all together' like they did in Quake 2 remaster tho!
hey trav, have you ever heard of cruelty squad? It's really weird, like super weird, but I think you would like it. It's kind of sort of like a boomer shooter, and it's got the weirdness of lsd dream emulator (if you know what that game is) thrown in for uniqueness. Just don't play if you have epilepsy
110 FOV gang
The Episode 2 timestamp is Just Eipsode 2 xD
Quake Pro I like that reference in minecraft
I can't play at less than 125
agreed
best fov in half-life
"Oh look at that, it's a Shambler *without fur* "
Now listen here, Mr. *Tavis Guy* , nothing you or anyone else says will convince me that shamblers are anything more than a bunch of vortigaunts in a shaggy, *furry* coat.
The achievement for killing a Shambler with the axe is called 'A Close Shave' in the enhanced port of the game of steam so either Id or Nightdive confirmed that the Shambler did have fur. Or doesn't anymore depending on how you look at it.
@@gary43568 According to QC, both are canon and non-canon at the same time. Depends on dimension I guess.
Oh alright.
Didn't romero and someone else say they didn't have fur? I don't remember at all
Yeah me neither
When I first played DoE I messed up and installed the NIN soundtrack but it felt intentional so I didn’t question it. The dragon map even uses soundtrack slot 2 (the main theme in the NIN ost) and the fight lasts around a minute.
Should've "accidentally" downloaded then entire doom eternal soundtrack and been like "oops uwu"
SAME HERE, for some reason, launching the expansions using Quakespasm on the GOG port uses the NIN tracks if you don't have the OST for the hipnotic and rogue folders. I didn't even know the expansions had it's own music and just rolled with it and I thought the fact that the final mission used the Quake theme was considered by the devs themselves.
"Alright, High Priest, how do you like your eggs? The answer is Plasma Gun."
I don't know why but that line always gets me, that's pretty funny.
I think we are in ancient greece ''WHY HELLO THERE KING NEPTUNE'' is SO wrong and yet SO funny to me.
Just finished this expansion on the Remaster. I think I enjoyed Armagon more, if only because the last few levels of DOE were full of bland hallway mazes. Which is weird cuz they also had a really strong sense of style.
Either way, onto Dimensions of the Past now!
This guy did the expansions before Civvie did!
He doesn't always cover every single expansion
Sometimes I can't figure out what the rhyme or reason is behind what he decides to make a video on and it's glorious
civvie said to play arcane dimensions they are better than the expansion, so he wont bother.
I mean. Arcane Dimensions is awesome. Like really awesome.
But that's also unfair to these expansions too. They're both worth it
Now I want him to do a video on Arcane Dimensions though
Okay?
@@adamdavis1737 tell it to civvie thats what he said.
Raven Software was also, for a brief time, on the same street as ID Software, and collaborations were frequent between that at around the same time as Rogue Entertainment, So I wouldn't say Rogue had any advantage of Raven in terms of collaborations with ID. In fact with how close they all were at the time, I'm surprised they never all 3 did something together.
Edit: As it turns out they were not, still I find it odd considering Romero interacted with the Raven Software guys quite a bit because of Heretic and Hexen.
Id Software moved Cygnus Studios into an office next to theirs while they were making Raptor: Call of the Shadows so they could work on Strife when they were finished with it. when they dropped strife some staff stayed in TX to form rogue.
Hey, fun fact: Quake 64 seems to have been part of the entire package and not an add-on initially. I dug though the files of the id1.pak (I think, I'll have to check again) and nestled in the main menu config file within that is an unused menu entry for selecting "Quake 64". My best guess is that Bethesda wanted *something* to put in the add-ons menu as to not invalidate it being there, so they got Nightdive to repack it into it's own add-on.
That kind of makes sense. It feels odd to select it as a "mod" when it's literally the complete game ported over with all of the remasters options.
Nope, always intended to be an addon. Quake64 just needed some extra behaviour to be handled properly.
@@edward850 But how about the old mission packs? They include new behaviours for the new weapons and monsters they have, maybe even some new map scripting functions. Point is, they already bundled all the changes from the mission packs into the base engine, what's to say they couldn't have done so for Q64?
@@plazmasyt I should clarify that I'm one of the developers. So the mission packs don't actually have any unique engine behaviours, they worked as is were meant to all be together from the outset. Meanwhile Quake64 was pretty much designed from the outset to test the addon manager, given we had to make the manager from scratch. We needed to give the base game awareness of it for its mapinfo list as that was unfinished and couldn't be hotloaded at the time.
I love this expansion, it was my favorite official Quake single player content until Dimension of the Machine. The lava nails sound design makes them so satisfying.
IMO, this expansion is an absolute blast from start to finish. The only maps that I can really say I'm not huge fans of are R1M4 "Cave of Death" due to the damned earthquakes and the Hell Spawn, and R2M8 "Source of Evil" due to the overall annoying layout of the boss arena, but every other map I couldn't think of one major gripe to complain about.
Maybe little middling things here and there but nothing that took away from the overall experience. I especially loved the Guardian maps in the second episode (Tempus Fugit, Curse of Osiris, and Blood Sacrifice); I'm always a huge nut for going through ancient temples in games like this so the first time I saw them in Quake I was very pleasantly surprised!
Having completed DoE on Nightmare difficulty in the Nightdive Studio remaster it was the second toughest campaign for me so far where the number one toughest for me so far was Dimension of the Past! Though the Wraiths in DoE with their spiked projectiles did less damage than the vores the wraiths I found more annoying because they follow you around and explode after you kill them which can hurt and kill you if you're to close to them! If regular spawns are Quake's equivalent to Doom's lost souls then like you said that makes Quake DoE's hell spawn the equivalent to Doom 2's pain elemental! I can handle lost souls and pain elementals better than I can the spawns and hell spawns that's for sure! Nice video review!
Jeehun Hwang taught me that the highly unusual mix of rock music and castanets kicks all kinds of ass, and I have this expansion to thank for that.
It's worth noting that Lava Nails behave differently in Deathmatch vs Campaign. Instead of a permanent 2x damage multiplier, lava nails ignore armour and deal true damage. Applies to both standard and Super variants.
That and the Power Shield could be “rammed” into enemy players for damage.
@@b4byj3susm4n Scalebearer..
so at the end you said that the next id game you'd play have enemies worse than quake and more realistic, so which wolfenstein game are you playing next?
Might be Rage instead 🤔
@@jasonmarcus6940 ohhh nooo...
@@jasonmarcus6940 i have no clue , coulf be anithing "more realistic" than quake s monsters lol 😂
could be the Strogg
I think it will be RAGE
I never thought of those yellow dots on the hellspawns to be eyes. I thought they were just warts
And he is back with the other expansion!❤️❤️❤️ next the two machine head expansions? What do you think trav?
It's pretty great to see just how much of a handle these guys got on mapping so soon after the release of the game, the design of a lot of these maps is a lot more complex than what id came up with.
10:57
Can confirm it's still like that in the remaster. They didn't touch either of the expansions for the remaster lmao.
Actually they added a secret in the torment to make the pentagram at the end accessible so there's that
i love both of the expansions
With the release of the remaster I played through the base game and all four expansions on Nightmare. Definitely worth the effort.
Man I forgot how fucking awesome it was encountering the dragon boss after seeing about them in promotional pieces.
I really like the mission packs. Awesome soundtrack, new guns/ ammo, enemies (most of the time)
I didn’t hate either expansion, but they did have some silly aspects like the earthquakes or questionable traps, or dropping shamblers on your face.
I would love to know if the dragon is the first instance of one of those in a 3D game that wasn’t stationary.
Edit: also that Jank wind tunnel from level 5 is still messy in the remaster. I got stuck the same way. Was probably always a bit off.
This expansion was the most Hexen II like imo, if that makes sense. Obviousely that doesn't work out chronologically speaking, maybe raven and rogue were vibing to same cosmic rays?
great vid, can't wait if you will do Dimension of the Past, that one expansion doesn't have much reviews online
Do Abyss of Pandemonium next. Not really official, but it almost had a physical release back in the day. As I understand it got cancelled for some reason.
@DukeBluedevil70 While I like Abyss of Pandemonium's creepier visuals and soundtrack, the level design and new weapons are incredibly amateurish and a massive step down from SOA or DOE.
Nice review! this and your Armagon video prompted me to get the remaster on Switch and playthrough! I've been meaning to do that for years as I only ever played the Shareware version of Quake back in the day.
That tunnel in R1M5 was borked for me too, and I also got the failure to spawn the Shambler at the end of the map. I had to die and redo the level again as there isn't a noclip on switch that I'm aware of.
The Plasma is an underrated weapon. A mini-BFG by nature and like you said, very useful against spawns
....Try quake 1.5. Its now infused in the thunderbolt and its damn broken.
AHHHHHHH You hinted at Wolfenstein at the end of this video
6:07
He boppin
Stoked for this video. Great commentary!
Uploading 2 weeks after? My man you're on a roll!
In cave of death at the very first turn after the bridge, you can walk into the corner on the right to go out of bounds
0:19
"Scrooge of Armagon"
''subscribe and i will see you soon'' sounds like a fucking advice
Trav videos make my day.
The description at the end of the video screams Wolfenstein to me. Just calling it now.
I wasn't expecting this, but I like the video
Literally just watched the last quake video, oh boy here we go for round 2.
new trav video do be kinda fresh DoE
"Such a lust for revenge?! WHOoOOOoOoOOOoooo??"
I feel like this episode was heavily inspired by Heretic.
Wolfenstein series confirmed? Woohoo!
The same levers stumped me when I played, but for more like 20 minutes, not 10
Loved your Civvie impression in the beginning 😂
11:26 oh, so that door is bugged. I played through the Nightdive port recently and it was bugged there aswell.
how does this guy only have 30k subs
"Ok kids" YOU CAN'T GET YOUR CIVVIE REFRENCE PAST ME, TRAV!
That wasn't even a Civvie reference lol
19:21 "Cooked in white-hot plasma"
"A shambler without fur" Wrong, it's a sneak peak of doom 2016
Are you gonna check out the dimension of the past and dimension of the machine expansions?
Holy shit how did I not realize there’s an episode 2? I played through the boss and stopped
I just found your channel recently with you SoA video so I'm stoked to see you do DoE! Keen to see what you think of the machine game's expansions too.
Oh no! The Protoman glasses are gone! R.I.P Protoman glasses.
Goddammit Trav I was just about to get out of bed
Can confirm that the tube is still janky in the remaster.
Hey, me and my brother finished Armagon yesterday!
Ahh Civvie references. Add another one to my memory of CZcamsrs referencing my boy
Good job Trav
Deep Rock Galactic When Travy
DoE, my favorite way to play Quake. Especially in multiplayer, the new weapon variants kick serious ass
Trav uploading makes me feel happy.
15:03 Shamblers don't have eyes
Will you be doing the expansion added by Machinegames too? Or is it just the original 3?
Machine games was also behind the third expansion. They released that for the 20th anniversary, and now they have the fourth expansion for the 25th which is included in this remaster
Both of them are awesome
@@adamdavis1737 this is news. good to know!
Personally I don't understand y u don't have more subs ur a great utuber
Speaking of Mario party, I think the idea of Mario Party probably came from Super Mario RPG. The various mini games and such. It seems like a natural evolution of the game if you took the RPG elements out of it. I would have rather gotten a proper sequal to SMB RPG, but Mario Party was super fun as well.
eyy was waiting for this
First upload since I subscribed, and I see we're in for some fun.
Also, STRIFE. That is a good game and I feel like it's the least-covered Doom-engine game. Seeing more about that would be neat someday. :3
Accursed Farms did a great video on it.
13:36 _stars_
I just beat the main quake campaign and this shows up on my recommended
Nice
I think some of these source ports have technical problems. When I was playing DoE in the Darkplaces engine I too had to noclip through a door because a silver key wouldn't spawn. I think the developers of these source ports need to patch out some of the spawning bugs, particularly in the darkplaces engine.
For a second, I thought you were Civvie 11.
"blood" video when
22:28 who’s that idiot at the top of the patron list? Couldn’t be me…
Btw great video as always. You seriously deserve more subs
After playing the remaster, I can confirm that the tube is still just as janky as before, for better or worse depending on how you look at it.
Something tells me that Rogue really, really wanted to make Hexen 2. But Raven wouldn't let them. And then John Romero made Hexen 2, only with a Japanese sword as your melee weapon.
5:50 that Quad secret you can just fall to the bottom of the chamber and you’ll teleport back outside the pool
14:55 From the level design, I’d guess an Ancient Roman bathhouse, with a temple a short corridor away
16:18 Shooting the red numbers in the “Hub” of the trial of air would activate an elevator behind the exit portal, so you didn’t need to rocket jump 🤷🏻♂️
Also, I feel like R2M2 and R2M3 should have been one map, and maybe was designed as such before being split into two, possibly because of hardware constraints or balancing for the late 90s
16:45 apparently that enemy is called a Hephaestus, after the smith of the Greek Gods
18:30 The level looped around dude, hence the outside area. Level looping is more fun than straight backtracking, ain’t it? You even fought another Overlord right before you leave, which was strange to me but I suppose supports the “time warping” story. And that secret shelf? Shoot the stain-glass window to activate an elevator to take you up there.
Overall, liked the gameplay challenge of SoA more, but enjoyed the level design and esthetic of DoE. Really expanded what lied in store for Quake lore and made me excited for more of that feel. Then Quake II had to ruin the trend 🙄
To be fair, that elevator bear the window is almost invisible, it looks kinda like a lighting error iirc, so I don't blame him for overlooking it lol
R1M5 had the same bug for me on the remaster. Had to replay the level from the start (ie, base equipment) in order to beat it. Not sure what triggers it, but seemed to work the second time.
I think that level soured the rest of DoE for me. After that, my enjoyment with it was somewhat mixed.
Hope to see vids on the two Dimensions expansions soon!
Weird, because compared DarkPlaces (the source port I used for Q1 prior to remaster) most of the broken enemy spawns were fixed in the Kex Engine remaster including R1M5’s end Shambler. Mind you I did play on Xbox One.
worked for me the first time around on switch, I wonder what causes the bug
Yeah the second time was fine for me, but I was honestly clueless. I had to resort to watching a video because I thought I missed a switch or something that opens the bookcase. That's when it clicked what had happened.
Wish I knew what causes it, but it seems like dumb luck.
Same for me on Switch too
You spoil us Trav guy
The ancient Greece levels remind me of Hexen 2.
How do you like your eggs? The answer is plasma gun lmao
Calling it now, next game is rage (or Wolfenstein)
I'm not 100% sure, because it's been a while since I played base, classic Quake, but Nightmare apparently now caps your HP at 50, and if you get any HP above it via Mega health, it will slowly trickle down to 50... I mean, at least it has been that way for me since the update. I wonder if Quakespasm doesn't have that?
From my understanding, that was part of a community mod that's been popular for years, and the team implemented it.
@@ThatTravGuy Well, I surely wasn't expecting an answer from the man himself, lol.
Yeah, I was watching the video (and in retrospect, I got back to Nightmare Quake after watching your SoA review, great one as always) and asking myself why my health was capped @ 50 while yours wasn't.
Considering you actually like challenges, I'd suggest you try it, some levels become a real test of patience, even Shub-Demonetized's fight is a damn gauntlet to the bitter end. I believe my last run had me @ 1 HP, no ammo, pretty epic.
@@machineaphex no worries. I've already beaten the base campaign on this new Nightmare. Tbh I didn't notice much of a difference, surprised to say.
11:26 yeah this happened to me playing the remaster on my first run of the level and I'm on switch so I literally couldn't no clip and had to kill myself and start over to fix the bug and it never happened again to me in my 2 or 3 other attempts on that section.
Also on an unrelated note I never had a problem with the hell spawn cuz I think I killed it before it started duplicating but idk.
EFFOOH VEE, AEI CAEN SEEH FER FOCKIN MIELS
Was it not Raven down the road from iD in the 90s? not Rogue?
This might be the wrong video to post it since it's not featured in this expansion pack along with this coming from someone who is still somewhat new to the Doom and Quake games (I'll list my experience and a slight head canon tangent after this), but I feel like Mjolnir should have been Quake's version of the BFG proper to somewhat help it stand apart from Doom, like a mix between the OG version, the Thunderbolt, it's Plasma Cell ammo, and the BFG, that way it's not JUST "the BFG but again" (granted I don't know if anyone actually thinks that but I feel like it's an aspect that MAY be in the conversation). Like for the regular fire button, it still does the melee attack along with the surface discharge, but also have the affect be on an enemy when struck, maybe leaving them in a short stun state that does a tiny bit of status DPS (maybe do a lesser amount but affects any enemy that "touches" the one struck?). Have it's alt fire be more refined where, unlike the Thunderbolt ammo variant, it doesn't need to strike a surface to cause the homing effect and just functions like the modern BFG's energy orb. I also would suggest like a "from you" spread shot that somewhat functions like the surface strike but it's just coming from you as a short constant stream along with adding a "homing" version of the Thunderbolt's single bot strike that automatically locks onto and attacks enemies if they get close enough, but I'm not sure if that can work. Ideally i'd like all 4 of these abilities be tied to the "regular press" fire and "hold then release" fire. Side note, I'd say the Horn of Conjuring also should either have the enemies that you spawn either be stronger variants of the enemies you summon, or giving you a small army.
- Most of my experience with ID games: The first game I've played was Doom 2016, then Eternal (still need to finish the story DLC), Doom 1, 2, 64, a BIT of 3 (haven't played the entirety of these latter 4 Doom games), and most of what I know of Quake stuff is from these vids and a bit of research on Champions, Arena, & Live.
-- Side note on Champions, Arena, & Live: I was really hoping they'd add Crash into Champions or any other modern Doom game or at least reference her in some way once. I feel like Phobos the character gets more screen time than her as is despite barely showing up as a proper character at all. Granted this is also coming from a headcanon I have being that both of them are two of the multiplayer/co-op characters in the early games, specifically the brown/orange one being Phobos and the black/indigo one being Crash, would be cool to have the red one be a new 2nd gal character with all 4 of them being slightly based on some of the early drafts of Doom 1. While the character portraits & designs are swapped around, I'd like to think the 4 of them use the character designs seen in Doom Delta where it's a full pack based on the early Beta story for Doom in the Doom bible ( forum.zdoom.org/viewtopic.php?t=52262 ). While I'd say ultimately the character stats & abilities would probably be changed around for who has what if used in the canon proper, the character designs themselves being used I see would be as follows: Dimitri being Doomguy (p1 green); Thi being Crash (p2 black/indigo mostly because that what I tend to see how the fans depict her under the helmet (there's also the "Midnight" color in Doom Eternal but I don't know if that's a reference to her, one of the player colors, or just a generic made color)); John being Phobos (p3 brown/orange/bronze); and Loreli being the base for a new character for the 4th/red player & the sister bot (Crash's red recolor) in Quake Live analog (there's also the "Crimson" color in Doom Eternal but like Crash, don't know if it's a reference to said player color or just a random red coloring). Also it would be kind of cool to let Doomguy/Doomslayer have his own personal squad. Sort of have them be like a variation of the "4 horsemen of the apocalypse" kind of imagry/vibes in canon, I say variation due to the horsemen usually not caring about innocents unlike Doomguy.
there's a Quake mod called Mjolnir which significantly beefs up the hammer from Hipnotic, where it functions like the Rogue Plasma gun but on steroids. And you actually throw it and it comes back like a Boomerang. Or, you can hit the ground for a beefed up version of the Hipnotic attack.
@@ShadesMan Nice!
@@ShadesMan Forgot to ask, WHO made the mod? Just to make sure I come across/recommend the right one.
Oh nice. Thought for some reason I thought you were re-reviewing Quake by your post yesterday. Awesome video though.
Hoped for metal gear but this is fine
The Legend is back
It's a shame the original map files are practically lost, meaning they cannot be updated. In the remaster none of these maps have fog effects and updated lighting and neither did they update the new models making it look awkward. It feels as if they didn't touch DoE and just ported it into the remaster as is
Unrelated but lol at 15:58
It is very funny that if your toe gets caught in a funky piece of geometry as you're pushed by another brush, then you just explode into gibs
So the next video is on Chex Quest, eh?
I love the mgsv reference KEEP IT CLASSY 😎
when is the review for the other 3 expansions?
For a second there I thought I put a civiie video by accident lol
I wish the new monsters and weapons from scourge of armagon carried over into dissolution of eternity I would like to have seen gremlins and centroids alongside the new dissolution of eternity monsters or kill monsters like the wrath with a laser cannon
thank god for custom Quake mods, where that kinda stuff actually does occur! Too bad they didn't 'bundle it all together' like they did in Quake 2 remaster tho!
Were/are you a fan of the Turok series?
Hey Trav, can you review the ‘Kaiser campaign’?
The Doom Eternal mod? No, but I'm stream it once it's completed.
@@ThatTravGuy YAY!
hey trav, have you ever heard of cruelty squad? It's really weird, like super weird, but I think you would like it. It's kind of sort of like a boomer shooter, and it's got the weirdness of lsd dream emulator (if you know what that game is) thrown in for uniqueness. Just don't play if you have epilepsy
I've seen Civvie's video on it, and own it on Steam. I'll start it up some day.